r2mods/ilspy_dump/ror2_csproj/EntityStates.BeetleMonster/MeleeState.cs

58 lines
1.4 KiB
C#

using System;
using RoR2;
using UnityEngine;
namespace EntityStates.BeetleMonster;
public class MeleeState : EntityState
{
public static float duration = 3.5f;
public static float damage = 10f;
public static float forceMagnitude = 10f;
private OverlapAttack attack;
private Animator modelAnimator;
public override void OnEnter()
{
base.OnEnter();
modelAnimator = GetModelAnimator();
attack = new OverlapAttack();
attack.attacker = base.gameObject;
attack.inflictor = base.gameObject;
attack.teamIndex = TeamComponent.GetObjectTeam(attack.attacker);
attack.damage = 10f;
Transform modelTransform = GetModelTransform();
if ((bool)modelTransform)
{
attack.hitBoxGroup = Array.Find(modelTransform.GetComponents<HitBoxGroup>(), (HitBoxGroup element) => element.groupName == "Melee1");
}
PlayCrossfade("Body", "Melee1", "Melee1.playbackRate", duration, 0.1f);
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority)
{
attack.forceVector = (base.characterDirection ? (base.characterDirection.forward * forceMagnitude) : Vector3.zero);
if ((bool)modelAnimator && modelAnimator.GetFloat("Melee1.hitBoxActive") > 0.5f)
{
attack.Fire();
}
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}