using RoR2; using RoR2.Projectile; using UnityEngine; namespace EntityStates.Huntress.HuntressWeapon; public class FireArrow : BaseState { public static GameObject effectPrefab; public static GameObject hitEffectPrefab; public static GameObject projectilePrefab; public static int arrowCountMax = 1; public float damageCoefficient; public static float fireDuration = 1f; public static float baseDuration = 2f; public static float arcAngle = 5f; public static float recoilAmplitude = 1f; public static string attackSoundString; public static float spreadBloomValue = 0.3f; public static float smallHopStrength; private Ray aimRay; private Transform modelTransform; private float duration; private float fireTimer; private int grenadeCount; private static int fireArrowHash = Animator.StringToHash("FireArrow"); private static int fireArrowParamHash = Animator.StringToHash("FireArrow.playbackRate"); private void FireGrenade(string targetMuzzle) { Util.PlaySound(attackSoundString, base.gameObject); aimRay = GetAimRay(); if ((bool)modelTransform) { ChildLocator component = modelTransform.GetComponent(); if ((bool)component) { Transform transform = component.FindChild(targetMuzzle); if ((bool)transform) { aimRay.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); float z = Random.Range(0f, 360f); Vector3 up = Vector3.up; Vector3 axis = Vector3.Cross(up, aimRay.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) * aimRay.direction); ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master)); } base.characterBody.AddSpreadBloom(spreadBloomValue); } public override void OnEnter() { base.OnEnter(); duration = baseDuration / attackSpeedStat; modelTransform = GetModelTransform(); if ((bool)base.characterMotor && smallHopStrength != 0f) { base.characterMotor.velocity.y = smallHopStrength; } if ((bool)base.characterBody) { base.characterBody.SetAimTimer(2f); } } public override void OnExit() { base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); if (base.isAuthority) { fireTimer -= GetDeltaTime(); float num = fireDuration / attackSpeedStat / (float)arrowCountMax; if (fireTimer <= 0f && grenadeCount < arrowCountMax) { PlayAnimation("Gesture, Additive", fireArrowHash, fireArrowParamHash, duration - num); PlayAnimation("Gesture, Override", fireArrowHash, fireArrowParamHash, duration - num); FireGrenade("Muzzle"); fireTimer += num; grenadeCount++; } if (base.fixedAge >= duration) { outer.SetNextStateToMain(); } } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Skill; } }