r2mods/ilspy_dump/ror2_csproj/EntityStates.Captain.Weapon/CallSupplyDropBase.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using RoR2.Projectile;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.Captain.Weapon;
public class CallSupplyDropBase : BaseSkillState
{
[SerializeField]
public GameObject muzzleflashEffect;
[SerializeField]
public GameObject supplyDropPrefab;
public static string muzzleString;
public static float baseDuration;
public static float impactDamageCoefficient;
public static float impactDamageForce;
public SetupSupplyDrop.PlacementInfo placementInfo;
private static int CallSupplyDropStateHash = Animator.StringToHash("CallSupplyDrop");
private static int CallSupplyDropParamHash = Animator.StringToHash("CallSupplyDrop.playbackRate");
private static int BufferEmptyStateHash = Animator.StringToHash("BufferEmpty");
private float duration => baseDuration / attackSpeedStat;
public override void OnEnter()
{
base.OnEnter();
if (base.isAuthority)
{
placementInfo = SetupSupplyDrop.GetPlacementInfo(GetAimRay(), base.gameObject);
if (placementInfo.ok)
{
base.activatorSkillSlot.DeductStock(1);
}
}
if (placementInfo.ok)
{
EffectManager.SimpleMuzzleFlash(muzzleflashEffect, base.gameObject, muzzleString, transmit: false);
base.characterBody.SetAimTimer(3f);
PlayAnimation("Gesture, Additive", CallSupplyDropStateHash, CallSupplyDropParamHash, duration);
PlayAnimation("Gesture, Override", CallSupplyDropStateHash, CallSupplyDropParamHash, duration);
if (NetworkServer.active)
{
GameObject obj = Object.Instantiate(supplyDropPrefab, placementInfo.position, placementInfo.rotation);
obj.GetComponent<TeamFilter>().teamIndex = base.teamComponent.teamIndex;
obj.GetComponent<GenericOwnership>().ownerObject = base.gameObject;
Deployable component = obj.GetComponent<Deployable>();
if ((bool)component && (bool)base.characterBody.master)
{
base.characterBody.master.AddDeployable(component, DeployableSlot.CaptainSupplyDrop);
}
ProjectileDamage component2 = obj.GetComponent<ProjectileDamage>();
component2.crit = RollCrit();
component2.damage = damageStat * impactDamageCoefficient;
component2.damageColorIndex = DamageColorIndex.Default;
component2.force = impactDamageForce;
component2.damageType = DamageType.Generic;
NetworkServer.Spawn(obj);
}
}
else
{
PlayCrossfade("Gesture, Additive", BufferEmptyStateHash, 0.1f);
PlayCrossfade("Gesture, Additive", BufferEmptyStateHash, 0.1f);
}
EntityStateMachine entityStateMachine = EntityStateMachine.FindByCustomName(base.gameObject, "Skillswap");
if ((bool)entityStateMachine)
{
entityStateMachine.SetNextStateToMain();
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority && base.fixedAge > duration)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Pain;
}
public override void OnSerialize(NetworkWriter writer)
{
base.OnSerialize(writer);
placementInfo.Serialize(writer);
}
public override void OnDeserialize(NetworkReader reader)
{
base.OnDeserialize(reader);
placementInfo.Deserialize(reader);
}
}