r2mods/ilspy_dump/ror2_csproj/EntityStates.Assassin2/ChargeDash.cs

71 lines
1.4 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates.Assassin2;
public class ChargeDash : BaseState
{
public static float baseDuration = 1.5f;
public static string enterSoundString;
private Animator modelAnimator;
private float duration;
private int slashCount;
private Transform modelTransform;
private Vector3 oldVelocity;
private bool dashComplete;
private static int PreAttackStateHash = Animator.StringToHash("PreAttack");
public override void OnEnter()
{
base.OnEnter();
Util.PlaySound(enterSoundString, base.gameObject);
modelTransform = GetModelTransform();
AimAnimator component = modelTransform.GetComponent<AimAnimator>();
duration = baseDuration / attackSpeedStat;
modelAnimator = GetModelAnimator();
if ((bool)component)
{
component.enabled = true;
}
if ((bool)base.characterDirection)
{
base.characterDirection.moveVector = GetAimRay().direction;
}
if ((bool)modelAnimator)
{
PlayAnimation("Gesture", PreAttackStateHash);
}
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(duration);
}
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge > duration && base.isAuthority)
{
outer.SetNextState(new DashStrike());
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}