r2mods/ilspy_dump/ror2_csproj/EntityStates.Treebot.Weapon/AimMortar2.cs

66 lines
1.8 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.Treebot.Weapon;
public class AimMortar2 : AimThrowableBase
{
[SerializeField]
public float healthCostFraction;
public static string muzzleName;
[SerializeField]
public GameObject muzzleFlashPrefab;
[SerializeField]
public string fireSound;
[SerializeField]
public string enterSound;
public override void OnEnter()
{
base.OnEnter();
PlayCrossfade("Gesture, Additive", "PrepBomb", 0.1f);
Util.PlaySound(enterSound, base.gameObject);
}
protected override void OnProjectileFiredLocal()
{
if (NetworkServer.active && (bool)base.healthComponent && healthCostFraction >= Mathf.Epsilon)
{
DamageInfo damageInfo = new DamageInfo();
damageInfo.damage = base.healthComponent.combinedHealth * healthCostFraction;
damageInfo.position = base.characterBody.corePosition;
damageInfo.force = Vector3.zero;
damageInfo.damageColorIndex = DamageColorIndex.Default;
damageInfo.crit = false;
damageInfo.attacker = null;
damageInfo.inflictor = null;
damageInfo.damageType = DamageType.NonLethal;
damageInfo.procCoefficient = 0f;
damageInfo.procChainMask = default(ProcChainMask);
base.healthComponent.TakeDamage(damageInfo);
}
EffectManager.SimpleMuzzleFlash(muzzleFlashPrefab, base.gameObject, muzzleName, transmit: false);
Util.PlaySound(fireSound, base.gameObject);
PlayCrossfade("Gesture, Additive", "FireBomb", 0.1f);
}
protected override bool KeyIsDown()
{
return base.inputBank.skill2.down;
}
protected override void ModifyProjectile(ref FireProjectileInfo fireProjectileInfo)
{
base.ModifyProjectile(ref fireProjectileInfo);
fireProjectileInfo.position = currentTrajectoryInfo.hitPoint;
fireProjectileInfo.rotation = Quaternion.identity;
fireProjectileInfo.speedOverride = 0f;
}
}