r2mods/ilspy_dump/ror2_csproj/EntityStates.VoidSurvivor.W.../ChargeHandBeam.cs

59 lines
1.2 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates.VoidSurvivor.Weapon;
public class ChargeHandBeam : BaseState
{
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string animationPlaybackRateParam;
[SerializeField]
public float baseDuration = 2f;
[SerializeField]
public string muzzle;
[SerializeField]
public string enterSoundString;
[SerializeField]
public GameObject muzzleflashEffectPrefab;
private float duration;
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
GetAimRay();
PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
base.characterBody.SetAimTimer(3f);
Util.PlaySound(enterSoundString, base.gameObject);
if ((bool)muzzleflashEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzle, transmit: false);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority && base.fixedAge > duration)
{
outer.SetNextState(new FireHandBeam());
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}