using RoR2; using RoR2.Skills; using RoR2.UI; using UnityEngine; namespace EntityStates.Captain.Weapon; public class SetupAirstrikeAlt : BaseState { public static SkillDef primarySkillDef; public static GameObject crosshairOverridePrefab; public static string enterSoundString; public static string exitSoundString; public static GameObject effectMuzzlePrefab; public static string effectMuzzleString; public static float baseExitDuration; private CrosshairUtils.OverrideRequest crosshairOverrideRequest; private GenericSkill primarySkillSlot; private GameObject effectMuzzleInstance; private Animator modelAnimator; private float timerSinceComplete; private bool beginExit; private static int PrepAirstrikeHash = Animator.StringToHash("PrepAirstrike"); private float exitDuration => baseExitDuration / attackSpeedStat; public override void OnEnter() { base.OnEnter(); primarySkillSlot = (base.skillLocator ? base.skillLocator.primary : null); if ((bool)primarySkillSlot) { primarySkillSlot.SetSkillOverride(this, primarySkillDef, GenericSkill.SkillOverridePriority.Contextual); } modelAnimator = GetModelAnimator(); if ((bool)modelAnimator) { modelAnimator.SetBool(PrepAirstrikeHash, value: true); } PlayCrossfade("Gesture, Override", PrepAirstrikeHash, 0.1f); PlayCrossfade("Gesture, Additive", PrepAirstrikeHash, 0.1f); Transform transform = FindModelChild(effectMuzzleString); if ((bool)transform) { effectMuzzleInstance = Object.Instantiate(effectMuzzlePrefab, transform); } if ((bool)crosshairOverridePrefab) { crosshairOverrideRequest = CrosshairUtils.RequestOverrideForBody(base.characterBody, crosshairOverridePrefab, CrosshairUtils.OverridePriority.Skill); } Util.PlaySound(enterSoundString, base.gameObject); Util.PlaySound("Play_captain_shift_active_loop", base.gameObject); } public override void FixedUpdate() { base.FixedUpdate(); if ((bool)base.characterDirection) { base.characterDirection.moveVector = GetAimRay().direction; } if (!primarySkillSlot || primarySkillSlot.stock == 0) { beginExit = true; } if (beginExit) { timerSinceComplete += GetDeltaTime(); if (timerSinceComplete > exitDuration) { outer.SetNextStateToMain(); } } } public override void OnExit() { if ((bool)primarySkillSlot) { primarySkillSlot.UnsetSkillOverride(this, primarySkillDef, GenericSkill.SkillOverridePriority.Contextual); } Util.PlaySound(exitSoundString, base.gameObject); Util.PlaySound("Stop_captain_shift_active_loop", base.gameObject); if ((bool)effectMuzzleInstance) { EntityState.Destroy(effectMuzzleInstance); } if ((bool)modelAnimator) { modelAnimator.SetBool(PrepAirstrikeHash, value: false); } crosshairOverrideRequest?.Dispose(); base.OnExit(); } }