95 lines
2.6 KiB
C#
95 lines
2.6 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.Loader;
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public class FireHook : BaseSkillState
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{
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[SerializeField]
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public GameObject projectilePrefab;
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public static float damageCoefficient;
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public static GameObject muzzleflashEffectPrefab;
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public static string fireSoundString;
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public GameObject hookInstance;
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protected ProjectileStickOnImpact hookStickOnImpact;
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private bool isStuck;
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private bool hadHookInstance;
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private uint soundID;
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private static int FireHookIntroStateHash = Animator.StringToHash("FireHookIntro");
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private static int FireHookLoopStateHash = Animator.StringToHash("FireHookLoop");
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private static int FireHookExitStateHash = Animator.StringToHash("FireHookExit");
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public override void OnEnter()
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{
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base.OnEnter();
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if (base.isAuthority)
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{
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Ray ray = GetAimRay();
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TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, projectilePrefab, base.gameObject);
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FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
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fireProjectileInfo.position = ray.origin;
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fireProjectileInfo.rotation = Quaternion.LookRotation(ray.direction);
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fireProjectileInfo.crit = base.characterBody.RollCrit();
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fireProjectileInfo.damage = damageStat * damageCoefficient;
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fireProjectileInfo.force = 0f;
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fireProjectileInfo.damageColorIndex = DamageColorIndex.Default;
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fireProjectileInfo.procChainMask = default(ProcChainMask);
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fireProjectileInfo.projectilePrefab = projectilePrefab;
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fireProjectileInfo.owner = base.gameObject;
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FireProjectileInfo fireProjectileInfo2 = fireProjectileInfo;
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ProjectileManager.instance.FireProjectile(fireProjectileInfo2);
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}
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EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, "MuzzleLeft", transmit: false);
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Util.PlaySound(fireSoundString, base.gameObject);
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PlayAnimation("Grapple", FireHookIntroStateHash);
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}
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public void SetHookReference(GameObject hook)
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{
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hookInstance = hook;
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hookStickOnImpact = hook.GetComponent<ProjectileStickOnImpact>();
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hadHookInstance = true;
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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 ((bool)hookStickOnImpact)
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{
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if (hookStickOnImpact.stuck && !isStuck)
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{
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PlayAnimation("Grapple", FireHookLoopStateHash);
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}
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isStuck = hookStickOnImpact.stuck;
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}
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if (base.isAuthority && !hookInstance && hadHookInstance)
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{
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outer.SetNextStateToMain();
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}
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}
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public override void OnExit()
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{
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PlayAnimation("Grapple", FireHookExitStateHash);
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EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, "MuzzleLeft", transmit: false);
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base.OnExit();
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.Pain;
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}
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}
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