r2mods/ilspy_dump/ror2_csproj/EntityStates.Captain.Weapon/FireTazer.cs

116 lines
3.1 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.Captain.Weapon;
public class FireTazer : BaseState
{
public static GameObject projectilePrefab;
public static GameObject muzzleflashEffectPrefab;
public static GameObject chargeEffectPrefab;
public static float baseDelay = 0.1f;
public static float baseDuration = 2f;
public static float baseDurationUntilPriorityLowers = 1f;
public static float damageCoefficient = 1.2f;
public static float force = 20f;
public static string enterSoundString;
public static string attackString;
public static float recoilAmplitude;
public static float bloom;
public static string targetMuzzle;
private float duration;
private float delay;
private float durationUntilPriorityLowers;
private static int FireTazerStateHash = Animator.StringToHash("FireTazer");
private static int FireTazerParamHash = Animator.StringToHash("FireTazer.playbackRate");
private bool hasFired;
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
durationUntilPriorityLowers = baseDurationUntilPriorityLowers / attackSpeedStat;
delay = baseDelay / attackSpeedStat;
StartAimMode(duration + 2f);
if ((bool)chargeEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(chargeEffectPrefab, base.gameObject, targetMuzzle, transmit: false);
}
Util.PlayAttackSpeedSound(enterSoundString, base.gameObject, attackSpeedStat);
PlayAnimation("Gesture, Additive", FireTazerStateHash, FireTazerParamHash, duration);
PlayAnimation("Gesture, Override", FireTazerStateHash, FireTazerParamHash, duration);
}
private void Fire()
{
hasFired = true;
Util.PlaySound(attackString, base.gameObject);
AddRecoil(-1f * recoilAmplitude, -1.5f * recoilAmplitude, -0.25f * recoilAmplitude, 0.25f * recoilAmplitude);
base.characterBody.AddSpreadBloom(bloom);
Ray ray = GetAimRay();
if ((bool)muzzleflashEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, targetMuzzle, transmit: false);
}
if (base.isAuthority)
{
TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, projectilePrefab, base.gameObject);
FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
fireProjectileInfo.projectilePrefab = projectilePrefab;
fireProjectileInfo.position = ray.origin;
fireProjectileInfo.rotation = Util.QuaternionSafeLookRotation(ray.direction);
fireProjectileInfo.owner = base.gameObject;
fireProjectileInfo.damage = damageStat * damageCoefficient;
fireProjectileInfo.force = force;
fireProjectileInfo.crit = Util.CheckRoll(critStat, base.characterBody.master);
ProjectileManager.instance.FireProjectile(fireProjectileInfo);
}
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= delay && !hasFired)
{
Fire();
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
if (!(base.fixedAge > durationUntilPriorityLowers))
{
return InterruptPriority.PrioritySkill;
}
return InterruptPriority.Any;
}
}