123 lines
2.9 KiB
C#
123 lines
2.9 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.VoidMegaCrab.Weapon;
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public class FireCrabCannonBase : BaseState
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{
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[SerializeField]
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public GameObject projectilePrefab;
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[SerializeField]
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public GameObject muzzleflashEffectPrefab;
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[SerializeField]
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public int projectileCount = 3;
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[SerializeField]
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public float spread;
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[SerializeField]
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public float bonusPitch;
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[SerializeField]
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public float totalYawSpread = 5f;
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[SerializeField]
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public float baseDuration = 2f;
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[SerializeField]
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public float baseFireDuration = 0.2f;
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[SerializeField]
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public float damageCoefficient = 1.2f;
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[SerializeField]
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public float force = 20f;
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[SerializeField]
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public string attackSound;
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[SerializeField]
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public string muzzleName;
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[SerializeField]
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public string animationLayerName = "Gesture, Additive";
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[SerializeField]
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public string animationStateName = "FireCrabCannon";
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[SerializeField]
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public string animationPlaybackRateParam = "FireCrabCannon.playbackRate";
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private float duration;
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private float fireDuration;
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private int projectilesFired;
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private Transform muzzleTransform;
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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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fireDuration = baseFireDuration / attackSpeedStat;
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PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
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muzzleTransform = FindModelChild(muzzleName);
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if (!muzzleTransform)
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{
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muzzleTransform = base.characterBody.aimOriginTransform;
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}
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}
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public override void OnExit()
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{
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base.OnExit();
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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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int num = Mathf.FloorToInt(base.fixedAge / fireDuration * (float)projectileCount);
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if (projectilesFired <= num && projectilesFired < projectileCount)
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{
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FireProjectile();
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}
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if (base.fixedAge >= duration && base.isAuthority)
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{
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outer.SetNextStateToMain();
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}
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}
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private void FireProjectile()
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{
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Util.PlaySound(attackSound, base.gameObject);
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base.characterBody.SetAimTimer(3f);
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if ((bool)muzzleflashEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzleName, transmit: false);
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}
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if (base.isAuthority)
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{
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Ray aimRay = GetAimRay();
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int num = Mathf.FloorToInt((float)projectilesFired - (float)(projectileCount - 1) / 2f);
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float bonusYaw = 0f;
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if (projectileCount > 1)
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{
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bonusYaw = (float)num / (float)(projectileCount - 1) * totalYawSpread;
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}
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Vector3 forward = Util.ApplySpread(aimRay.direction, 0f, spread, 1f, 1f, bonusYaw, bonusPitch);
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Vector3 position = muzzleTransform.position;
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ProjectileManager.instance.FireProjectile(projectilePrefab, position, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
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}
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projectilesFired++;
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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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}
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