42 lines
1.1 KiB
C#
42 lines
1.1 KiB
C#
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using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.TitanMonster;
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public class FireGoldMegaLaser : FireMegaLaser
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{
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public static GameObject projectilePrefab;
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public static float projectileFireFrequency;
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public static float projectileDamageCoefficient;
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public static float projectileMinSpread;
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public static float projectileMaxSpread;
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private float projectileStopwatch;
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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if (!base.isAuthority)
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{
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return;
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}
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projectileStopwatch += GetDeltaTime() * attackSpeedStat;
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if (projectileStopwatch >= 1f / projectileFireFrequency)
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{
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Ray ray = GetAimRay();
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if ((bool)muzzleTransform)
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{
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ray.origin = muzzleTransform.transform.position;
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}
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ray.direction = Util.ApplySpread(ray.direction, projectileMinSpread, projectileMaxSpread, 1f, 1f);
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projectileStopwatch -= 1f / projectileFireFrequency;
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ProjectileManager.instance.FireProjectile(projectilePrefab, ray.origin, Util.QuaternionSafeLookRotation(ray.direction), base.gameObject, damageStat * FireMegaLaser.damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master));
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}
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}
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}
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