using RoR2; using UnityEngine; using UnityEngine.Networking; namespace EntityStates.Destructible; public class ExplosivePotDeath : BaseState { public static GameObject chargePrefab; [Tooltip("How long the object will wait before exploding")] public static float chargeDuration; public static GameObject explosionEffectPrefab; public static float explosionRadius; public static float explosionDamageCoefficient; public static float explosionProcCoefficient; public static float explosionForce; public override void OnEnter() { base.OnEnter(); if ((bool)chargePrefab) { Object.Instantiate(chargePrefab, base.transform); } } public override void FixedUpdate() { base.FixedUpdate(); if (NetworkServer.active && base.fixedAge >= chargeDuration) { Explode(); } } public virtual void Explode() { if ((bool)explosionEffectPrefab) { EffectManager.SpawnEffect(explosionEffectPrefab, new EffectData { origin = base.transform.position, scale = explosionRadius, rotation = Quaternion.identity }, transmit: true); } BlastAttack blastAttack = new BlastAttack(); blastAttack.attacker = base.gameObject; blastAttack.damageColorIndex = DamageColorIndex.Item; blastAttack.baseDamage = damageStat * explosionDamageCoefficient * Run.instance.teamlessDamageCoefficient; blastAttack.radius = explosionRadius; blastAttack.falloffModel = BlastAttack.FalloffModel.None; blastAttack.procCoefficient = explosionProcCoefficient; blastAttack.teamIndex = TeamIndex.None; blastAttack.damageType = DamageType.ClayGoo; blastAttack.position = base.transform.position; blastAttack.baseForce = explosionForce; blastAttack.attackerFiltering = AttackerFiltering.NeverHitSelf; blastAttack.Fire(); EntityState.Destroy(base.gameObject); } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Death; } }