r2mods/ilspy_dump/ror2_csproj/EntityStates.Drone.DroneWeapon/FireTwinRocket.cs

87 lines
2.1 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.Drone.DroneWeapon;
public class FireTwinRocket : BaseState
{
public static GameObject projectilePrefab;
public static GameObject muzzleEffectPrefab;
public static float damageCoefficient;
public static float force;
public static float baseDuration = 2f;
private ChildLocator childLocator;
private float stopwatch;
private float duration;
public override void OnEnter()
{
base.OnEnter();
stopwatch = 0f;
duration = baseDuration / attackSpeedStat;
GetAimRay();
Transform modelTransform = GetModelTransform();
if ((bool)modelTransform)
{
childLocator = modelTransform.GetComponent<ChildLocator>();
}
FireProjectile("GatLeft");
FireProjectile("GatRight");
}
public override void OnExit()
{
base.OnExit();
}
private void FireProjectile(string muzzleString)
{
GetAimRay();
Transform transform = childLocator.FindChild(muzzleString);
if ((bool)muzzleEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleString, transmit: false);
}
if (!base.isAuthority || !(projectilePrefab != null))
{
return;
}
float maxDistance = 1000f;
Ray aimRay = GetAimRay();
Vector3 forward = aimRay.direction;
Vector3 position = aimRay.origin;
if ((bool)transform)
{
position = transform.position;
if (Physics.Raycast(aimRay, out var hitInfo, maxDistance, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask))
{
forward = hitInfo.point - transform.position;
}
}
ProjectileManager.instance.FireProjectile(projectilePrefab, position, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
}
public override void FixedUpdate()
{
base.FixedUpdate();
stopwatch += GetDeltaTime();
if (stopwatch >= duration / attackSpeedStat && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}