125 lines
2.9 KiB
C#
125 lines
2.9 KiB
C#
using RoR2;
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using UnityEngine;
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namespace EntityStates.Drone.DroneWeapon;
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public class FireMegaTurret : BaseState
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{
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public static GameObject effectPrefab;
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public static GameObject hitEffectPrefab;
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public static GameObject tracerEffectPrefab;
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public static string attackSoundString;
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public static float attackSoundPlaybackCoefficient;
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public static float damageCoefficient;
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public static float force;
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public static float minSpread;
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public static float maxSpread;
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public static int maxBulletCount;
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public static float baseTotalDuration;
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private Transform modelTransform;
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private ChildLocator childLocator;
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private float fireStopwatch;
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private float stopwatch;
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private float durationBetweenShots;
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private float totalDuration;
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private int bulletCount;
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private static int FireGatStateHash = Animator.StringToHash("FireGat");
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public override void OnEnter()
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{
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base.OnEnter();
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fireStopwatch = 0f;
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totalDuration = baseTotalDuration / attackSpeedStat;
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durationBetweenShots = totalDuration / (float)maxBulletCount;
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GetAimRay();
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Transform transform = GetModelTransform();
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if ((bool)transform)
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{
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childLocator = transform.GetComponent<ChildLocator>();
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}
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}
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private void FireBullet(string muzzleString)
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{
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Ray aimRay = GetAimRay();
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_ = aimRay.origin;
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Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, attackSoundPlaybackCoefficient);
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PlayAnimation("Gesture, Additive", FireGatStateHash);
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if ((bool)childLocator)
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{
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Transform transform = childLocator.FindChild(muzzleString);
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if ((bool)transform)
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{
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_ = transform.position;
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}
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}
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if ((bool)effectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleString, transmit: false);
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}
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if (base.isAuthority)
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{
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BulletAttack bulletAttack = new BulletAttack();
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bulletAttack.owner = base.gameObject;
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bulletAttack.weapon = base.gameObject;
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bulletAttack.origin = aimRay.origin;
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bulletAttack.aimVector = aimRay.direction;
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bulletAttack.minSpread = minSpread;
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bulletAttack.maxSpread = maxSpread;
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bulletAttack.damage = damageCoefficient * damageStat;
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bulletAttack.force = force;
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bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
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bulletAttack.muzzleName = muzzleString;
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bulletAttack.hitEffectPrefab = hitEffectPrefab;
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bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
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bulletAttack.Fire();
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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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float deltaTime = GetDeltaTime();
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fireStopwatch += deltaTime;
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stopwatch += deltaTime;
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if (fireStopwatch >= durationBetweenShots)
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{
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bulletCount++;
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fireStopwatch -= durationBetweenShots;
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FireBullet((bulletCount % 2 == 0) ? "GatLeft" : "GatRight");
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}
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if (stopwatch >= totalDuration && 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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