108 lines
2.7 KiB
C#
108 lines
2.7 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.Drone.DroneWeapon;
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public class FireMissileBarrage : BaseState
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{
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public static GameObject effectPrefab;
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public static GameObject projectilePrefab;
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public static float damageCoefficient = 1f;
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public static float baseFireInterval = 0.1f;
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public static float minSpread = 0f;
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public static float maxSpread = 5f;
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public static int maxMissileCount;
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private float fireTimer;
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private float fireInterval;
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private Transform modelTransform;
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private AimAnimator aimAnimator;
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private int missileCount;
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private static int FireMissileStateHash = Animator.StringToHash("FireMissile");
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private void FireMissile(string targetMuzzle)
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{
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missileCount++;
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PlayAnimation("Gesture, Additive", FireMissileStateHash);
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Ray aimRay = GetAimRay();
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if ((bool)modelTransform)
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{
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ChildLocator component = modelTransform.GetComponent<ChildLocator>();
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if ((bool)component)
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{
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Transform transform = component.FindChild(targetMuzzle);
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if ((bool)transform)
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{
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aimRay.origin = transform.position;
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}
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}
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}
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if ((bool)effectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false);
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}
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if ((bool)base.characterBody)
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{
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base.characterBody.SetAimTimer(2f);
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}
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if (base.isAuthority)
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{
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float x = Random.Range(minSpread, maxSpread);
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float z = Random.Range(0f, 360f);
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Vector3 up = Vector3.up;
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Vector3 axis = Vector3.Cross(up, aimRay.direction);
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Vector3 vector = Quaternion.Euler(0f, 0f, z) * (Quaternion.Euler(x, 0f, 0f) * Vector3.forward);
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float y = vector.y;
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vector.y = 0f;
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float angle = Mathf.Atan2(vector.z, vector.x) * 57.29578f - 90f;
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float angle2 = Mathf.Atan2(y, vector.magnitude) * 57.29578f;
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Vector3 forward = Quaternion.AngleAxis(angle, up) * (Quaternion.AngleAxis(angle2, axis) * aimRay.direction);
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ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master));
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}
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}
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public override void OnEnter()
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{
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base.OnEnter();
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modelTransform = GetModelTransform();
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fireInterval = baseFireInterval / attackSpeedStat;
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}
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public override void OnExit()
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{
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base.OnExit();
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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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fireTimer -= GetDeltaTime();
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if (fireTimer <= 0f)
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{
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FireMissile("Muzzle");
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fireTimer += fireInterval;
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}
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if (missileCount >= maxMissileCount && base.isAuthority)
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{
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outer.SetNextStateToMain();
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}
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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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