using RoR2; using UnityEngine; namespace EntityStates.EngiTurret.EngiTurretWeapon; public class FireGauss : BaseState { public static GameObject effectPrefab; public static GameObject hitEffectPrefab; public static GameObject tracerEffectPrefab; public static string attackSoundString; public static float damageCoefficient; public static float force; public static float minSpread; public static float maxSpread; public static int bulletCount; public static float baseDuration = 2f; public int bulletCountCurrent = 1; private float duration; private static int FireGaussStateHash = Animator.StringToHash("FireGauss"); private static int FireGaussParamHash = Animator.StringToHash("FireGauss.playbackRate"); public override void OnEnter() { base.OnEnter(); duration = baseDuration / attackSpeedStat; Util.PlaySound(attackSoundString, base.gameObject); Ray aimRay = GetAimRay(); StartAimMode(aimRay); PlayAnimation("Gesture", FireGaussStateHash, FireGaussParamHash, duration); string muzzleName = "Muzzle"; if ((bool)effectPrefab) { EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false); } if (base.isAuthority) { BulletAttack bulletAttack = new BulletAttack(); bulletAttack.owner = base.gameObject; bulletAttack.weapon = base.gameObject; bulletAttack.origin = aimRay.origin; bulletAttack.aimVector = aimRay.direction; bulletAttack.minSpread = minSpread; bulletAttack.maxSpread = maxSpread; bulletAttack.bulletCount = 1u; bulletAttack.damage = damageCoefficient * damageStat; bulletAttack.force = force; bulletAttack.tracerEffectPrefab = tracerEffectPrefab; bulletAttack.muzzleName = muzzleName; bulletAttack.hitEffectPrefab = hitEffectPrefab; bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master); bulletAttack.HitEffectNormal = false; bulletAttack.radius = 0.15f; bulletAttack.Fire(); } } public override void OnExit() { base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge >= duration && base.isAuthority) { outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Skill; } }