r2mods/ilspy_dump/ror2_csproj/EntityStates.VoidBarnacle.W.../Fire.cs

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2024-10-04 07:26:37 +00:00
using UnityEngine;
namespace EntityStates.VoidBarnacle.Weapon;
public class Fire : GenericProjectileBaseState
{
[SerializeField]
public int numberOfFireballs;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string animationPlaybackRateName;
private float _interFireballDuration;
private float _animationDuration;
private Transform muzzleTransform;
public override void OnEnter()
{
duration = baseDuration / attackSpeedStat;
_interFireballDuration = duration / (float)numberOfFireballs;
_animationDuration = _interFireballDuration;
muzzleTransform = FindModelChild(targetMuzzle);
base.OnEnter();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (stopwatch >= _animationDuration && numberOfFireballs > 0)
{
_animationDuration += _animationDuration;
PlayAnimation(_animationDuration);
}
}
protected override void PlayAnimation(float duration)
{
PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateName, _interFireballDuration);
}
protected override void FireProjectile()
{
base.FireProjectile();
if (numberOfFireballs > 1)
{
firedProjectile = false;
delayBeforeFiringProjectile += _interFireballDuration;
}
numberOfFireballs--;
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}