r2mods/ilspy_dump/ror2_csproj/EntityStates.Railgunner.Weapon/BaseChargeSnipe.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates.Railgunner.Weapon;
public abstract class BaseChargeSnipe : BaseState, IBaseWeaponState
{
private const string backpackStateMachineName = "Backpack";
[SerializeField]
public float baseDuration;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string animationPlaybackRateParam;
private float duration;
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
EntityStateMachine entityStateMachine = EntityStateMachine.FindByCustomName(base.gameObject, "Backpack");
if ((bool)entityStateMachine)
{
entityStateMachine.SetNextState(InstantiateBackpackState());
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration)
{
outer.SetNextStateToMain();
}
}
public bool CanScope()
{
return false;
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Frozen;
}
protected abstract EntityState InstantiateBackpackState();
}