r2mods/ilspy_dump/ror2_csproj/EntityStates.VoidRaidCrab/ChargeFinalStand.cs

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2024-10-04 07:26:37 +00:00
using System.Collections.Generic;
using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.VoidRaidCrab;
public class ChargeFinalStand : BaseWardWipeState
{
[SerializeField]
public float duration;
[SerializeField]
public GameObject chargeEffectPrefab;
[SerializeField]
public string muzzleName;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string animationPlaybackRateParam;
[SerializeField]
public string enterSoundString;
private GameObject chargeEffectInstance;
public override void OnEnter()
{
base.OnEnter();
PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
Util.PlaySound(enterSoundString, base.gameObject);
ChildLocator modelChildLocator = GetModelChildLocator();
if ((bool)modelChildLocator && (bool)chargeEffectPrefab)
{
Transform transform = modelChildLocator.FindChild(muzzleName) ?? base.characterBody.coreTransform;
if ((bool)transform)
{
chargeEffectInstance = Object.Instantiate(chargeEffectPrefab, transform.position, transform.rotation);
chargeEffectInstance.transform.parent = transform;
ScaleParticleSystemDuration component = chargeEffectInstance.GetComponent<ScaleParticleSystemDuration>();
if ((bool)component)
{
component.newDuration = duration;
}
}
}
fogDamageController = GetComponent<FogDamageController>();
fogDamageController.enabled = true;
safeWards = new List<GameObject>();
PhasedInventorySetter component2 = GetComponent<PhasedInventorySetter>();
if ((bool)component2 && NetworkServer.active)
{
component2.AdvancePhase();
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority && base.fixedAge >= duration)
{
FireFinalStand nextState = new FireFinalStand();
outer.SetNextState(nextState);
}
}
public override void OnExit()
{
EntityState.Destroy(chargeEffectInstance);
base.OnExit();
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Pain;
}
}