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

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates.VoidSurvivor.Weapon;
public class FireHandBeam : BaseState
{
[SerializeField]
public GameObject muzzleflashEffectPrefab;
[SerializeField]
public GameObject hitEffectPrefab;
[SerializeField]
public GameObject tracerEffectPrefab;
[SerializeField]
public float damageCoefficient;
[SerializeField]
public float maxDistance;
[SerializeField]
public float force;
[SerializeField]
public int bulletCount;
[SerializeField]
public float bulletRadius;
[SerializeField]
public float baseDuration = 2f;
[SerializeField]
public string attackSoundString;
[SerializeField]
public float recoilAmplitude;
[SerializeField]
public float spreadBloomValue = 0.3f;
[SerializeField]
public float maxSpread;
[SerializeField]
public string muzzle;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string animationPlaybackRateParam;
[SerializeField]
public float trajectoryAimAssistMultiplier = 0.75f;
private float duration;
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
Ray aimRay = GetAimRay();
PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -0.5f * recoilAmplitude, 0.5f * recoilAmplitude);
StartAimMode(aimRay);
Util.PlaySound(attackSoundString, base.gameObject);
if ((bool)muzzleflashEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzle, transmit: false);
}
if (base.isAuthority)
{
BulletAttack bulletAttack = new BulletAttack();
bulletAttack.owner = base.gameObject;
bulletAttack.weapon = base.gameObject;
bulletAttack.origin = aimRay.origin;
bulletAttack.aimVector = aimRay.direction;
bulletAttack.muzzleName = muzzle;
bulletAttack.maxDistance = maxDistance;
bulletAttack.minSpread = 0f;
bulletAttack.maxSpread = base.characterBody.spreadBloomAngle;
bulletAttack.radius = bulletRadius;
bulletAttack.falloffModel = BulletAttack.FalloffModel.None;
bulletAttack.smartCollision = true;
bulletAttack.damage = damageCoefficient * damageStat;
bulletAttack.procCoefficient = 1f / (float)bulletCount;
bulletAttack.force = force;
bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
bulletAttack.damageType = DamageType.SlowOnHit;
bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
bulletAttack.hitEffectPrefab = hitEffectPrefab;
bulletAttack.trajectoryAimAssistMultiplier = trajectoryAimAssistMultiplier;
bulletAttack.Fire();
}
base.characterBody.AddSpreadBloom(spreadBloomValue);
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}