r2mods/ilspy_dump/ror2_csproj/EntityStates.Mage.Weapon/FireLaserbolt.cs

129 lines
3.3 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates.Mage.Weapon;
public class FireLaserbolt : BaseState
{
public enum Gauntlet
{
Left,
Right
}
public static GameObject muzzleEffectPrefab;
public static GameObject tracerEffectPrefab;
public static GameObject impactEffectPrefab;
public static float baseDuration = 2f;
public static float damageCoefficient = 1.2f;
public static float force = 20f;
public static string attackString;
private float duration;
private bool hasFiredGauntlet;
private string muzzleString;
private Animator animator;
public Gauntlet gauntlet;
private static int FireGauntletLeftStateHash = Animator.StringToHash("FireGauntletLeft");
private static int FireGauntletRightStateHash = Animator.StringToHash("FireGauntletRight");
private static int HoldGauntletsUpStateHash = Animator.StringToHash("HoldGauntletsUp");
private static int FireGauntletParamHash = Animator.StringToHash("FireGauntlet.playbackRate");
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
switch (gauntlet)
{
case Gauntlet.Left:
muzzleString = "MuzzleLeft";
PlayAnimation("Gesture Left, Additive", FireGauntletLeftStateHash, FireGauntletParamHash, duration);
break;
case Gauntlet.Right:
muzzleString = "MuzzleRight";
PlayAnimation("Gesture Right, Additive", FireGauntletRightStateHash, FireGauntletParamHash, duration);
break;
}
PlayAnimation("Gesture, Additive", HoldGauntletsUpStateHash, FireGauntletParamHash, duration);
Util.PlaySound(attackString, base.gameObject);
animator = GetModelAnimator();
base.characterBody.SetAimTimer(2f);
FireGauntlet();
}
public override void OnExit()
{
base.OnExit();
}
private void FireGauntlet()
{
hasFiredGauntlet = true;
Ray aimRay = GetAimRay();
if ((bool)muzzleEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleString, transmit: false);
}
if (base.isAuthority)
{
BulletAttack bulletAttack = new BulletAttack();
bulletAttack.owner = base.gameObject;
bulletAttack.weapon = base.gameObject;
bulletAttack.origin = aimRay.origin;
bulletAttack.aimVector = aimRay.direction;
bulletAttack.minSpread = 0f;
bulletAttack.maxSpread = base.characterBody.spreadBloomAngle;
bulletAttack.damage = damageCoefficient * damageStat;
bulletAttack.force = force;
bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
bulletAttack.muzzleName = muzzleString;
bulletAttack.hitEffectPrefab = impactEffectPrefab;
bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
bulletAttack.radius = 0.1f;
bulletAttack.smartCollision = false;
bulletAttack.Fire();
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (animator.GetFloat("FireGauntlet.fire") > 0f && !hasFiredGauntlet)
{
FireGauntlet();
}
if (base.fixedAge >= duration && base.isAuthority)
{
if (base.inputBank.skill1.down)
{
FireLaserbolt fireLaserbolt = new FireLaserbolt();
fireLaserbolt.gauntlet = ((gauntlet == Gauntlet.Left) ? Gauntlet.Right : Gauntlet.Left);
outer.SetNextState(fireLaserbolt);
}
else
{
outer.SetNextStateToMain();
}
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}