r2mods/ilspy_dump/ror2_csproj/EntityStates.VoidSurvivor.W.../FireMegaBlasterBase.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.VoidSurvivor.Weapon;
public class FireMegaBlasterBase : BaseState
{
[SerializeField]
public GameObject projectilePrefab;
[SerializeField]
public GameObject muzzleflashEffectPrefab;
[SerializeField]
public float baseDuration = 2f;
[SerializeField]
public float damageCoefficient = 1.2f;
[SerializeField]
public float force = 20f;
[SerializeField]
public string attackSoundString;
[SerializeField]
public float recoilAmplitude;
[SerializeField]
public float bloom;
[SerializeField]
public string muzzle;
[SerializeField]
public float spread;
[SerializeField]
public float yawPerProjectile;
[SerializeField]
public float selfKnockbackForce;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string animationPlaybackRateParam;
private float duration;
public override void OnEnter()
{
base.OnEnter();
Ray aimRay = GetAimRay();
duration = baseDuration / attackSpeedStat;
StartAimMode(duration + 2f);
PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
Util.PlaySound(attackSoundString, base.gameObject);
AddRecoil(-1f * recoilAmplitude, -1.5f * recoilAmplitude, -0.25f * recoilAmplitude, 0.25f * recoilAmplitude);
base.characterBody.AddSpreadBloom(bloom);
if ((bool)muzzleflashEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzle, transmit: false);
}
if (base.isAuthority)
{
FireProjectiles();
}
base.characterBody.characterMotor.ApplyForce((0f - selfKnockbackForce) * aimRay.direction);
}
private void FireProjectiles()
{
Ray ray = GetAimRay();
TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, projectilePrefab, base.gameObject);
ray.direction = Util.ApplySpread(ray.direction, 0f, spread, 1f, 1f);
FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
fireProjectileInfo.projectilePrefab = projectilePrefab;
fireProjectileInfo.position = ray.origin;
fireProjectileInfo.rotation = Util.QuaternionSafeLookRotation(ray.direction);
fireProjectileInfo.owner = base.gameObject;
fireProjectileInfo.damage = damageStat * damageCoefficient;
fireProjectileInfo.force = force;
fireProjectileInfo.crit = Util.CheckRoll(critStat, base.characterBody.master);
ProjectileManager.instance.FireProjectile(fireProjectileInfo);
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority && base.fixedAge >= duration)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}