r2mods/ilspy_dump/ror2_csproj/EntityStates.Destructible/FusionCellDeath.cs

92 lines
2.3 KiB
C#

using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.Destructible;
public class FusionCellDeath : BaseState
{
public static string chargeChildEffectName;
public static float chargeDuration;
public static GameObject explosionEffectPrefab;
public static float explosionRadius;
public static float explosionDamageCoefficient;
public static float explosionProcCoefficient;
public static float explosionForce;
private float stopwatch;
public override void OnEnter()
{
base.OnEnter();
ChildLocator component = GetModelTransform().GetComponent<ChildLocator>();
if ((bool)component)
{
Transform transform = component.FindChild(chargeChildEffectName);
if ((bool)transform)
{
transform.gameObject.SetActive(value: true);
}
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
stopwatch += GetDeltaTime();
if (stopwatch > chargeDuration)
{
Explode();
}
}
private void Explode()
{
if ((bool)base.modelLocator)
{
if ((bool)base.modelLocator.modelBaseTransform)
{
EntityState.Destroy(base.modelLocator.modelBaseTransform.gameObject);
}
if ((bool)base.modelLocator.modelTransform)
{
EntityState.Destroy(base.modelLocator.modelTransform.gameObject);
}
}
if ((bool)explosionEffectPrefab && NetworkServer.active)
{
EffectManager.SpawnEffect(explosionEffectPrefab, new EffectData
{
origin = base.transform.position,
scale = explosionRadius,
rotation = Quaternion.identity
}, transmit: true);
}
BlastAttack blastAttack = new BlastAttack();
blastAttack.attacker = base.gameObject;
blastAttack.damageColorIndex = DamageColorIndex.Item;
blastAttack.baseDamage = damageStat * explosionDamageCoefficient * Run.instance.teamlessDamageCoefficient;
blastAttack.radius = explosionRadius;
blastAttack.falloffModel = BlastAttack.FalloffModel.None;
blastAttack.procCoefficient = explosionProcCoefficient;
blastAttack.teamIndex = TeamIndex.None;
blastAttack.position = base.transform.position;
blastAttack.baseForce = explosionForce;
blastAttack.bonusForce = explosionForce * 0.5f * Vector3.up;
blastAttack.attackerFiltering = AttackerFiltering.NeverHitSelf;
blastAttack.Fire();
EntityState.Destroy(base.gameObject);
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Death;
}
}