r2mods/ilspy_dump/ror2_csproj/EntityStates.MajorConstruct.../TerminateLaser.cs

99 lines
2.2 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates.MajorConstruct.Weapon;
public class TerminateLaser : BaseState
{
[SerializeField]
public float duration;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string animationPlaybackParameterName;
[SerializeField]
public string muzzleName;
[SerializeField]
public GameObject muzzleEffectPrefab;
[SerializeField]
public GameObject explosionEffectPrefab;
[SerializeField]
public float blastDamageCoefficient;
[SerializeField]
public float blastForceMagnitude;
[SerializeField]
public float blastRadius;
[SerializeField]
public Vector3 blastBonusForce;
[SerializeField]
public string enterSoundString;
private Vector3 blastPosition;
public TerminateLaser()
{
}
public TerminateLaser(Vector3 blastPosition)
{
this.blastPosition = blastPosition;
}
public override void OnEnter()
{
base.OnEnter();
PlayAnimation(animationLayerName, animationStateName, animationPlaybackParameterName, duration);
if ((bool)muzzleEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleName, transmit: false);
}
Util.PlaySound(enterSoundString, base.gameObject);
if (base.isAuthority)
{
BlastAttack blastAttack = new BlastAttack();
blastAttack.attacker = base.gameObject;
blastAttack.inflictor = base.gameObject;
blastAttack.teamIndex = TeamComponent.GetObjectTeam(base.gameObject);
blastAttack.baseDamage = damageStat * blastDamageCoefficient;
blastAttack.baseForce = blastForceMagnitude;
blastAttack.position = blastPosition;
blastAttack.radius = blastRadius;
blastAttack.bonusForce = blastBonusForce;
blastAttack.Fire();
EffectData effectData = new EffectData
{
origin = blastPosition,
scale = blastRadius
};
EffectManager.SpawnEffect(explosionEffectPrefab, effectData, transmit: true);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}