r2mods/ilspy_dump/ror2_csproj/EntityStates/FireFlower2.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Projectile;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates;
public class FireFlower2 : BaseState
{
public static GameObject projectilePrefab;
public static float baseDuration;
public static float damageCoefficient;
public static float healthCostFraction;
public static string enterSoundString;
public static string muzzleName;
public static GameObject muzzleFlashPrefab;
private float duration;
private static int FireFlowerStateHash = Animator.StringToHash("FireFlower");
private static int FireFlowerParamHash = Animator.StringToHash("FireFlower.playbackRate");
public override void OnEnter()
{
base.OnEnter();
EffectManager.SimpleMuzzleFlash(muzzleFlashPrefab, base.gameObject, muzzleName, transmit: false);
duration = baseDuration / attackSpeedStat;
Util.PlaySound(enterSoundString, base.gameObject);
PlayAnimation("Gesture, Additive", FireFlowerStateHash, FireFlowerParamHash, duration);
if (base.isAuthority)
{
Ray aimRay = GetAimRay();
FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
fireProjectileInfo.crit = RollCrit();
fireProjectileInfo.damage = damageCoefficient * damageStat;
fireProjectileInfo.damageColorIndex = DamageColorIndex.Default;
fireProjectileInfo.force = 0f;
fireProjectileInfo.owner = base.gameObject;
fireProjectileInfo.position = aimRay.origin;
fireProjectileInfo.procChainMask = default(ProcChainMask);
fireProjectileInfo.projectilePrefab = projectilePrefab;
fireProjectileInfo.rotation = Quaternion.LookRotation(aimRay.direction);
fireProjectileInfo.useSpeedOverride = false;
FireProjectileInfo fireProjectileInfo2 = fireProjectileInfo;
ProjectileManager.instance.FireProjectile(fireProjectileInfo2);
}
if (NetworkServer.active && (bool)base.healthComponent)
{
DamageInfo damageInfo = new DamageInfo();
damageInfo.damage = base.healthComponent.combinedHealth * healthCostFraction;
damageInfo.position = base.characterBody.corePosition;
damageInfo.force = Vector3.zero;
damageInfo.damageColorIndex = DamageColorIndex.Default;
damageInfo.crit = false;
damageInfo.attacker = null;
damageInfo.inflictor = null;
damageInfo.damageType = DamageType.NonLethal | DamageType.BypassArmor;
damageInfo.procCoefficient = 0f;
damageInfo.procChainMask = default(ProcChainMask);
base.healthComponent.TakeDamage(damageInfo);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority && base.fixedAge >= duration)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}