using RoR2; using RoR2.Projectile; using UnityEngine; namespace EntityStates.Chef; public class Glaze : BaseState { public static GameObject effectPrefab; public static GameObject projectilePrefab; public static int grenadeCountMax = 3; public static float damageCoefficient; public static float fireDuration = 3f; public static float baseDuration = 2f; public static float arcAngle = 7f; public static float recoilAmplitude = 1f; public static string attackSoundString; public static float spreadBloomValue = 0.3f; public static float minimumTimeBetweenShots = 0.025f; public static float maximumTimeBetweenShots = 0.1f; public static float xDeviationSpread = 1f; private Ray projectileRay; private Transform modelTransform; private float duration; private float fireTimer; private int grenadeCount; private int muzzleStringEndNum = 1; private void FireGrenade(string targetMuzzle) { Util.PlaySound(attackSoundString, base.gameObject); projectileRay = GetAimRay(); if ((bool)modelTransform) { ChildLocator component = modelTransform.GetComponent(); if ((bool)component) { Transform transform = component.FindChild(targetMuzzle); if ((bool)transform) { projectileRay.origin = transform.position; } } } AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -1f * recoilAmplitude, 1f * recoilAmplitude); if ((bool)effectPrefab) { EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false); } if (base.isAuthority) { float x = Random.Range(0f, base.characterBody.spreadBloomAngle + xDeviationSpread); float z = Random.Range(0f, 360f); Vector3 up = Vector3.up; Vector3 axis = Vector3.Cross(up, projectileRay.direction); Vector3 vector = Quaternion.Euler(0f, 0f, z) * (Quaternion.Euler(x, 0f, 0f) * Vector3.forward); float y = vector.y; vector.y = 0f; float angle = Mathf.Atan2(vector.z, vector.x) * 57.29578f - 90f; float angle2 = Mathf.Atan2(y, vector.magnitude) * 57.29578f + arcAngle; Vector3 forward = Quaternion.AngleAxis(angle, up) * (Quaternion.AngleAxis(angle2, axis) * projectileRay.direction); FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo); fireProjectileInfo.projectilePrefab = projectilePrefab; fireProjectileInfo.position = projectileRay.origin; fireProjectileInfo.rotation = Util.QuaternionSafeLookRotation(forward); fireProjectileInfo.owner = base.gameObject; fireProjectileInfo.damage = damageStat * damageCoefficient; fireProjectileInfo.force = 0f; fireProjectileInfo.crit = Util.CheckRoll(critStat, base.characterBody.master); fireProjectileInfo.damageTypeOverride = DamageType.WeakOnHit; ProjectileManager.instance.FireProjectile(fireProjectileInfo); } base.characterBody.AddSpreadBloom(spreadBloomValue); } public override void OnEnter() { base.OnEnter(); duration = baseDuration / attackSpeedStat; modelTransform = GetModelTransform(); PlayAnimation("Gesture, Override", "ChefGlazeStart", "ChefGlazeStart.playbackRate", duration); StartAimMode(); } public override void OnExit() { base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge >= duration) { fireTimer -= GetDeltaTime(); float num = Random.Range(minimumTimeBetweenShots, maximumTimeBetweenShots) + fireDuration / attackSpeedStat / (float)grenadeCountMax; if (fireTimer <= 0f && grenadeCount < grenadeCountMax) { fireTimer += num; arcAngle = Random.Range(-6, -12); PlayCrossfade("Gesture, Additive", "ChefGlazeRecoil", 0.2f); FireGrenade("MuzzleGlaze" + muzzleStringEndNum); muzzleStringEndNum++; if (muzzleStringEndNum > 5) { muzzleStringEndNum = 1; } grenadeCount++; } } if (base.isAuthority && grenadeCount >= grenadeCountMax) { PlayCrossfade("Gesture, Override", "ChefGlazeExit", 0.2f); PlayCrossfade("Gesture, Additive", "ChefGlazeExit", 0.2f); outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Skill; } }