71 lines
2.1 KiB
C#
71 lines
2.1 KiB
C#
using RoR2;
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using UnityEngine;
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namespace EntityStates.Toolbot;
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public class NailgunFinalBurst : BaseNailgunState
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{
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public static int finalBurstBulletCount = 8;
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public static float burstTimeCostCoefficient = 1.2f;
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public static string burstSound;
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public static float selfForce = 1000f;
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private static int FireGrenadeLauncherStateHash = Animator.StringToHash("FireGrenadeLauncher");
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private static int FireGrenadeLauncherParamHash = Animator.StringToHash("FireGrenadeLauncher.playbackRate");
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protected override float GetBaseDuration()
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{
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return (float)finalBurstBulletCount * FireNailgun.baseRefireInterval * burstTimeCostCoefficient;
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}
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public override void OnEnter()
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{
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base.OnEnter();
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if ((bool)base.characterBody)
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{
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base.characterBody.SetSpreadBloom(1f, canOnlyIncreaseBloom: false);
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}
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if (!base.characterBody.HasBuff(DLC2Content.Buffs.DisableAllSkills.buffIndex))
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{
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Ray ray = GetAimRay();
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TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, BaseNailgunState.maxDistance, base.gameObject);
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FireBullet(GetAimRay(), finalBurstBulletCount, BaseNailgunState.spreadPitchScale, BaseNailgunState.spreadYawScale);
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if (!base.isInDualWield)
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{
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PlayAnimation("Gesture, Additive", FireGrenadeLauncherStateHash, FireGrenadeLauncherParamHash, 0.45f / attackSpeedStat);
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}
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else
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{
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BaseToolbotPrimarySkillStateMethods.PlayGenericFireAnim(this, base.gameObject, base.skillLocator, 0.45f / attackSpeedStat);
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}
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Util.PlaySound(burstSound, base.gameObject);
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if (base.isAuthority)
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{
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float num = selfForce * (base.characterMotor.isGrounded ? 0.5f : 1f) * base.characterMotor.mass;
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base.characterMotor.ApplyForce(ray.direction * (0f - num));
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}
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Util.PlaySound(BaseNailgunState.fireSoundString, base.gameObject);
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Util.PlaySound(BaseNailgunState.fireSoundString, base.gameObject);
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Util.PlaySound(BaseNailgunState.fireSoundString, base.gameObject);
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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 InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.Skill;
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}
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}
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