r2mods/ilspy_dump/ror2_csproj/EntityStates.ClayBruiser.We.../MinigunFire.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates.ClayBruiser.Weapon;
public class MinigunFire : MinigunState
{
public static GameObject muzzleVfxPrefab;
public static float baseFireInterval;
public static int baseBulletCount;
public static float baseDamagePerSecondCoefficient;
public static float baseForcePerSecond;
public static float baseProcCoefficientPerSecond;
public static float bulletMinSpread;
public static float bulletMaxSpread;
public static GameObject bulletTracerEffectPrefab;
public static GameObject bulletHitEffectPrefab;
public static bool bulletHitEffectNormal;
public static float bulletMaxDistance;
public static string fireSound;
public static string startSound;
public static string endSound;
private float fireTimer;
private Transform muzzleVfxTransform;
private float baseFireRate;
private float baseBulletsPerSecond;
private Run.FixedTimeStamp critEndTime;
private Run.FixedTimeStamp lastCritCheck;
public override void OnEnter()
{
base.OnEnter();
if ((bool)muzzleTransform && (bool)muzzleVfxPrefab)
{
muzzleVfxTransform = Object.Instantiate(muzzleVfxPrefab, muzzleTransform).transform;
}
baseFireRate = 1f / baseFireInterval;
baseBulletsPerSecond = (float)baseBulletCount * baseFireRate;
critEndTime = Run.FixedTimeStamp.negativeInfinity;
lastCritCheck = Run.FixedTimeStamp.negativeInfinity;
Util.PlaySound(startSound, base.gameObject);
PlayCrossfade("Gesture, Additive", "FireMinigun", 0.2f);
}
private void UpdateCrits()
{
if (lastCritCheck.timeSince >= 1f)
{
lastCritCheck = Run.FixedTimeStamp.now;
if (RollCrit())
{
critEndTime = Run.FixedTimeStamp.now + 2f;
}
}
}
public override void OnExit()
{
Util.PlaySound(endSound, base.gameObject);
if ((bool)muzzleVfxTransform)
{
EntityState.Destroy(muzzleVfxTransform.gameObject);
muzzleVfxTransform = null;
}
PlayCrossfade("Gesture, Additive", "BufferEmpty", 0.2f);
base.OnExit();
}
private void OnFireShared()
{
Util.PlaySound(fireSound, base.gameObject);
if (base.isAuthority)
{
OnFireAuthority();
}
}
private void OnFireAuthority()
{
UpdateCrits();
bool isCrit = !critEndTime.hasPassed;
float damage = baseDamagePerSecondCoefficient / baseBulletsPerSecond * damageStat;
float force = baseForcePerSecond / baseBulletsPerSecond;
float procCoefficient = baseProcCoefficientPerSecond / baseBulletsPerSecond;
Ray aimRay = GetAimRay();
BulletAttack bulletAttack = new BulletAttack();
bulletAttack.bulletCount = (uint)baseBulletCount;
bulletAttack.aimVector = aimRay.direction;
bulletAttack.origin = aimRay.origin;
bulletAttack.damage = damage;
bulletAttack.damageColorIndex = DamageColorIndex.Default;
bulletAttack.damageType = DamageType.Generic;
bulletAttack.falloffModel = BulletAttack.FalloffModel.None;
bulletAttack.maxDistance = bulletMaxDistance;
bulletAttack.force = force;
bulletAttack.hitMask = LayerIndex.CommonMasks.bullet;
bulletAttack.minSpread = bulletMinSpread;
bulletAttack.maxSpread = bulletMaxSpread;
bulletAttack.isCrit = isCrit;
bulletAttack.owner = base.gameObject;
bulletAttack.muzzleName = MinigunState.muzzleName;
bulletAttack.smartCollision = false;
bulletAttack.procChainMask = default(ProcChainMask);
bulletAttack.procCoefficient = procCoefficient;
bulletAttack.radius = 0f;
bulletAttack.sniper = false;
bulletAttack.stopperMask = LayerIndex.CommonMasks.bullet;
bulletAttack.weapon = null;
bulletAttack.tracerEffectPrefab = bulletTracerEffectPrefab;
bulletAttack.spreadPitchScale = 1f;
bulletAttack.spreadYawScale = 1f;
bulletAttack.queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
bulletAttack.hitEffectPrefab = bulletHitEffectPrefab;
bulletAttack.HitEffectNormal = bulletHitEffectNormal;
bulletAttack.Fire();
}
public override void FixedUpdate()
{
base.FixedUpdate();
fireTimer -= GetDeltaTime();
if (fireTimer <= 0f)
{
float num = baseFireInterval / attackSpeedStat;
fireTimer += num;
OnFireShared();
}
if (base.isAuthority && !base.skillButtonState.down)
{
outer.SetNextState(new MinigunSpinDown());
}
}
}