59 lines
1.2 KiB
C#
59 lines
1.2 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.VoidSurvivor.Weapon;
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public class ChargeHandBeam : BaseState
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{
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[SerializeField]
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public string animationLayerName;
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[SerializeField]
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public string animationStateName;
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[SerializeField]
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public string animationPlaybackRateParam;
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[SerializeField]
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public float baseDuration = 2f;
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[SerializeField]
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public string muzzle;
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[SerializeField]
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public string enterSoundString;
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[SerializeField]
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public GameObject muzzleflashEffectPrefab;
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private float duration;
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public override void OnEnter()
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{
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base.OnEnter();
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duration = baseDuration / attackSpeedStat;
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GetAimRay();
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PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
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base.characterBody.SetAimTimer(3f);
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Util.PlaySound(enterSoundString, base.gameObject);
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if ((bool)muzzleflashEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzle, transmit: false);
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}
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}
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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 && base.fixedAge > duration)
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{
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outer.SetNextState(new FireHandBeam());
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}
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.Skill;
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}
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}
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