r2mods/ilspy_dump/ror2_csproj/EntityStates/GenericProjectileBaseState.cs

126 lines
2.7 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates;
public class GenericProjectileBaseState : BaseState
{
[SerializeField]
public GameObject effectPrefab;
[SerializeField]
public GameObject projectilePrefab;
[SerializeField]
public float damageCoefficient;
[SerializeField]
public float force;
[SerializeField]
public float minSpread;
[SerializeField]
public float maxSpread;
[SerializeField]
public float baseDuration = 2f;
[SerializeField]
public float recoilAmplitude = 1f;
[SerializeField]
public string attackSoundString;
[SerializeField]
public float projectilePitchBonus;
[SerializeField]
public float baseDelayBeforeFiringProjectile;
[SerializeField]
public string targetMuzzle;
[SerializeField]
public float bloom;
protected float stopwatch;
protected float duration;
protected float delayBeforeFiringProjectile;
protected bool firedProjectile;
public override void OnEnter()
{
base.OnEnter();
stopwatch = 0f;
duration = baseDuration / attackSpeedStat;
delayBeforeFiringProjectile = baseDelayBeforeFiringProjectile / attackSpeedStat;
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(2f);
}
PlayAnimation(duration);
}
public override void OnExit()
{
base.OnExit();
}
protected virtual void PlayAnimation(float duration)
{
}
public override void FixedUpdate()
{
base.FixedUpdate();
stopwatch += GetDeltaTime();
if (stopwatch >= delayBeforeFiringProjectile && !firedProjectile)
{
firedProjectile = true;
FireProjectile();
DoFireEffects();
}
if (stopwatch >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
protected virtual void FireProjectile()
{
if (base.isAuthority)
{
Ray aimRay = GetAimRay();
aimRay = ModifyProjectileAimRay(aimRay);
aimRay.direction = Util.ApplySpread(aimRay.direction, minSpread, maxSpread, 1f, 1f, 0f, projectilePitchBonus);
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
}
}
protected virtual Ray ModifyProjectileAimRay(Ray aimRay)
{
return aimRay;
}
protected virtual void DoFireEffects()
{
Util.PlaySound(attackSoundString, base.gameObject);
AddRecoil(-2f * recoilAmplitude, -3f * recoilAmplitude, -1f * recoilAmplitude, 1f * recoilAmplitude);
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false);
}
base.characterBody.AddSpreadBloom(bloom);
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}