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

66 lines
1.4 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates.VoidSurvivor.Weapon;
public class ReadyMegaBlaster : BaseSkillState
{
[SerializeField]
public GameObject chargeEffectPrefab;
[SerializeField]
public string muzzle;
[SerializeField]
public string enterSoundString;
[SerializeField]
public string exitSoundString;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
private GameObject chargeEffectInstance;
public override void OnEnter()
{
base.OnEnter();
Util.PlaySound(enterSoundString, base.gameObject);
PlayAnimation(animationLayerName, animationStateName);
Transform transform = FindModelChild(muzzle);
if ((bool)transform && (bool)chargeEffectPrefab)
{
chargeEffectInstance = Object.Instantiate(chargeEffectPrefab, transform.position, transform.rotation);
chargeEffectInstance.transform.parent = transform;
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
base.characterBody.SetAimTimer(3f);
if (base.isAuthority && !IsKeyDownAuthority())
{
outer.SetNextState(new FireMegaBlasterBig());
}
}
public override void OnExit()
{
Util.PlaySound(exitSoundString, base.gameObject);
if ((bool)chargeEffectInstance)
{
EntityState.Destroy(chargeEffectInstance);
}
base.OnExit();
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}