using RoR2; using RoR2.Projectile; using UnityEngine; namespace EntityStates.ClayBoss.ClayBossWeapon; public class FireBombardment : BaseState { public static GameObject effectPrefab; public static GameObject projectilePrefab; public int grenadeCountMax = 3; public static float damageCoefficient; public static float baseTimeBetweenShots = 1f; public static float cooldownDuration = 2f; public static float arcAngle = 5f; public static float recoilAmplitude = 1f; public static string shootSoundString; public static float spreadBloomValue = 0.3f; private Ray aimRay; private Transform modelTransform; private float duration; private float fireTimer; private int grenadeCount; private float timeBetweenShots; private void FireGrenade(string targetMuzzle) { PlayCrossfade("Gesture, Bombardment", "FireBombardment", 0.1f); Util.PlaySound(shootSoundString, base.gameObject); aimRay = GetAimRay(); Vector3 vector = aimRay.origin; if ((bool)modelTransform) { ChildLocator component = modelTransform.GetComponent(); if ((bool)component) { Transform transform = component.FindChild(targetMuzzle); if ((bool)transform) { vector = transform.position; } } } AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -1f * recoilAmplitude, 1f * recoilAmplitude); if ((bool)effectPrefab) { EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: true); } if (base.isAuthority) { float num = -1f; if (Util.CharacterRaycast(base.gameObject, aimRay, out var hitInfo, float.PositiveInfinity, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask, QueryTriggerInteraction.Ignore)) { Vector3 point = hitInfo.point; float velocity = projectilePrefab.GetComponent().velocity; Vector3 vector2 = point - vector; Vector2 vector3 = new Vector2(vector2.x, vector2.z); float magnitude = vector3.magnitude; float y = Trajectory.CalculateInitialYSpeed(magnitude / velocity, vector2.y); Vector3 vector4 = new Vector3(vector3.x / magnitude * velocity, y, vector3.y / magnitude * velocity); num = vector4.magnitude; aimRay.direction = vector4 / num; } float x = Random.Range(0f, base.characterBody.spreadBloomAngle); float z = Random.Range(0f, 360f); Vector3 up = Vector3.up; Vector3 axis = Vector3.Cross(up, aimRay.direction); Vector3 vector5 = Quaternion.Euler(0f, 0f, z) * (Quaternion.Euler(x, 0f, 0f) * Vector3.forward); float y2 = vector5.y; vector5.y = 0f; float angle = Mathf.Atan2(vector5.z, vector5.x) * 57.29578f - 90f; float angle2 = Mathf.Atan2(y2, vector5.magnitude) * 57.29578f; Vector3 forward = Quaternion.AngleAxis(angle, up) * (Quaternion.AngleAxis(angle2, axis) * aimRay.direction); ProjectileManager.instance.FireProjectile(projectilePrefab, vector, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master), DamageColorIndex.Default, null, num); } base.characterBody.AddSpreadBloom(spreadBloomValue); } public override void OnEnter() { base.OnEnter(); timeBetweenShots = baseTimeBetweenShots / attackSpeedStat; duration = (baseTimeBetweenShots * (float)grenadeCount + cooldownDuration) / attackSpeedStat; PlayCrossfade("Gesture, Additive", "BeginBombardment", 0.1f); modelTransform = GetModelTransform(); if ((bool)base.characterBody) { base.characterBody.SetAimTimer(duration); } } public override void OnExit() { PlayCrossfade("Gesture, Additive", "EndBombardment", 0.1f); base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); if (base.isAuthority) { fireTimer -= GetDeltaTime(); if (fireTimer <= 0f && grenadeCount < grenadeCountMax) { fireTimer += timeBetweenShots; FireGrenade("Muzzle"); grenadeCount++; } if (base.fixedAge >= duration && base.isAuthority) { outer.SetNextStateToMain(); } } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Skill; } }