using RoR2; using RoR2.Projectile; using UnityEngine; namespace EntityStates.Drone.DroneWeapon; public class FireMissileBarrage : BaseState { public static GameObject effectPrefab; public static GameObject projectilePrefab; public static float damageCoefficient = 1f; public static float baseFireInterval = 0.1f; public static float minSpread = 0f; public static float maxSpread = 5f; public static int maxMissileCount; private float fireTimer; private float fireInterval; private Transform modelTransform; private AimAnimator aimAnimator; private int missileCount; private static int FireMissileStateHash = Animator.StringToHash("FireMissile"); private void FireMissile(string targetMuzzle) { missileCount++; PlayAnimation("Gesture, Additive", FireMissileStateHash); Ray aimRay = GetAimRay(); if ((bool)modelTransform) { ChildLocator component = modelTransform.GetComponent(); if ((bool)component) { Transform transform = component.FindChild(targetMuzzle); if ((bool)transform) { aimRay.origin = transform.position; } } } if ((bool)effectPrefab) { EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false); } if ((bool)base.characterBody) { base.characterBody.SetAimTimer(2f); } if (base.isAuthority) { float x = Random.Range(minSpread, maxSpread); float z = Random.Range(0f, 360f); Vector3 up = Vector3.up; Vector3 axis = Vector3.Cross(up, aimRay.direction); Vector3 vector = Quaternion.Euler(0f, 0f, z) * (Quaternion.Euler(x, 0f, 0f) * Vector3.forward); float y = vector.y; vector.y = 0f; float angle = Mathf.Atan2(vector.z, vector.x) * 57.29578f - 90f; float angle2 = Mathf.Atan2(y, vector.magnitude) * 57.29578f; Vector3 forward = Quaternion.AngleAxis(angle, up) * (Quaternion.AngleAxis(angle2, axis) * aimRay.direction); ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master)); } } public override void OnEnter() { base.OnEnter(); modelTransform = GetModelTransform(); fireInterval = baseFireInterval / attackSpeedStat; } public override void OnExit() { base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); fireTimer -= GetDeltaTime(); if (fireTimer <= 0f) { FireMissile("Muzzle"); fireTimer += fireInterval; } if (missileCount >= maxMissileCount && base.isAuthority) { outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Skill; } }