29 lines
995 B
C#
29 lines
995 B
C#
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using EntityStates;
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using EntityStates.VoidSurvivor.Weapon;
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using JetBrains.Annotations;
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using UnityEngine;
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namespace RoR2.Skills;
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public class VoidSurvivorBlasterSkillDef : SteppedSkillDef
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{
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public Sprite[] icons;
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protected override EntityState InstantiateNextState([NotNull] GenericSkill skillSlot)
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{
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EntityState entityState = base.InstantiateNextState(skillSlot);
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VoidSurvivorController component = skillSlot.GetComponent<VoidSurvivorController>();
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if ((bool)component)
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{
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float corruptionPercentage = component.corruptionPercentage;
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entityState = ((corruptionPercentage >= 75f) ? new FireBlaster4() : ((corruptionPercentage >= 50f) ? new FireBlaster3() : ((!(corruptionPercentage >= 25f)) ? ((FireBlasterBase)new FireBlaster1()) : ((FireBlasterBase)new FireBlaster2()))));
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}
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InstanceData instanceData = (InstanceData)skillSlot.skillInstanceData;
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if (entityState is IStepSetter stepSetter)
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{
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stepSetter.SetStep(instanceData.step);
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}
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return entityState;
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}
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}
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