using RoR2; using RoR2.Projectile; using UnityEngine; namespace EntityStates.HAND.Weapon; public class FireWinch : BaseState { public static GameObject projectilePrefab; public static GameObject effectPrefab; public static float duration = 2f; public static float baseDuration = 2f; public static float damageCoefficient = 1.2f; public static float force = 20f; public override void OnEnter() { base.OnEnter(); Ray aimRay = GetAimRay(); StartAimMode(aimRay); string muzzleName = "WinchHole"; 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, force, Util.CheckRoll(critStat, base.characterBody.master)); } } public override void OnExit() { base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge >= duration / attackSpeedStat && base.isAuthority) { outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Skill; } }