r2mods/ilspy_dump/ror2_csproj/EntityStates.MegaConstruct/Spawn.cs

91 lines
1.9 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates.MegaConstruct;
public class Spawn : BaseState
{
[SerializeField]
public float duration;
[SerializeField]
public string muzzleName;
[SerializeField]
public GameObject muzzleEffectPrefab;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string animationPlaybackRateParam;
[SerializeField]
public int numPads;
[SerializeField]
public string padChildLocatorName;
[SerializeField]
public GameObject padPrefab;
[SerializeField]
public string enterSoundString;
[SerializeField]
public bool depleteStocksPrimary;
[SerializeField]
public bool depleteStocksSecondary;
[SerializeField]
public bool depleteStocksUtility;
[SerializeField]
public bool depleteStocksSpecial;
public override void OnEnter()
{
base.OnEnter();
PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
if ((bool)muzzleEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleName, transmit: false);
}
Util.PlaySound(enterSoundString, base.gameObject);
}
private void CheckForDepleteStocks(SkillSlot slot, bool deplete)
{
GenericSkill skill = base.skillLocator.GetSkill(slot);
if (deplete && (bool)skill)
{
skill.RemoveAllStocks();
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override void OnExit()
{
if (base.isAuthority)
{
CheckForDepleteStocks(SkillSlot.Primary, depleteStocksPrimary);
CheckForDepleteStocks(SkillSlot.Secondary, depleteStocksSecondary);
CheckForDepleteStocks(SkillSlot.Utility, depleteStocksUtility);
CheckForDepleteStocks(SkillSlot.Special, depleteStocksSpecial);
}
base.OnExit();
}
}