138 lines
3.7 KiB
C#
138 lines
3.7 KiB
C#
using RoR2;
|
|
using UnityEngine;
|
|
|
|
namespace EntityStates.Commando.CommandoWeapon;
|
|
|
|
public class FireBarrage : BaseState
|
|
{
|
|
public static GameObject effectPrefab;
|
|
|
|
public static GameObject hitEffectPrefab;
|
|
|
|
public static GameObject tracerEffectPrefab;
|
|
|
|
public static float damageCoefficient;
|
|
|
|
public static float force;
|
|
|
|
public static float minSpread;
|
|
|
|
public static float maxSpread;
|
|
|
|
public static float baseDurationBetweenShots = 1f;
|
|
|
|
public static float totalDuration = 2f;
|
|
|
|
public static float bulletRadius = 1.5f;
|
|
|
|
public static int baseBulletCount = 1;
|
|
|
|
public static string fireBarrageSoundString;
|
|
|
|
public static float recoilAmplitude;
|
|
|
|
public static float spreadBloomValue;
|
|
|
|
private int totalBulletsFired;
|
|
|
|
private int bulletCount;
|
|
|
|
public float stopwatchBetweenShots;
|
|
|
|
private Animator modelAnimator;
|
|
|
|
private Transform modelTransform;
|
|
|
|
private float duration;
|
|
|
|
private float durationBetweenShots;
|
|
|
|
private static int FireBarrageStateHash = Animator.StringToHash("FireBarrage");
|
|
|
|
private static int FireBarrageParamHash = Animator.StringToHash("FireBarrage.playbackRate");
|
|
|
|
private static int FirePistolRightStateHash = Animator.StringToHash("FirePistol, Right");
|
|
|
|
public override void OnEnter()
|
|
{
|
|
base.OnEnter();
|
|
base.characterBody.SetSpreadBloom(0.2f, canOnlyIncreaseBloom: false);
|
|
duration = totalDuration;
|
|
durationBetweenShots = baseDurationBetweenShots / attackSpeedStat;
|
|
bulletCount = (int)((float)baseBulletCount * attackSpeedStat);
|
|
modelAnimator = GetModelAnimator();
|
|
modelTransform = GetModelTransform();
|
|
PlayCrossfade("Gesture, Additive", FireBarrageStateHash, FireBarrageParamHash, duration, 0.2f);
|
|
PlayCrossfade("Gesture, Override", FireBarrageStateHash, FireBarrageParamHash, duration, 0.2f);
|
|
if ((bool)base.characterBody)
|
|
{
|
|
base.characterBody.SetAimTimer(2f);
|
|
}
|
|
FireBullet();
|
|
}
|
|
|
|
private void FireBullet()
|
|
{
|
|
Ray aimRay = GetAimRay();
|
|
string muzzleName = "MuzzleRight";
|
|
if ((bool)modelAnimator)
|
|
{
|
|
if ((bool)effectPrefab)
|
|
{
|
|
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
|
|
}
|
|
PlayAnimation("Gesture Additive, Right", FirePistolRightStateHash);
|
|
}
|
|
AddRecoil(-0.8f * recoilAmplitude, -1f * recoilAmplitude, -0.1f * recoilAmplitude, 0.15f * recoilAmplitude);
|
|
if (base.isAuthority)
|
|
{
|
|
BulletAttack bulletAttack = new BulletAttack();
|
|
bulletAttack.owner = base.gameObject;
|
|
bulletAttack.weapon = base.gameObject;
|
|
bulletAttack.origin = aimRay.origin;
|
|
bulletAttack.aimVector = aimRay.direction;
|
|
bulletAttack.minSpread = minSpread;
|
|
bulletAttack.maxSpread = maxSpread;
|
|
bulletAttack.bulletCount = 1u;
|
|
bulletAttack.damage = damageCoefficient * damageStat;
|
|
bulletAttack.force = force;
|
|
bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
|
|
bulletAttack.muzzleName = muzzleName;
|
|
bulletAttack.hitEffectPrefab = hitEffectPrefab;
|
|
bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
|
|
bulletAttack.radius = bulletRadius;
|
|
bulletAttack.smartCollision = true;
|
|
bulletAttack.damageType = DamageType.Stun1s;
|
|
bulletAttack.Fire();
|
|
}
|
|
base.characterBody.AddSpreadBloom(spreadBloomValue);
|
|
totalBulletsFired++;
|
|
Util.PlaySound(fireBarrageSoundString, base.gameObject);
|
|
}
|
|
|
|
public override void OnExit()
|
|
{
|
|
base.OnExit();
|
|
}
|
|
|
|
public override void FixedUpdate()
|
|
{
|
|
base.FixedUpdate();
|
|
stopwatchBetweenShots += GetDeltaTime();
|
|
if (stopwatchBetweenShots >= durationBetweenShots && totalBulletsFired < bulletCount)
|
|
{
|
|
stopwatchBetweenShots -= durationBetweenShots;
|
|
FireBullet();
|
|
}
|
|
if (base.fixedAge >= duration && totalBulletsFired == bulletCount && base.isAuthority)
|
|
{
|
|
outer.SetNextStateToMain();
|
|
}
|
|
}
|
|
|
|
public override InterruptPriority GetMinimumInterruptPriority()
|
|
{
|
|
return InterruptPriority.Skill;
|
|
}
|
|
}
|