91 lines
1.9 KiB
C#
91 lines
1.9 KiB
C#
using RoR2;
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using UnityEngine;
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namespace EntityStates.MegaConstruct;
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public class Spawn : BaseState
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{
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[SerializeField]
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public float duration;
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[SerializeField]
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public string muzzleName;
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[SerializeField]
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public GameObject muzzleEffectPrefab;
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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 int numPads;
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[SerializeField]
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public string padChildLocatorName;
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[SerializeField]
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public GameObject padPrefab;
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[SerializeField]
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public string enterSoundString;
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[SerializeField]
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public bool depleteStocksPrimary;
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[SerializeField]
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public bool depleteStocksSecondary;
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[SerializeField]
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public bool depleteStocksUtility;
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[SerializeField]
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public bool depleteStocksSpecial;
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public override void OnEnter()
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{
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base.OnEnter();
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PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
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if ((bool)muzzleEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleName, transmit: false);
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}
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Util.PlaySound(enterSoundString, base.gameObject);
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}
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private void CheckForDepleteStocks(SkillSlot slot, bool deplete)
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{
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GenericSkill skill = base.skillLocator.GetSkill(slot);
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if (deplete && (bool)skill)
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{
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skill.RemoveAllStocks();
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}
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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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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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public override void OnExit()
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{
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if (base.isAuthority)
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{
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CheckForDepleteStocks(SkillSlot.Primary, depleteStocksPrimary);
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CheckForDepleteStocks(SkillSlot.Secondary, depleteStocksSecondary);
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CheckForDepleteStocks(SkillSlot.Utility, depleteStocksUtility);
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CheckForDepleteStocks(SkillSlot.Special, depleteStocksSpecial);
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}
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base.OnExit();
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}
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}
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