r2mods/ilspy_dump/ror2_csproj/EntityStates.GravekeeperBoss/FireHook.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.GravekeeperBoss;
public class FireHook : BaseState
{
public static float baseDuration = 3f;
public static string soundString;
public static string muzzleString;
public static float projectileDamageCoefficient;
public static GameObject muzzleflashEffectPrefab;
public static GameObject projectilePrefab;
public static float spread;
public static int projectileCount;
public static float projectileForce;
private float duration;
private Animator modelAnimator;
public override void OnEnter()
{
base.OnEnter();
base.fixedAge = 0f;
duration = baseDuration / attackSpeedStat;
modelAnimator = GetModelAnimator();
if ((bool)modelAnimator)
{
PlayCrossfade("Body", "FireHook", "FireHook.playbackRate", duration, 0.03f);
}
ChildLocator component = modelAnimator.GetComponent<ChildLocator>();
if ((bool)component)
{
component.FindChild(muzzleString);
}
Util.PlayAttackSpeedSound(soundString, base.gameObject, attackSpeedStat);
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzleString, transmit: false);
Ray aimRay = GetAimRay();
if (NetworkServer.active)
{
FireSingleHook(aimRay, 0f, 0f);
for (int i = 0; i < projectileCount; i++)
{
float bonusPitch = Random.Range(0f - spread, spread) / 2f;
float bonusYaw = Random.Range(0f - spread, spread) / 2f;
FireSingleHook(aimRay, bonusPitch, bonusYaw);
}
}
}
private void FireSingleHook(Ray aimRay, float bonusPitch, float bonusYaw)
{
Vector3 forward = Util.ApplySpread(aimRay.direction, 0f, 0f, 1f, 1f, bonusYaw, bonusPitch);
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * projectileDamageCoefficient, projectileForce, Util.CheckRoll(critStat, base.characterBody.master));
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}