r2mods/ilspy_dump/ror2_csproj/EntityStates.GlobalSkills.L.../FireLunarNeedle.cs

81 lines
2.4 KiB
C#
Raw Normal View History

2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.GlobalSkills.LunarNeedle;
public class FireLunarNeedle : BaseSkillState
{
public static float baseDuration;
public static float damageCoefficient;
public static GameObject projectilePrefab;
public static float recoilAmplitude;
public static float spreadBloomValue;
public static GameObject muzzleFlashEffectPrefab;
public static string fireSound;
public static float maxSpread;
private float duration;
[SerializeField]
public string animationLayerName = "Gesture, Override";
[SerializeField]
public string animationStateName = "FireLunarNeedle";
[SerializeField]
public string playbackRateParam = "FireLunarNeedle.playbackRate";
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
if (base.isAuthority)
{
Ray aimRay = GetAimRay();
aimRay.direction = Util.ApplySpread(aimRay.direction, 0f, maxSpread, 1f, 1f);
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);
}
AddRecoil(-0.4f * recoilAmplitude, -0.8f * recoilAmplitude, -0.3f * recoilAmplitude, 0.3f * recoilAmplitude);
base.characterBody.AddSpreadBloom(spreadBloomValue);
StartAimMode();
EffectManager.SimpleMuzzleFlash(muzzleFlashEffectPrefab, base.gameObject, "Head", transmit: false);
Util.PlaySound(fireSound, base.gameObject);
PlayAnimation(animationLayerName, animationStateName, playbackRateParam, duration);
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority && base.fixedAge >= duration)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}