r2mods/ilspy_dump/ror2_csproj/EntityStates.GolemMonster/FireLaser.cs

122 lines
3.0 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates.GolemMonster;
public class FireLaser : BaseState
{
public static GameObject effectPrefab;
public static GameObject hitEffectPrefab;
public static GameObject tracerEffectPrefab;
public static float damageCoefficient;
public static float blastRadius;
public static float force;
public static float minSpread;
public static float maxSpread;
public static int bulletCount;
public static float baseDuration = 2f;
public static string attackSoundString;
public Vector3 laserDirection;
private float duration;
private Ray modifiedAimRay;
private static int FireLaserStateHash = Animator.StringToHash("FireLaser");
private static int FireLaserParamHash = Animator.StringToHash("FireLaser.playbackRate");
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
modifiedAimRay = GetAimRay();
modifiedAimRay.direction = laserDirection;
GetModelAnimator();
Transform modelTransform = GetModelTransform();
Util.PlaySound(attackSoundString, base.gameObject);
string text = "MuzzleLaser";
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(2f);
}
PlayAnimation("Gesture", FireLaserStateHash, FireLaserParamHash, duration);
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, text, transmit: false);
}
if (!base.isAuthority)
{
return;
}
float num = 1000f;
Vector3 vector = modifiedAimRay.origin + modifiedAimRay.direction * num;
if (Physics.Raycast(modifiedAimRay, out var hitInfo, num, LayerIndex.CommonMasks.laser))
{
vector = hitInfo.point;
}
BlastAttack blastAttack = new BlastAttack();
blastAttack.attacker = base.gameObject;
blastAttack.inflictor = base.gameObject;
blastAttack.teamIndex = TeamComponent.GetObjectTeam(base.gameObject);
blastAttack.baseDamage = damageStat * damageCoefficient;
blastAttack.baseForce = force * 0.2f;
blastAttack.position = vector;
blastAttack.radius = blastRadius;
blastAttack.falloffModel = BlastAttack.FalloffModel.SweetSpot;
blastAttack.bonusForce = force * modifiedAimRay.direction;
blastAttack.Fire();
_ = modifiedAimRay.origin;
if (!modelTransform)
{
return;
}
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if ((bool)component)
{
int childIndex = component.FindChildIndex(text);
if ((bool)tracerEffectPrefab)
{
EffectData effectData = new EffectData
{
origin = vector,
start = modifiedAimRay.origin
};
effectData.SetChildLocatorTransformReference(base.gameObject, childIndex);
EffectManager.SpawnEffect(tracerEffectPrefab, effectData, transmit: true);
EffectManager.SpawnEffect(hitEffectPrefab, effectData, transmit: true);
}
}
}
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;
}
}