using RoR2; using UnityEngine; namespace EntityStates.VoidJailer.Weapon; public class ChargeFire : BaseState { public static string attackSoundEffect; public static string animationLayerName; public static string animationStateName; public static string animationPlaybackRateName; public static float baseDuration; public static GameObject chargeVfxPrefab; private float _totalDuration; private float _crossFadeDuration; private float _chargingDuration; private GameObject _chargeVfxInstance; public override void OnEnter() { base.OnEnter(); _totalDuration = baseDuration / attackSpeedStat; _crossFadeDuration = _totalDuration * 0.25f; _chargingDuration = _totalDuration - _crossFadeDuration; Transform modelTransform = GetModelTransform(); Util.PlayAttackSpeedSound(attackSoundEffect, base.gameObject, attackSpeedStat); if (modelTransform != null) { ChildLocator component = modelTransform.GetComponent(); if ((bool)component) { Transform transform = component.FindChild("ClawMuzzle"); if ((bool)transform && (bool)chargeVfxPrefab) { _chargeVfxInstance = Object.Instantiate(chargeVfxPrefab, transform.position, transform.rotation, transform); ScaleParticleSystemDuration component2 = _chargeVfxInstance.GetComponent(); if ((bool)component2) { component2.newDuration = _totalDuration; } } } } PlayCrossfade(animationLayerName, animationStateName, animationPlaybackRateName, _chargingDuration, _crossFadeDuration); base.characterBody.SetAimTimer(_totalDuration + 3f); } public override void Update() { base.Update(); if ((bool)_chargeVfxInstance) { Ray aimRay = GetAimRay(); _chargeVfxInstance.transform.forward = aimRay.direction; } } public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge >= _totalDuration && base.isAuthority) { Fire nextState = new Fire(); outer.SetNextState(nextState); } } public override void OnExit() { base.OnExit(); if ((bool)_chargeVfxInstance) { EntityState.Destroy(_chargeVfxInstance); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.PrioritySkill; } }