using RoR2; using RoR2.Projectile; using UnityEngine; namespace EntityStates.FalseSon; public class LunarSpikesShotgun : BaseState { [SerializeField] public GameObject projectilePrefab; [SerializeField] public GameObject muzzleflashEffectPrefab; [SerializeField] public float procCoefficient; [SerializeField] public float damageCoefficient; [SerializeField] public float force = 20f; public static float attackSpeedAltAnimationThreshold; [SerializeField] public float baseDuration; [SerializeField] public string attackSoundString; [SerializeField] public float attackSoundPitch; public static float bloom; private float duration; private bool hasFiredSpike; private string muzzleString; private Transform muzzleTransform; private Animator animator; private ChildLocator childLocator; public override void OnEnter() { base.OnEnter(); duration = baseDuration / attackSpeedStat; Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, attackSoundPitch); base.characterBody.SetAimTimer(2f); animator = GetModelAnimator(); if ((bool)animator) { childLocator = animator.GetComponent(); } muzzleString = "MuzzleRight"; if (attackSpeedStat < attackSpeedAltAnimationThreshold) { PlayCrossfade("Gesture, Additive", "FireLunarSpike", "LunarSpike.playbackRate", duration, 0.1f); PlayCrossfade("Gesture, Override", "FireLunarSpike", "LunarSpike.playbackRate", duration, 0.1f); FireLunarSpike(); } else { PlayAnimation("Gesture, Override", "HoldGauntletsUp", "LunarSpike.playbackRate", duration); FireLunarSpike(); } } public override void OnExit() { base.OnExit(); } private void FireLunarSpike() { if (!hasFiredSpike) { base.characterBody.AddSpreadBloom(bloom); hasFiredSpike = true; Ray ray = GetAimRay(); TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, projectilePrefab, base.gameObject); if ((bool)childLocator) { muzzleTransform = childLocator.FindChild(muzzleString); } if ((bool)muzzleflashEffectPrefab) { EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzleString, transmit: false); } if (base.isAuthority) { ProjectileManager.instance.FireProjectile(projectilePrefab, ray.origin, Util.QuaternionSafeLookRotation(ray.direction), base.gameObject, damageCoefficient * damageStat, 0f, Util.CheckRoll(critStat, base.characterBody.master), DamageColorIndex.Void); } } } public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge >= duration && base.isAuthority) { outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Skill; } }