r2mods/ilspy_dump/ror2_csproj/EntityStates.VoidMegaCrab.W.../FireCrabCannonBase.cs

123 lines
2.9 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.VoidMegaCrab.Weapon;
public class FireCrabCannonBase : BaseState
{
[SerializeField]
public GameObject projectilePrefab;
[SerializeField]
public GameObject muzzleflashEffectPrefab;
[SerializeField]
public int projectileCount = 3;
[SerializeField]
public float spread;
[SerializeField]
public float bonusPitch;
[SerializeField]
public float totalYawSpread = 5f;
[SerializeField]
public float baseDuration = 2f;
[SerializeField]
public float baseFireDuration = 0.2f;
[SerializeField]
public float damageCoefficient = 1.2f;
[SerializeField]
public float force = 20f;
[SerializeField]
public string attackSound;
[SerializeField]
public string muzzleName;
[SerializeField]
public string animationLayerName = "Gesture, Additive";
[SerializeField]
public string animationStateName = "FireCrabCannon";
[SerializeField]
public string animationPlaybackRateParam = "FireCrabCannon.playbackRate";
private float duration;
private float fireDuration;
private int projectilesFired;
private Transform muzzleTransform;
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
fireDuration = baseFireDuration / attackSpeedStat;
PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
muzzleTransform = FindModelChild(muzzleName);
if (!muzzleTransform)
{
muzzleTransform = base.characterBody.aimOriginTransform;
}
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
int num = Mathf.FloorToInt(base.fixedAge / fireDuration * (float)projectileCount);
if (projectilesFired <= num && projectilesFired < projectileCount)
{
FireProjectile();
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
private void FireProjectile()
{
Util.PlaySound(attackSound, base.gameObject);
base.characterBody.SetAimTimer(3f);
if ((bool)muzzleflashEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzleName, transmit: false);
}
if (base.isAuthority)
{
Ray aimRay = GetAimRay();
int num = Mathf.FloorToInt((float)projectilesFired - (float)(projectileCount - 1) / 2f);
float bonusYaw = 0f;
if (projectileCount > 1)
{
bonusYaw = (float)num / (float)(projectileCount - 1) * totalYawSpread;
}
Vector3 forward = Util.ApplySpread(aimRay.direction, 0f, spread, 1f, 1f, bonusYaw, bonusPitch);
Vector3 position = muzzleTransform.position;
ProjectileManager.instance.FireProjectile(projectilePrefab, position, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
}
projectilesFired++;
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}