using RoR2; using UnityEngine; namespace EntityStates.Drone.DroneWeapon; public class FireMegaTurret : BaseState { public static GameObject effectPrefab; public static GameObject hitEffectPrefab; public static GameObject tracerEffectPrefab; public static string attackSoundString; public static float attackSoundPlaybackCoefficient; public static float damageCoefficient; public static float force; public static float minSpread; public static float maxSpread; public static int maxBulletCount; public static float baseTotalDuration; private Transform modelTransform; private ChildLocator childLocator; private float fireStopwatch; private float stopwatch; private float durationBetweenShots; private float totalDuration; private int bulletCount; private static int FireGatStateHash = Animator.StringToHash("FireGat"); public override void OnEnter() { base.OnEnter(); fireStopwatch = 0f; totalDuration = baseTotalDuration / attackSpeedStat; durationBetweenShots = totalDuration / (float)maxBulletCount; GetAimRay(); Transform transform = GetModelTransform(); if ((bool)transform) { childLocator = transform.GetComponent(); } } private void FireBullet(string muzzleString) { Ray aimRay = GetAimRay(); _ = aimRay.origin; Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, attackSoundPlaybackCoefficient); PlayAnimation("Gesture, Additive", FireGatStateHash); if ((bool)childLocator) { Transform transform = childLocator.FindChild(muzzleString); if ((bool)transform) { _ = transform.position; } } if ((bool)effectPrefab) { EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleString, 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 = muzzleString; bulletAttack.hitEffectPrefab = hitEffectPrefab; bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master); bulletAttack.Fire(); } } public override void OnExit() { base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); float deltaTime = GetDeltaTime(); fireStopwatch += deltaTime; stopwatch += deltaTime; if (fireStopwatch >= durationBetweenShots) { bulletCount++; fireStopwatch -= durationBetweenShots; FireBullet((bulletCount % 2 == 0) ? "GatLeft" : "GatRight"); } if (stopwatch >= totalDuration && base.isAuthority) { outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Skill; } }