r2mods/ilspy_dump/ror2_csproj/EntityStates.LunarGolem/ChargeTwinShot.cs

98 lines
2.3 KiB
C#

using System.Collections.Generic;
using RoR2;
using UnityEngine;
namespace EntityStates.LunarGolem;
public class ChargeTwinShot : BaseState
{
public static float baseDuration = 3f;
public static float laserMaxWidth = 0.2f;
public static GameObject effectPrefab;
public static string chargeSoundString;
private float duration;
private uint chargePlayID;
private List<GameObject> chargeEffects = new List<GameObject>();
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
Transform modelTransform = GetModelTransform();
chargePlayID = Util.PlayAttackSpeedSound(chargeSoundString, base.gameObject, attackSpeedStat);
PlayCrossfade("Gesture, Additive", "ChargeTwinShot", "TwinShot.playbackRate", duration, 0.1f);
if ((bool)modelTransform)
{
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if ((bool)component)
{
List<Transform> list = new List<Transform>();
list.Add(component.FindChild("MuzzleLT"));
list.Add(component.FindChild("MuzzleLB"));
list.Add(component.FindChild("MuzzleRT"));
list.Add(component.FindChild("MuzzleRB"));
if ((bool)effectPrefab)
{
for (int i = 0; i < list.Count; i++)
{
if ((bool)list[i])
{
GameObject gameObject = Object.Instantiate(effectPrefab, list[i].position, list[i].rotation);
gameObject.transform.parent = list[i];
ScaleParticleSystemDuration component2 = gameObject.GetComponent<ScaleParticleSystemDuration>();
if ((bool)component2)
{
component2.newDuration = duration;
}
chargeEffects.Add(gameObject);
}
}
}
}
}
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(duration);
}
}
public override void OnExit()
{
AkSoundEngine.StopPlayingID(chargePlayID);
base.OnExit();
for (int i = 0; i < chargeEffects.Count; i++)
{
if ((bool)chargeEffects[i])
{
EntityState.Destroy(chargeEffects[i]);
}
}
}
public override void Update()
{
base.Update();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
FireTwinShots nextState = new FireTwinShots();
outer.SetNextState(nextState);
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}