125 lines
3.1 KiB
C#
125 lines
3.1 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.Railgunner.Weapon;
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public class FirePistol : BaseState, IBaseWeaponState
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{
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[SerializeField]
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public float baseDuration;
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[Header("Projectile")]
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[SerializeField]
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public float damageCoefficient;
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[SerializeField]
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public float force;
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[SerializeField]
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public float spreadBloomValue;
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[SerializeField]
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public float recoilYMin;
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[SerializeField]
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public float recoilXMin;
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[SerializeField]
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public float recoilYMax;
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[SerializeField]
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public float recoilXMax;
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[SerializeField]
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public GameObject projectilePrefab;
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[SerializeField]
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public float selfKnockbackForce;
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[SerializeField]
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public float baseInaccuracyDegrees;
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[Header("Effects")]
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[SerializeField]
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public string muzzleName;
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[SerializeField]
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public string fireSoundString;
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[SerializeField]
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public GameObject muzzleFlashPrefab;
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[Header("Animation")]
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[SerializeField]
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public string animationLayerName;
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[SerializeField]
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public string animationStateName;
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[SerializeField]
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public string animationPlaybackRateParam;
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protected float duration;
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protected virtual void FireBullet(Ray aimRay)
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{
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StartAimMode(aimRay);
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Util.PlaySound(fireSoundString, base.gameObject);
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EffectManager.SimpleMuzzleFlash(muzzleFlashPrefab, base.gameObject, muzzleName, transmit: false);
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PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
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AddRecoil(recoilYMin, recoilYMax, recoilXMin, recoilXMax);
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if (base.isAuthority)
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{
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float num = 0f;
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if ((bool)base.characterBody)
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{
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num = base.characterBody.spreadBloomAngle;
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}
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Quaternion quaternion = Quaternion.AngleAxis(Random.Range(0, 360), Vector3.forward);
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Quaternion quaternion2 = Quaternion.AngleAxis(Random.Range(0f, baseInaccuracyDegrees + num), Vector3.left);
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Quaternion rotation = Util.QuaternionSafeLookRotation(aimRay.direction, Vector3.up) * quaternion * quaternion2;
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FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
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fireProjectileInfo.projectilePrefab = projectilePrefab;
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fireProjectileInfo.position = aimRay.origin;
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fireProjectileInfo.rotation = rotation;
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fireProjectileInfo.owner = base.gameObject;
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fireProjectileInfo.damage = damageStat * damageCoefficient;
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fireProjectileInfo.crit = RollCrit();
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fireProjectileInfo.force = force;
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fireProjectileInfo.procChainMask = default(ProcChainMask);
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fireProjectileInfo.damageColorIndex = DamageColorIndex.Default;
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FireProjectileInfo fireProjectileInfo2 = fireProjectileInfo;
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ProjectileManager.instance.FireProjectile(fireProjectileInfo2);
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base.characterBody.characterMotor.ApplyForce((0f - selfKnockbackForce) * aimRay.direction);
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}
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base.characterBody.AddSpreadBloom(spreadBloomValue);
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}
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public override void OnEnter()
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{
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base.OnEnter();
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duration = baseDuration / attackSpeedStat;
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FireBullet(GetAimRay());
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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 (base.fixedAge >= duration)
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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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public bool CanScope()
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{
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return true;
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}
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}
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