r2mods/ilspy_dump/ror2_csproj/EntityStates.Sniper.SniperW.../FireRifle.cs

128 lines
3.6 KiB
C#

using EntityStates.Sniper.Scope;
using RoR2;
using UnityEngine;
namespace EntityStates.Sniper.SniperWeapon;
public class FireRifle : BaseState
{
public static GameObject effectPrefab;
public static GameObject hitEffectPrefab;
public static GameObject tracerEffectPrefab;
public static float minChargeDamageCoefficient;
public static float maxChargeDamageCoefficient;
public static float minChargeForce;
public static float maxChargeForce;
public static int bulletCount;
public static float baseDuration = 2f;
public static string attackSoundString;
public static float recoilAmplitude;
public static float spreadBloomValue = 0.3f;
public static float interruptInterval = 0.2f;
private float duration;
private bool inputReleased;
private static int FireShotgunStateHash = Animator.StringToHash("FireShotgun");
private static int FireShotgunParamHash = Animator.StringToHash("FireShotgun.playbackRate");
public override void OnEnter()
{
base.OnEnter();
float num = 0f;
if ((bool)base.skillLocator)
{
GenericSkill secondary = base.skillLocator.secondary;
if ((bool)secondary)
{
EntityStateMachine stateMachine = secondary.stateMachine;
if ((bool)stateMachine && stateMachine.state is ScopeSniper scopeSniper)
{
num = scopeSniper.charge;
scopeSniper.charge = 0f;
}
}
}
AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -0.5f * recoilAmplitude, 0.5f * recoilAmplitude);
duration = baseDuration / attackSpeedStat;
Ray aimRay = GetAimRay();
StartAimMode(aimRay);
Util.PlaySound(attackSoundString, base.gameObject);
PlayAnimation("Gesture", FireShotgunStateHash, FireShotgunParamHash, duration * 1.1f);
string muzzleName = "MuzzleShotgun";
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
}
if (base.isAuthority)
{
BulletAttack bulletAttack = new BulletAttack();
bulletAttack.owner = base.gameObject;
bulletAttack.weapon = base.gameObject;
bulletAttack.origin = aimRay.origin;
bulletAttack.aimVector = aimRay.direction;
bulletAttack.minSpread = 0f;
bulletAttack.maxSpread = base.characterBody.spreadBloomAngle;
bulletAttack.bulletCount = ((bulletCount > 0) ? ((uint)bulletCount) : 0u);
bulletAttack.procCoefficient = 1f / (float)bulletCount;
bulletAttack.damage = Mathf.LerpUnclamped(minChargeDamageCoefficient, maxChargeDamageCoefficient, num) * damageStat / (float)bulletCount;
bulletAttack.force = Mathf.LerpUnclamped(minChargeForce, maxChargeForce, num);
bulletAttack.falloffModel = BulletAttack.FalloffModel.None;
bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
bulletAttack.muzzleName = muzzleName;
bulletAttack.hitEffectPrefab = hitEffectPrefab;
bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
if (num == 1f)
{
bulletAttack.stopperMask = LayerIndex.world.mask;
}
bulletAttack.HitEffectNormal = false;
bulletAttack.radius = 0f;
bulletAttack.sniper = true;
bulletAttack.Fire();
}
base.characterBody.AddSpreadBloom(spreadBloomValue);
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if ((bool)base.inputBank)
{
inputReleased |= !base.inputBank.skill1.down;
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
if (inputReleased && base.fixedAge >= interruptInterval / attackSpeedStat)
{
return InterruptPriority.Any;
}
return InterruptPriority.Skill;
}
}