r2mods/ilspy_dump/ror2_csproj/EntityStates.BrotherMonster.../FireLunarShards.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.BrotherMonster.Weapon;
public class FireLunarShards : BaseSkillState
{
public static float baseDuration;
[SerializeField]
public float damageCoefficient;
public static GameObject projectilePrefab;
public static float recoilAmplitude;
public static float spreadBloomValue;
public static string muzzleString;
public static GameObject muzzleFlashEffectPrefab;
public static string fireSound;
[SerializeField]
public float maxSpread;
[SerializeField]
public float spreadYawScale;
[SerializeField]
public float spreadPitchScale;
private float duration;
private static int FireLunarShardsStateHash = Animator.StringToHash("FireLunarShards");
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
if (base.isAuthority)
{
Ray aimRay = GetAimRay();
Transform transform = FindModelChild(muzzleString);
if ((bool)transform)
{
aimRay.origin = transform.position;
}
aimRay.direction = Util.ApplySpread(aimRay.direction, 0f, maxSpread, spreadYawScale, spreadPitchScale);
FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
fireProjectileInfo.position = aimRay.origin;
fireProjectileInfo.rotation = Quaternion.LookRotation(aimRay.direction);
fireProjectileInfo.crit = base.characterBody.RollCrit();
fireProjectileInfo.damage = base.characterBody.damage * damageCoefficient;
fireProjectileInfo.damageColorIndex = DamageColorIndex.Default;
fireProjectileInfo.owner = base.gameObject;
fireProjectileInfo.procChainMask = default(ProcChainMask);
fireProjectileInfo.force = 0f;
fireProjectileInfo.useFuseOverride = false;
fireProjectileInfo.useSpeedOverride = false;
fireProjectileInfo.target = null;
fireProjectileInfo.projectilePrefab = projectilePrefab;
ProjectileManager.instance.FireProjectile(fireProjectileInfo);
}
PlayAnimation("Gesture, Additive", FireLunarShardsStateHash);
PlayAnimation("Gesture, Override", FireLunarShardsStateHash);
AddRecoil(-0.4f * recoilAmplitude, -0.8f * recoilAmplitude, -0.3f * recoilAmplitude, 0.3f * recoilAmplitude);
base.characterBody.AddSpreadBloom(spreadBloomValue);
EffectManager.SimpleMuzzleFlash(muzzleFlashEffectPrefab, base.gameObject, muzzleString, transmit: false);
Util.PlaySound(fireSound, base.gameObject);
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority && base.fixedAge >= duration)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}