using RoR2; using UnityEngine; namespace EntityStates.Commando.CommandoWeapon; public class FireShrapnel : BaseState { public static GameObject effectPrefab; public static GameObject hitEffectPrefab; public static GameObject tracerEffectPrefab; public static float damageCoefficient; public static float blastRadius; public static float force; public static float minSpread; public static float maxSpread; public static int bulletCount; public static float baseDuration = 2f; public static string attackSoundString; public static float maxDistance; private float duration; private Ray modifiedAimRay; private static int FireLaserStateHash = Animator.StringToHash("FireLaser"); private static int FireLaserParamHash = Animator.StringToHash("FireLaser.playbackRate"); public override void OnEnter() { base.OnEnter(); duration = baseDuration / attackSpeedStat; modifiedAimRay = GetAimRay(); Util.PlaySound(attackSoundString, base.gameObject); string muzzleName = "MuzzleLaser"; if ((bool)base.characterBody) { base.characterBody.SetAimTimer(2f); } PlayAnimation("Gesture", FireLaserStateHash, FireLaserParamHash, duration); if ((bool)effectPrefab) { EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false); } if (base.isAuthority) { if (Physics.Raycast(modifiedAimRay, out var hitInfo, 1000f, (int)LayerIndex.world.mask | (int)LayerIndex.CommonMasks.characterBodiesOrDefault)) { BlastAttack blastAttack = new BlastAttack(); blastAttack.attacker = base.gameObject; blastAttack.inflictor = base.gameObject; blastAttack.teamIndex = TeamComponent.GetObjectTeam(base.gameObject); blastAttack.baseDamage = damageStat * damageCoefficient; blastAttack.baseForce = force * 0.2f; blastAttack.position = hitInfo.point; blastAttack.radius = blastRadius; blastAttack.Fire(); } BulletAttack bulletAttack = new BulletAttack(); bulletAttack.owner = base.gameObject; bulletAttack.weapon = base.gameObject; bulletAttack.origin = modifiedAimRay.origin; bulletAttack.aimVector = modifiedAimRay.direction; bulletAttack.radius = 0.25f; bulletAttack.minSpread = minSpread; bulletAttack.maxSpread = maxSpread; bulletAttack.bulletCount = ((bulletCount > 0) ? ((uint)bulletCount) : 0u); bulletAttack.damage = 0f; bulletAttack.procCoefficient = 0f; bulletAttack.force = force; bulletAttack.tracerEffectPrefab = tracerEffectPrefab; bulletAttack.muzzleName = muzzleName; 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(); if (base.fixedAge >= duration && base.isAuthority) { outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Skill; } }