r2mods/ilspy_dump/ror2_csproj/EntityStates.ImpMonster/FireSpines.cs

75 lines
1.8 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.ImpMonster;
public class FireSpines : BaseState
{
public static GameObject projectilePrefab;
public static GameObject effectPrefab;
public static float baseDuration = 2f;
public static float durationBetweenThrows = 0.1f;
public static int spineCountMax = 3;
public static float damageCoefficient = 1.2f;
public static float force = 20f;
private int spineCount;
private float spineTimer;
private float duration;
private static int FireSpinesStateHash = Animator.StringToHash("FireSpines");
private static int FireSpinesParamHash = Animator.StringToHash("FireSpines.playbackRate");
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
PlayAnimation("Gesture", FireSpinesStateHash, FireSpinesParamHash, duration);
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
spineTimer += GetDeltaTime();
if (spineTimer >= durationBetweenThrows / attackSpeedStat && spineCount < spineCountMax)
{
spineCount++;
Ray aimRay = GetAimRay();
string muzzleName = "MuzzleMouth";
spineTimer -= durationBetweenThrows / attackSpeedStat;
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
}
if (base.isAuthority)
{
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
}
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}