r2mods/ilspy_dump/ror2_csproj/EntityStates.FalseSonBoss/TaintedOffering.cs

121 lines
2.9 KiB
C#

using RoR2;
using RoR2.CharacterAI;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.FalseSonBoss;
public class TaintedOffering : GenericProjectileBaseState
{
[SerializeField]
public float projectileYawBonus;
[SerializeField]
public float additionalShots = 8f;
private BaseAI ai;
public override void OnEnter()
{
base.OnEnter();
if ((bool)base.characterBody)
{
if (base.characterBody.master.TryGetComponent<BaseAI>(out var component))
{
ai = component;
}
base.characterBody.SetAimTimer(1f);
}
}
public override void FixedUpdate()
{
stopwatch += GetDeltaTime();
if (stopwatch >= delayBeforeFiringProjectile && !firedProjectile)
{
firedProjectile = true;
for (int num = 9; num > 0; num--)
{
switch (num)
{
case 9:
projectileYawBonus = 0f;
projectilePitchBonus = 0f;
break;
case 8:
projectileYawBonus = -4f;
projectilePitchBonus = -4f;
break;
case 7:
projectileYawBonus = 4f;
projectilePitchBonus = 4f;
break;
case 6:
projectileYawBonus = 4f;
projectilePitchBonus = -4f;
break;
case 5:
projectileYawBonus = -4f;
projectilePitchBonus = 4f;
break;
case 4:
projectileYawBonus = 0f;
projectilePitchBonus = 8f;
break;
case 3:
projectileYawBonus = 0f;
projectilePitchBonus = -8f;
break;
case 2:
projectileYawBonus = 8f;
projectilePitchBonus = 0f;
break;
case 1:
projectileYawBonus = -8f;
projectilePitchBonus = 0f;
break;
}
FireProjectile();
}
DoFireEffects();
}
if (stopwatch >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
protected override void PlayAnimation(float duration)
{
base.PlayAnimation(duration);
PlayAnimation("Gesture, Additive", "FireLunarSpike", "LunarSpike.playbackRate", duration);
PlayAnimation("Gesture, Override", "HoldGauntletsUp", "LunarSpike.playbackRate", duration);
}
protected override Ray ModifyProjectileAimRay(Ray aimRay)
{
aimRay.origin = base.modelLocator.modelTransform.GetComponent<ChildLocator>().FindChild("MuzzleRight").position;
if (ai != null && ai.currentEnemy != null && ai.currentEnemy.GetBullseyePosition(out var position))
{
aimRay.direction = position - aimRay.origin;
}
return aimRay;
}
protected override void FireProjectile()
{
if (base.isAuthority)
{
Ray aimRay = GetAimRay();
aimRay = ModifyProjectileAimRay(aimRay);
aimRay.direction = Util.ApplySpread(aimRay.direction, minSpread, maxSpread, 1f, 1f, projectileYawBonus, projectilePitchBonus);
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Frozen;
}
}