r2mods/ilspy_dump/ror2_csproj/EntityStates.Destructible/LunarRainDeathState.cs

106 lines
2.7 KiB
C#

using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.Destructible;
public class LunarRainDeathState : BaseState
{
public static GameObject chargePrefab;
[Tooltip("How long the object will wait before exploding")]
public static float chargeDuration;
public static GameObject explosionEffectPrefab;
public static float baseDamage;
public static float explosionRadius;
public static float explosionDamageCoefficient;
public static float explosionProcCoefficient;
public static float explosionForce;
public static float vfxScale;
public static bool canRejectForce;
public override void OnEnter()
{
base.OnEnter();
if (base.teamComponent != null)
{
base.teamComponent.teamIndex = TeamIndex.Monster;
}
if ((bool)chargePrefab)
{
EffectData effectData = new EffectData
{
scale = explosionRadius,
origin = base.transform.position
};
EffectManager.SpawnEffect(chargePrefab, effectData, transmit: false);
}
FlashEmission component = base.modelLocator.modelTransform.GetComponent<FlashEmission>();
if ((bool)component)
{
component.StartFlash();
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= chargeDuration && NetworkServer.active)
{
Explode();
}
}
public virtual void Explode()
{
if ((bool)base.modelLocator)
{
if ((bool)base.modelLocator.modelBaseTransform)
{
EntityState.Destroy(base.modelLocator.modelBaseTransform.gameObject);
}
if ((bool)base.modelLocator.modelTransform)
{
EntityState.Destroy(base.modelLocator.modelTransform.gameObject);
}
}
if ((bool)explosionEffectPrefab)
{
EffectManager.SpawnEffect(explosionEffectPrefab, new EffectData
{
origin = base.transform.position,
scale = vfxScale,
rotation = base.transform.rotation
}, transmit: true);
}
BlastAttack blastAttack = new BlastAttack();
blastAttack.attacker = base.gameObject;
blastAttack.damageColorIndex = DamageColorIndex.Item;
blastAttack.baseDamage = baseDamage * explosionDamageCoefficient * Run.instance.teamlessDamageCoefficient;
blastAttack.radius = explosionRadius;
blastAttack.falloffModel = BlastAttack.FalloffModel.None;
blastAttack.procCoefficient = explosionProcCoefficient;
blastAttack.teamIndex = TeamIndex.Monster;
blastAttack.damageType = DamageType.LunarRuin;
blastAttack.position = base.transform.position;
blastAttack.baseForce = explosionForce;
blastAttack.canRejectForce = canRejectForce;
blastAttack.attackerFiltering = AttackerFiltering.NeverHitSelf;
blastAttack.Fire();
EntityState.Destroy(base.gameObject);
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Death;
}
}