r2mods/ilspy_dump/ror2_csproj/EntityStates.VoidRaidCrab.W.../FireMultiBeamFinale.cs

49 lines
1.4 KiB
C#

using RoR2;
using RoR2.Projectile;
using RoR2.Skills;
using UnityEngine;
namespace EntityStates.VoidRaidCrab.Weapon;
public class FireMultiBeamFinale : BaseFireMultiBeam
{
[SerializeField]
public GameObject projectilePrefab;
[SerializeField]
public float projectileVerticalSpawnOffset;
[SerializeField]
public float projectileDamageCoefficient;
[SerializeField]
public SkillDef skillDefToReplaceAtStocksEmpty;
[SerializeField]
public SkillDef nextSkillDef;
protected override void OnFireBeam(Vector3 beamStart, Vector3 beamEnd)
{
if ((bool)nextSkillDef)
{
GenericSkill genericSkill = base.skillLocator.FindSkillByDef(skillDefToReplaceAtStocksEmpty);
if ((bool)genericSkill && genericSkill.stock == 0)
{
genericSkill.SetBaseSkill(nextSkillDef);
}
}
FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
fireProjectileInfo.projectilePrefab = projectilePrefab;
fireProjectileInfo.position = beamEnd + Vector3.up * projectileVerticalSpawnOffset;
fireProjectileInfo.owner = base.gameObject;
fireProjectileInfo.damage = damageStat * projectileDamageCoefficient;
fireProjectileInfo.crit = Util.CheckRoll(critStat, base.characterBody.master);
ProjectileManager.instance.FireProjectile(fireProjectileInfo);
}
protected override EntityState InstantiateNextState()
{
return EntityStateCatalog.InstantiateState(ref outer.mainStateType);
}
}