using RoR2; using RoR2.Projectile; using UnityEngine; namespace EntityStates.Paladin.PaladinWeapon; public class FireRocket : BaseState { public static GameObject projectilePrefab; public static GameObject effectPrefab; public static string soundEffectString; public static float damageCoefficient; public static float force; public static float baseDuration = 2f; private float duration; public int bulletCountCurrent = 1; public override void OnEnter() { base.OnEnter(); Util.PlaySound(soundEffectString, base.gameObject); duration = baseDuration / attackSpeedStat; base.characterBody.AddSpreadBloom(0.3f); Ray aimRay = GetAimRay(); StartAimMode(aimRay); string muzzleName = "MuzzleCenter"; if ((bool)effectPrefab) { EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false); } if (base.isAuthority) { ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master)); } } public override void OnExit() { base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge >= duration && base.isAuthority) { outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Skill; } }