r2mods/ilspy_dump/ror2_csproj/EntityStates.Loader/SwingZapFist.cs

55 lines
1.4 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.Loader;
public class SwingZapFist : BaseSwingChargedFist
{
public static float selfKnockback;
private bool hasHit;
protected override void OnMeleeHitAuthority()
{
if (!hasHit)
{
base.OnMeleeHitAuthority();
hasHit = true;
if ((bool)FindModelChild(swingEffectMuzzleString))
{
FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
fireProjectileInfo.position = FindModelChild(swingEffectMuzzleString).position;
fireProjectileInfo.rotation = Quaternion.LookRotation(punchVelocity);
fireProjectileInfo.crit = base.isCritAuthority;
fireProjectileInfo.damage = 1f * damageStat;
fireProjectileInfo.owner = base.gameObject;
fireProjectileInfo.projectilePrefab = LegacyResourcesAPI.Load<GameObject>("Prefabs/Projectiles/LoaderZapCone");
ProjectileManager.instance.FireProjectile(fireProjectileInfo);
}
}
}
protected override void AuthorityExitHitPause()
{
base.AuthorityExitHitPause();
outer.SetNextStateToMain();
}
public override void OnExit()
{
base.OnExit();
if (base.isAuthority && hasHit && (bool)base.healthComponent)
{
Vector3 vector = punchVelocity;
vector.y = Mathf.Min(vector.y, 0f);
vector = vector.normalized;
vector *= 0f - selfKnockback;
if ((bool)base.characterMotor)
{
base.characterMotor.ApplyForce(vector, alwaysApply: true);
}
}
}
}