r2mods/ilspy_dump/ror2_csproj/EntityStates.Commando.Comma.../FireRocket.cs

64 lines
1.5 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.Commando.CommandoWeapon;
public class FireRocket : BaseState
{
public static GameObject projectilePrefab;
public static GameObject effectPrefab;
public static float damageCoefficient;
public static float force;
public static float baseDuration = 2f;
private float duration;
public int bulletCountCurrent = 1;
private static int FireFMJStateHash = Animator.StringToHash("FireFMJ");
private static int FireFMJParamHash = Animator.StringToHash("FireFMJ.playbackRate");
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
Ray aimRay = GetAimRay();
StartAimMode(aimRay);
string muzzleName = "MuzzleCenter";
PlayAnimation("Gesture", FireFMJStateHash, FireFMJParamHash, duration);
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
}
if (base.isAuthority)
{
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master));
}
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}