r2mods/ilspy_dump/ror2_csproj/EntityStates.Bandit2.Weapon/BaseFireSidearmRevolverStat...

108 lines
2.8 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates.Bandit2.Weapon;
public abstract class BaseFireSidearmRevolverState : BaseSidearmState
{
[SerializeField]
public GameObject effectPrefab;
[SerializeField]
public GameObject hitEffectPrefab;
[SerializeField]
public GameObject tracerEffectPrefab;
[SerializeField]
public float damageCoefficient;
[SerializeField]
public float force;
[SerializeField]
public float minSpread;
[SerializeField]
public float maxSpread;
[SerializeField]
public string attackSoundString;
[SerializeField]
public float recoilAmplitude;
[SerializeField]
public float bulletRadius;
[SerializeField]
public float trajectoryAimAssistMultiplier = 0.75f;
private static int FireSideWeaponStateHash = Animator.StringToHash("FireSideWeapon");
private static int FireSideWeaponParamHash = Animator.StringToHash("FireSideWeapon.playbackRate");
public override void OnEnter()
{
base.OnEnter();
AddRecoil(-3f * recoilAmplitude, -4f * recoilAmplitude, -0.5f * recoilAmplitude, 0.5f * recoilAmplitude);
Ray aimRay = GetAimRay();
StartAimMode(aimRay);
string muzzleName = "MuzzlePistol";
Util.PlaySound(attackSoundString, base.gameObject);
PlayAnimation("Gesture, Additive", FireSideWeaponStateHash, FireSideWeaponParamHash, duration);
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
}
if (base.isAuthority)
{
BulletAttack bulletAttack = new BulletAttack();
bulletAttack.owner = base.gameObject;
bulletAttack.weapon = base.gameObject;
bulletAttack.origin = aimRay.origin;
bulletAttack.aimVector = aimRay.direction;
bulletAttack.minSpread = minSpread;
bulletAttack.maxSpread = maxSpread;
bulletAttack.bulletCount = 1u;
bulletAttack.damage = damageCoefficient * damageStat;
bulletAttack.force = force;
bulletAttack.falloffModel = BulletAttack.FalloffModel.None;
bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
bulletAttack.muzzleName = muzzleName;
bulletAttack.hitEffectPrefab = hitEffectPrefab;
bulletAttack.isCrit = RollCrit();
bulletAttack.HitEffectNormal = false;
bulletAttack.radius = bulletRadius;
bulletAttack.damageType |= (DamageTypeCombo)DamageType.BonusToLowHealth;
bulletAttack.smartCollision = true;
bulletAttack.trajectoryAimAssistMultiplier = trajectoryAimAssistMultiplier;
ModifyBullet(bulletAttack);
bulletAttack.Fire();
}
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextState(new ExitSidearmRevolver());
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Any;
}
protected virtual void ModifyBullet(BulletAttack bulletAttack)
{
}
}