r2mods/ilspy_dump/ror2_csproj/EntityStates.Commando.Comma.../FireLightsOut.cs

99 lines
2.4 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates.Commando.CommandoWeapon;
public class FireLightsOut : BaseState
{
public static GameObject effectPrefab;
public static GameObject hitEffectPrefab;
public static GameObject tracerEffectPrefab;
public static float damageCoefficient;
public static float force;
public static float minSpread;
public static float maxSpread;
public static int bulletCount;
public static float baseDuration = 2f;
public static string attackSoundString;
public static float recoilAmplitude;
private ChildLocator childLocator;
public int bulletCountCurrent = 1;
private float duration;
private static int FireRevolverStateHash = Animator.StringToHash("FireRevolver");
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
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", FireRevolverStateHash);
PlayAnimation("Gesture, Override", FireRevolverStateHash);
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
}
if (base.isAuthority)
{
BulletAttack obj = new BulletAttack
{
owner = base.gameObject,
weapon = base.gameObject,
origin = aimRay.origin,
aimVector = aimRay.direction,
minSpread = minSpread,
maxSpread = maxSpread,
bulletCount = ((bulletCount > 0) ? ((uint)bulletCount) : 0u),
damage = damageCoefficient * damageStat,
force = force,
falloffModel = BulletAttack.FalloffModel.None,
tracerEffectPrefab = tracerEffectPrefab,
muzzleName = muzzleName,
hitEffectPrefab = hitEffectPrefab,
isCrit = Util.CheckRoll(critStat, base.characterBody.master),
HitEffectNormal = false,
radius = 0.5f
};
obj.damageType |= (DamageTypeCombo)DamageType.ResetCooldownsOnKill;
obj.smartCollision = true;
obj.Fire();
}
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Any;
}
}