103 lines
2.6 KiB
C#
103 lines
2.6 KiB
C#
using RoR2;
|
|
using UnityEngine;
|
|
using UnityEngine.Networking;
|
|
|
|
namespace EntityStates.VoidSurvivor.Weapon;
|
|
|
|
public class CrushBase : BaseState
|
|
{
|
|
[SerializeField]
|
|
public GameObject muzzleflashEffectPrefab;
|
|
|
|
[SerializeField]
|
|
public float baseDuration = 2f;
|
|
|
|
[SerializeField]
|
|
public string enterSoundString;
|
|
|
|
[SerializeField]
|
|
public float recoilAmplitude;
|
|
|
|
[SerializeField]
|
|
public float bloom;
|
|
|
|
[SerializeField]
|
|
public string muzzle;
|
|
|
|
[SerializeField]
|
|
public string animationLayerName;
|
|
|
|
[SerializeField]
|
|
public string animationStateName;
|
|
|
|
[SerializeField]
|
|
public string animationPlaybackRateParam;
|
|
|
|
[SerializeField]
|
|
public float selfHealFraction;
|
|
|
|
[SerializeField]
|
|
public float corruptionChange;
|
|
|
|
private float duration;
|
|
|
|
public override void OnEnter()
|
|
{
|
|
base.OnEnter();
|
|
GetAimRay();
|
|
duration = baseDuration / attackSpeedStat;
|
|
StartAimMode(duration + 2f);
|
|
PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
|
|
Util.PlaySound(enterSoundString, base.gameObject);
|
|
AddRecoil(-1f * recoilAmplitude, -1.5f * recoilAmplitude, -0.25f * recoilAmplitude, 0.25f * recoilAmplitude);
|
|
base.characterBody.AddSpreadBloom(bloom);
|
|
if ((bool)muzzleflashEffectPrefab)
|
|
{
|
|
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzle, transmit: false);
|
|
}
|
|
if (NetworkServer.active)
|
|
{
|
|
ProcChainMask procChainMask = default(ProcChainMask);
|
|
procChainMask.AddProc(ProcType.VoidSurvivorCrush);
|
|
if (selfHealFraction > 0f)
|
|
{
|
|
base.healthComponent.HealFraction(selfHealFraction, procChainMask);
|
|
}
|
|
else
|
|
{
|
|
DamageInfo damageInfo = new DamageInfo();
|
|
damageInfo.damage = (0f - base.healthComponent.fullCombinedHealth) * selfHealFraction;
|
|
damageInfo.position = base.characterBody.corePosition;
|
|
damageInfo.force = Vector3.zero;
|
|
damageInfo.damageColorIndex = DamageColorIndex.Default;
|
|
damageInfo.crit = false;
|
|
damageInfo.attacker = null;
|
|
damageInfo.inflictor = null;
|
|
damageInfo.damageType = DamageType.NonLethal | DamageType.BypassArmor;
|
|
damageInfo.procCoefficient = 0f;
|
|
damageInfo.procChainMask = procChainMask;
|
|
base.healthComponent.TakeDamage(damageInfo);
|
|
}
|
|
VoidSurvivorController component = GetComponent<VoidSurvivorController>();
|
|
if ((bool)component)
|
|
{
|
|
component.AddCorruption(corruptionChange);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void FixedUpdate()
|
|
{
|
|
base.FixedUpdate();
|
|
if (base.isAuthority && base.fixedAge >= duration)
|
|
{
|
|
outer.SetNextStateToMain();
|
|
}
|
|
}
|
|
|
|
public override InterruptPriority GetMinimumInterruptPriority()
|
|
{
|
|
return InterruptPriority.Skill;
|
|
}
|
|
}
|