64 lines
1.5 KiB
C#
64 lines
1.5 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.Commando.CommandoWeapon;
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public class FireRocket : BaseState
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{
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public static GameObject projectilePrefab;
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public static GameObject effectPrefab;
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public static float damageCoefficient;
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public static float force;
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public static float baseDuration = 2f;
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private float duration;
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public int bulletCountCurrent = 1;
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private static int FireFMJStateHash = Animator.StringToHash("FireFMJ");
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private static int FireFMJParamHash = Animator.StringToHash("FireFMJ.playbackRate");
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public override void OnEnter()
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{
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base.OnEnter();
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duration = baseDuration / attackSpeedStat;
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Ray aimRay = GetAimRay();
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StartAimMode(aimRay);
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string muzzleName = "MuzzleCenter";
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PlayAnimation("Gesture", FireFMJStateHash, FireFMJParamHash, duration);
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if ((bool)effectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
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}
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if (base.isAuthority)
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{
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ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master));
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}
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}
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public override void OnExit()
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{
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base.OnExit();
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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 (base.fixedAge >= duration && base.isAuthority)
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{
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outer.SetNextStateToMain();
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}
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.Skill;
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}
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}
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