using RoR2; using UnityEngine; namespace EntityStates.Commando.CommandoWeapon; public class FireBarrage : BaseState { public static GameObject effectPrefab; public static GameObject hitEffectPrefab; public static GameObject tracerEffectPrefab; public static float damageCoefficient; public static float force; public static float minSpread; public static float maxSpread; public static float baseDurationBetweenShots = 1f; public static float totalDuration = 2f; public static float bulletRadius = 1.5f; public static int baseBulletCount = 1; public static string fireBarrageSoundString; public static float recoilAmplitude; public static float spreadBloomValue; private int totalBulletsFired; private int bulletCount; public float stopwatchBetweenShots; private Animator modelAnimator; private Transform modelTransform; private float duration; private float durationBetweenShots; private static int FireBarrageStateHash = Animator.StringToHash("FireBarrage"); private static int FireBarrageParamHash = Animator.StringToHash("FireBarrage.playbackRate"); private static int FirePistolRightStateHash = Animator.StringToHash("FirePistol, Right"); public override void OnEnter() { base.OnEnter(); base.characterBody.SetSpreadBloom(0.2f, canOnlyIncreaseBloom: false); duration = totalDuration; durationBetweenShots = baseDurationBetweenShots / attackSpeedStat; bulletCount = (int)((float)baseBulletCount * attackSpeedStat); modelAnimator = GetModelAnimator(); modelTransform = GetModelTransform(); PlayCrossfade("Gesture, Additive", FireBarrageStateHash, FireBarrageParamHash, duration, 0.2f); PlayCrossfade("Gesture, Override", FireBarrageStateHash, FireBarrageParamHash, duration, 0.2f); if ((bool)base.characterBody) { base.characterBody.SetAimTimer(2f); } FireBullet(); } private void FireBullet() { Ray aimRay = GetAimRay(); string muzzleName = "MuzzleRight"; if ((bool)modelAnimator) { if ((bool)effectPrefab) { EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false); } PlayAnimation("Gesture Additive, Right", FirePistolRightStateHash); } AddRecoil(-0.8f * recoilAmplitude, -1f * recoilAmplitude, -0.1f * recoilAmplitude, 0.15f * recoilAmplitude); if (base.isAuthority) { BulletAttack bulletAttack = new BulletAttack(); bulletAttack.owner = base.gameObject; bulletAttack.weapon = base.gameObject; bulletAttack.origin = aimRay.origin; bulletAttack.aimVector = aimRay.direction; bulletAttack.minSpread = minSpread; bulletAttack.maxSpread = maxSpread; bulletAttack.bulletCount = 1u; bulletAttack.damage = damageCoefficient * damageStat; bulletAttack.force = force; bulletAttack.tracerEffectPrefab = tracerEffectPrefab; bulletAttack.muzzleName = muzzleName; bulletAttack.hitEffectPrefab = hitEffectPrefab; bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master); bulletAttack.radius = bulletRadius; bulletAttack.smartCollision = true; bulletAttack.damageType = DamageType.Stun1s; bulletAttack.Fire(); } base.characterBody.AddSpreadBloom(spreadBloomValue); totalBulletsFired++; Util.PlaySound(fireBarrageSoundString, base.gameObject); } public override void OnExit() { base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); stopwatchBetweenShots += GetDeltaTime(); if (stopwatchBetweenShots >= durationBetweenShots && totalBulletsFired < bulletCount) { stopwatchBetweenShots -= durationBetweenShots; FireBullet(); } if (base.fixedAge >= duration && totalBulletsFired == bulletCount && base.isAuthority) { outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Skill; } }