141 lines
3.6 KiB
C#
141 lines
3.6 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using RoR2.Skills;
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using UnityEngine;
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namespace EntityStates.VoidRaidCrab.Weapon;
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public class FireMissiles : BaseState
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{
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[SerializeField]
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public float baseInitialDelay;
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[SerializeField]
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public float baseDelayBetweenWaves;
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[SerializeField]
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public float baseEndDelay;
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[SerializeField]
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public int numWaves;
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[SerializeField]
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public int numMissilesPerWave;
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[SerializeField]
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public string muzzleName;
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[SerializeField]
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public GameObject muzzleFlashPrefab;
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[SerializeField]
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public GameObject projectilePrefab;
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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 minSpreadDegrees;
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[SerializeField]
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public float rangeSpreadDegrees;
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[SerializeField]
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public string fireWaveSoundString;
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[SerializeField]
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public bool isSoundScaledByAttackSpeed;
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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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[SerializeField]
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public SkillDef skillDefToReplaceAtStocksEmpty;
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[SerializeField]
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public SkillDef nextSkillDef;
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private float delayBetweenWaves;
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private float duration;
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private int numWavesFired;
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private float timeUntilNextWave;
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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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if ((bool)nextSkillDef)
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{
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GenericSkill genericSkill = base.skillLocator.FindSkillByDef(skillDefToReplaceAtStocksEmpty);
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if ((bool)genericSkill && genericSkill.stock == 0)
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{
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genericSkill.SetBaseSkill(nextSkillDef);
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}
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}
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float num = baseInitialDelay + Mathf.Max(0f, baseDelayBetweenWaves * (float)(numWaves - 1)) + baseEndDelay;
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duration = num / attackSpeedStat;
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timeUntilNextWave = baseInitialDelay / attackSpeedStat;
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delayBetweenWaves = baseDelayBetweenWaves / attackSpeedStat;
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muzzleTransform = FindModelChild(muzzleName);
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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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timeUntilNextWave -= GetDeltaTime();
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while (timeUntilNextWave < 0f && numWavesFired < numWaves)
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{
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PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
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timeUntilNextWave += delayBetweenWaves;
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numWavesFired++;
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EffectManager.SimpleMuzzleFlash(muzzleFlashPrefab, base.gameObject, muzzleName, transmit: false);
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if (base.isAuthority)
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{
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Quaternion quaternion = Util.QuaternionSafeLookRotation(GetAimRay().direction);
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FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
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fireProjectileInfo.projectilePrefab = projectilePrefab;
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fireProjectileInfo.position = muzzleTransform.position;
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fireProjectileInfo.owner = base.gameObject;
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fireProjectileInfo.damage = damageStat * damageCoefficient;
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fireProjectileInfo.force = force;
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FireProjectileInfo fireProjectileInfo2 = fireProjectileInfo;
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for (int i = 0; i < numMissilesPerWave; i++)
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{
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fireProjectileInfo2.rotation = quaternion * GetRandomRollPitch();
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fireProjectileInfo2.crit = Util.CheckRoll(critStat, base.characterBody.master);
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ProjectileManager.instance.FireProjectile(fireProjectileInfo2);
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}
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}
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}
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if (base.isAuthority && 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.PrioritySkill;
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}
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protected Quaternion GetRandomRollPitch()
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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(minSpreadDegrees + Random.Range(0f, rangeSpreadDegrees), Vector3.left);
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return quaternion * quaternion2;
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}
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}
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