r2mods/ilspy_dump/ror2_csproj/EntityStates.Treebot.Weapon/FireMortar2.cs

92 lines
2.6 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.Treebot.Weapon;
public class FireMortar2 : BaseState
{
public static float baseDuration;
public static GameObject projectilePrefab;
public static string fireSound;
public static float maxDistance;
public static float damageCoefficient;
public static float force;
public static string muzzleName;
public static GameObject muzzleEffect;
public static float healthCostFraction;
private float duration;
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
EffectManager.SimpleMuzzleFlash(muzzleEffect, base.gameObject, muzzleName, transmit: false);
Util.PlaySound(fireSound, base.gameObject);
PlayCrossfade("Gesture, Additive", "FireBomb", 0.1f);
if (base.isAuthority)
{
Fire();
}
if (NetworkServer.active && (bool)base.healthComponent)
{
DamageInfo damageInfo = new DamageInfo();
damageInfo.damage = base.healthComponent.combinedHealth * healthCostFraction;
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 = default(ProcChainMask);
base.healthComponent.TakeDamage(damageInfo);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority && base.fixedAge >= duration)
{
outer.SetNextStateToMain();
}
}
private void Fire()
{
RaycastHit hitInfo;
Vector3 position = ((!base.inputBank.GetAimRaycast(maxDistance, out hitInfo)) ? base.inputBank.GetAimRay().GetPoint(maxDistance) : hitInfo.point);
FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
fireProjectileInfo.projectilePrefab = projectilePrefab;
fireProjectileInfo.position = position;
fireProjectileInfo.rotation = Quaternion.identity;
fireProjectileInfo.owner = base.gameObject;
fireProjectileInfo.damage = damageCoefficient * damageStat;
fireProjectileInfo.force = force;
fireProjectileInfo.crit = RollCrit();
fireProjectileInfo.damageColorIndex = DamageColorIndex.Default;
fireProjectileInfo.target = null;
fireProjectileInfo.speedOverride = 0f;
fireProjectileInfo.fuseOverride = -1f;
FireProjectileInfo fireProjectileInfo2 = fireProjectileInfo;
ProjectileManager.instance.FireProjectile(fireProjectileInfo2);
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}