r2mods/ilspy_dump/ror2_csproj/EntityStates.VoidBarnacle.W.../ChargeFire.cs

96 lines
2.2 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates.VoidBarnacle.Weapon;
public class ChargeFire : BaseState
{
[SerializeField]
public float baseDuration;
[SerializeField]
public GameObject chargeVfxPrefab;
[SerializeField]
public string attackSoundEffect;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string animationPlaybackRateName;
private float _chargingDuration;
private float _totalDuration;
private float _crossFadeDuration;
private GameObject _chargeVfxInstance;
public override void OnEnter()
{
base.OnEnter();
_totalDuration = baseDuration / attackSpeedStat;
_crossFadeDuration = _totalDuration * 0.25f;
_chargingDuration = _totalDuration - _crossFadeDuration;
Transform modelTransform = GetModelTransform();
Util.PlayAttackSpeedSound(attackSoundEffect, base.gameObject, attackSpeedStat);
if (modelTransform != null)
{
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
if ((bool)component)
{
Transform transform = component.FindChild("MuzzleMouth");
if ((bool)transform && (bool)chargeVfxPrefab)
{
_chargeVfxInstance = Object.Instantiate(chargeVfxPrefab, transform.position, transform.rotation, transform);
ScaleParticleSystemDuration component2 = _chargeVfxInstance.GetComponent<ScaleParticleSystemDuration>();
if ((bool)component2)
{
component2.newDuration = _totalDuration;
}
}
}
}
PlayCrossfade(animationLayerName, animationStateName, animationPlaybackRateName, _chargingDuration, _crossFadeDuration);
}
public override void Update()
{
base.Update();
if ((bool)_chargeVfxInstance)
{
Ray aimRay = GetAimRay();
_chargeVfxInstance.transform.forward = aimRay.direction;
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= _totalDuration && base.isAuthority)
{
Fire nextState = new Fire();
outer.SetNextState(nextState);
}
}
public override void OnExit()
{
base.OnExit();
if ((bool)_chargeVfxInstance)
{
EntityState.Destroy(_chargeVfxInstance);
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}