56 lines
1.1 KiB
C#
56 lines
1.1 KiB
C#
using System.Collections.ObjectModel;
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using RoR2;
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using UnityEngine;
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namespace EntityStates.SpectatorSkills;
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public class LockOn : BaseSkillState
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{
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private Vector3 targetPoint;
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public override void OnEnter()
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{
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base.OnEnter();
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if (base.inputBank.GetAimRaycast(float.PositiveInfinity, out var hitInfo))
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{
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targetPoint = hitInfo.point;
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}
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else
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{
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outer.SetNextStateToMain();
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}
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RoR2Application.onUpdate += LookAtTarget;
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RoR2Application.onLateUpdate += LookAtTarget;
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}
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public override void OnExit()
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{
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RoR2Application.onLateUpdate -= LookAtTarget;
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RoR2Application.onUpdate -= LookAtTarget;
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base.OnExit();
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}
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public override void Update()
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{
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base.Update();
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if (base.isAuthority && !IsKeyDownAuthority())
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{
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outer.SetNextStateToMain();
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}
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}
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private void LookAtTarget()
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{
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ReadOnlyCollection<CameraRigController> readOnlyInstancesList = CameraRigController.readOnlyInstancesList;
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for (int i = 0; i < readOnlyInstancesList.Count; i++)
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{
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_ = readOnlyInstancesList[i].target == base.gameObject;
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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.PrioritySkill;
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}
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}
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