using RoR2; using UnityEngine; namespace EntityStates.Engi.EngiWeapon; public class FireConcussionBlast : BaseState { public static GameObject effectPrefab; public static GameObject hitEffectPrefab; public static int grenadeCountMax = 3; public static float damageCoefficient; public static float fireDuration = 1f; public static float baseDuration = 2f; public static float minSpread = 0f; public static float maxSpread = 5f; public static float recoilAmplitude = 1f; public static string attackSoundString; public static float force; public static float maxDistance; public static float radius; public static GameObject tracerEffectPrefab; private Ray aimRay; private Transform modelTransform; private float duration; private float fireTimer; private int grenadeCount; 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) { 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.damage = damageCoefficient * damageStat; bulletAttack.force = force; bulletAttack.tracerEffectPrefab = tracerEffectPrefab; bulletAttack.muzzleName = targetMuzzle; bulletAttack.hitEffectPrefab = hitEffectPrefab; bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master); bulletAttack.maxDistance = maxDistance; bulletAttack.radius = radius; bulletAttack.stopperMask = 0; bulletAttack.Fire(); } } public override void OnEnter() { base.OnEnter(); duration = baseDuration / attackSpeedStat; modelTransform = GetModelTransform(); aimRay = GetAimRay(); StartAimMode(aimRay); } public override void OnExit() { base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); if (!base.isAuthority) { return; } fireTimer -= GetDeltaTime(); float num = fireDuration / attackSpeedStat / (float)grenadeCountMax; if (fireTimer <= 0f && grenadeCount < grenadeCountMax) { fireTimer += num; if (grenadeCount % 2 == 0) { FireGrenade("MuzzleLeft"); PlayCrossfade("Gesture, Left Cannon", "FireGrenadeLeft", 0.1f); } else { FireGrenade("MuzzleRight"); PlayCrossfade("Gesture, Right Cannon", "FireGrenadeRight", 0.1f); } grenadeCount++; } if (base.fixedAge >= duration) { outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Skill; } }