r2mods/ilspy_dump/ror2_csproj/EntityStates.Vulture.Weapon/FireWindblade.cs

57 lines
1.6 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.Vulture.Weapon;
public class FireWindblade : BaseSkillState
{
public static float baseDuration;
public static string muzzleString;
public static GameObject muzzleEffectPrefab;
public static GameObject projectilePrefab;
public static float damageCoefficient = 1.2f;
public static float force = 20f;
public static string soundString;
private float duration;
private static int FireWindbladeStateHash = Animator.StringToHash("FireWindblade");
private static int FireWindbladeParamHash = Animator.StringToHash("FireWindblade.playbackRate");
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
PlayAnimation("Gesture, Additive", FireWindbladeStateHash, FireWindbladeParamHash, duration);
Util.PlaySound(soundString, base.gameObject);
if ((bool)muzzleEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleString, transmit: false);
}
Ray aimRay = GetAimRay();
if (base.isAuthority)
{
Quaternion quaternion = Util.QuaternionSafeLookRotation(aimRay.direction);
Quaternion quaternion2 = Quaternion.AngleAxis(Random.Range(0f, 360f), aimRay.direction);
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, quaternion2 * quaternion, base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration)
{
outer.SetNextStateToMain();
}
}
}