r2mods/ilspy_dump/ror2_csproj/EntityStates.NullifierMonster/DeathState.cs

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2024-10-04 07:26:37 +00:00
using RoR2.Projectile;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.NullifierMonster;
public class DeathState : GenericCharacterDeath
{
public static GameObject deathBombProjectile;
public static float duration;
public static string muzzleName;
private Transform muzzleTransform;
protected override bool shouldAutoDestroy => false;
protected override void PlayDeathAnimation(float crossfadeDuration = 0.1f)
{
PlayCrossfade("Body", "Death", "Death.playbackRate", duration, 0.1f);
}
public override void OnEnter()
{
base.OnEnter();
muzzleTransform = FindModelChild(muzzleName);
if ((bool)muzzleTransform && base.isAuthority)
{
FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
fireProjectileInfo.projectilePrefab = deathBombProjectile;
fireProjectileInfo.position = muzzleTransform.position;
fireProjectileInfo.rotation = Quaternion.identity;
fireProjectileInfo.owner = base.gameObject;
fireProjectileInfo.damage = damageStat;
fireProjectileInfo.crit = base.characterBody.RollCrit();
ProjectileManager.instance.FireProjectile(fireProjectileInfo);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration)
{
DestroyModel();
if (NetworkServer.active)
{
DestroyBodyAsapServer();
}
}
}
public override void OnExit()
{
DestroyModel();
base.OnExit();
}
}