90 lines
2.5 KiB
C#
90 lines
2.5 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.ArtifactShell;
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public class FireSolarFlares : BaseState
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{
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public static GameObject projectilePrefab;
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public static int minimumProjectileCount;
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public static int maximumProjectileCount;
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public static float arc;
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public static float baseDuration;
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public static float radius;
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public static float projectileDamageCoefficient;
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public static float projectileForce;
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public static float projectileFuse;
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public static float projectileSpeed;
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private float duration;
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private int projectileCount;
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private int projectilesFired;
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private Quaternion currentRotation;
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private Quaternion deltaRotation;
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public override void OnEnter()
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{
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base.OnEnter();
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if ((bool)base.healthComponent)
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{
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projectileCount = (int)Util.Remap(base.healthComponent.combinedHealthFraction, 0f, 1f, maximumProjectileCount, minimumProjectileCount);
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}
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if (NetworkServer.active)
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{
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Vector3 aimDirection = base.inputBank.aimDirection;
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currentRotation = Quaternion.LookRotation(aimDirection);
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_ = Run.FixedTimeStamp.now.t * 2f % 1f;
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Vector3 rhs = currentRotation * Vector3.forward;
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Vector3 lhs = currentRotation * Vector3.right;
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_ = currentRotation * Vector3.up;
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deltaRotation = Quaternion.AngleAxis(arc / (float)projectileCount, Vector3.Cross(lhs, rhs));
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}
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duration = baseDuration / attackSpeedStat;
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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if (NetworkServer.active)
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{
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float num = duration / (float)projectileCount;
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if (base.fixedAge >= (float)projectilesFired * num)
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{
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projectilesFired++;
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FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
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fireProjectileInfo.owner = base.gameObject;
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fireProjectileInfo.position = base.transform.position + currentRotation * Vector3.forward * radius;
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fireProjectileInfo.rotation = currentRotation;
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fireProjectileInfo.projectilePrefab = projectilePrefab;
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fireProjectileInfo.fuseOverride = projectileFuse;
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fireProjectileInfo.useFuseOverride = true;
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fireProjectileInfo.speedOverride = projectileSpeed;
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fireProjectileInfo.useSpeedOverride = true;
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fireProjectileInfo.damage = damageStat * projectileDamageCoefficient;
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fireProjectileInfo.force = projectileForce;
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ProjectileManager.instance.FireProjectile(fireProjectileInfo);
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currentRotation *= deltaRotation;
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}
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if (base.fixedAge >= duration)
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{
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outer.SetNextStateToMain();
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}
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}
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}
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}
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