r2mods/ilspy_dump/ror2_csproj/EntityStates.Bandit2.Weapon/SlashBlade.cs

74 lines
1.9 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates.Bandit2.Weapon;
public class SlashBlade : BasicMeleeAttack
{
public static float shortHopVelocity;
public static float selfForceStrength;
public static float minimumBaseDuration;
public static AnimationCurve bloomCurve;
private GameObject bladeMeshObject;
private static int SlashBladeStateHash = Animator.StringToHash("SlashBlade");
private static int SlashBladeParamHash = Animator.StringToHash("SlashBlade.playbackRate");
private float minimumDuration => minimumBaseDuration / attackSpeedStat;
public override void OnEnter()
{
base.OnEnter();
PlayAnimation("Gesture, Additive", SlashBladeStateHash, SlashBladeParamHash, duration);
bladeMeshObject = FindModelChild("BladeMesh").gameObject;
if ((bool)bladeMeshObject)
{
bladeMeshObject.SetActive(value: true);
}
base.characterMotor.ApplyForce(base.inputBank.moveVector * selfForceStrength, alwaysApply: true);
if ((bool)base.characterMotor)
{
base.characterMotor.velocity = new Vector3(base.characterMotor.velocity.x, Mathf.Max(base.characterMotor.velocity.y, shortHopVelocity), base.characterMotor.velocity.z);
}
}
protected override void AuthorityModifyOverlapAttack(OverlapAttack overlapAttack)
{
base.AuthorityModifyOverlapAttack(overlapAttack);
overlapAttack.damageType = DamageType.SuperBleedOnCrit;
}
public override void Update()
{
base.Update();
base.characterBody.SetSpreadBloom(bloomCurve.Evaluate(base.age / duration), canOnlyIncreaseBloom: false);
}
public override void OnExit()
{
if ((bool)bladeMeshObject)
{
bladeMeshObject.SetActive(value: false);
}
base.OnExit();
}
public override InterruptPriority GetMinimumInterruptPriority()
{
if ((bool)base.inputBank)
{
if (!(base.fixedAge > minimumDuration))
{
return InterruptPriority.PrioritySkill;
}
return InterruptPriority.Skill;
}
return InterruptPriority.Skill;
}
}