r2mods/ilspy_dump/ror2_csproj/EntityStates.LemurianBruise.../FireMegaFireball.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.LemurianBruiserMonster;
public class FireMegaFireball : BaseState
{
public static GameObject projectilePrefab;
public static GameObject muzzleflashEffectPrefab;
public static int projectileCount = 3;
public static float totalYawSpread = 5f;
public static float baseDuration = 2f;
public static float baseFireDuration = 0.2f;
public static float damageCoefficient = 1.2f;
public static float projectileSpeed;
public static float force = 20f;
public static string attackString;
private float duration;
private float fireDuration;
private int projectilesFired;
private static int FireMegaFireballStateHash = Animator.StringToHash("FireMegaFireball");
private static int FireMegaFireballParamHash = Animator.StringToHash("FireMegaFireball.playbackRate");
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
fireDuration = baseFireDuration / attackSpeedStat;
PlayAnimation("Gesture, Additive", FireMegaFireballStateHash, FireMegaFireballParamHash, duration);
Util.PlaySound(attackString, base.gameObject);
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
string muzzleName = "MuzzleMouth";
if (base.isAuthority)
{
int num = Mathf.FloorToInt(base.fixedAge / fireDuration * (float)projectileCount);
if (projectilesFired <= num && projectilesFired < projectileCount)
{
if ((bool)muzzleflashEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzleName, transmit: false);
}
Ray aimRay = GetAimRay();
float speedOverride = projectileSpeed;
float bonusYaw = (float)Mathf.FloorToInt((float)projectilesFired - (float)(projectileCount - 1) / 2f) / (float)(projectileCount - 1) * totalYawSpread;
Vector3 forward = Util.ApplySpread(aimRay.direction, 0f, 0f, 1f, 1f, bonusYaw);
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master), DamageColorIndex.Default, null, speedOverride);
projectilesFired++;
}
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}