using RoR2; using UnityEngine; namespace EntityStates.TitanMonster; public class FireGoldFist : FireFist { public static int fistCount; public static float distanceBetweenFists; public static float delayBetweenFists; protected override void PlacePredictedAttack() { int num = 0; Vector3 vector = predictedTargetPosition; Vector3 vector2 = Quaternion.Euler(0f, Random.Range(0f, 360f), 0f) * Vector3.forward; for (int i = -(fistCount / 2); i < fistCount / 2; i++) { Vector3 vector3 = vector + vector2 * distanceBetweenFists * i; float num2 = 60f; if (Physics.Raycast(new Ray(vector3 + Vector3.up * (num2 / 2f), Vector3.down), out var hitInfo, num2, LayerIndex.world.mask, QueryTriggerInteraction.Ignore)) { vector3 = hitInfo.point; } PlaceSingleDelayBlast(vector3, delayBetweenFists * (float)num); num++; } } }