40 lines
1.0 KiB
C#
40 lines
1.0 KiB
C#
using RoR2;
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using UnityEngine;
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namespace EntityStates.Captain.Weapon;
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public class FireCaptainShotgun : GenericBulletBaseState
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{
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public static float tightSoundSwitchThreshold;
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public static string wideSoundString;
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public static string tightSoundString;
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private static int FireCaptainShotgunStateHash = Animator.StringToHash("FireCaptainShotgun");
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public override void OnEnter()
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{
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fireSoundString = ((base.characterBody.spreadBloomAngle <= tightSoundSwitchThreshold) ? tightSoundString : wideSoundString);
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base.OnEnter();
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PlayAnimation("Gesture, Additive", FireCaptainShotgunStateHash);
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PlayAnimation("Gesture, Override", FireCaptainShotgunStateHash);
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}
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protected override void ModifyBullet(BulletAttack bulletAttack)
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{
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base.ModifyBullet(bulletAttack);
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bulletAttack.falloffModel = BulletAttack.FalloffModel.DefaultBullet;
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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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}
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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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