using System; using RoR2; using UnityEngine; namespace EntityStates.BeetleMonster; public class HeadbuttState : BaseState { public static float baseDuration = 3.5f; public static float damageCoefficient; public static float forceMagnitude = 16f; public static GameObject hitEffectPrefab; public static string attackSoundString; private OverlapAttack attack; private Animator modelAnimator; private RootMotionAccumulator rootMotionAccumulator; private float duration; public override void OnEnter() { base.OnEnter(); rootMotionAccumulator = GetModelRootMotionAccumulator(); modelAnimator = GetModelAnimator(); duration = baseDuration / attackSpeedStat; attack = new OverlapAttack(); attack.attacker = base.gameObject; attack.inflictor = base.gameObject; attack.teamIndex = TeamComponent.GetObjectTeam(attack.attacker); attack.damage = damageCoefficient * damageStat; attack.hitEffectPrefab = hitEffectPrefab; Transform modelTransform = GetModelTransform(); if ((bool)modelTransform) { attack.hitBoxGroup = Array.Find(modelTransform.GetComponents(), (HitBoxGroup element) => element.groupName == "Headbutt"); } Util.PlaySound(attackSoundString, base.gameObject); PlayCrossfade("Body", "Headbutt", "Headbutt.playbackRate", duration, 0.1f); } public override void FixedUpdate() { base.FixedUpdate(); if ((bool)rootMotionAccumulator) { Vector3 vector = rootMotionAccumulator.ExtractRootMotion(); if (vector != Vector3.zero && base.isAuthority && (bool)base.characterMotor) { base.characterMotor.rootMotion += vector; } } if (base.isAuthority) { attack.forceVector = (base.characterDirection ? (base.characterDirection.forward * forceMagnitude) : Vector3.zero); if ((bool)base.characterDirection && (bool)base.inputBank) { base.characterDirection.moveVector = base.inputBank.aimDirection; } if ((bool)modelAnimator && modelAnimator.GetFloat("Headbutt.hitBoxActive") > 0.5f) { attack.Fire(); } } if (base.fixedAge >= duration && base.isAuthority) { outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.PrioritySkill; } }