89 lines
2.3 KiB
C#
89 lines
2.3 KiB
C#
using System.Collections.Generic;
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using RoR2;
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using UnityEngine;
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namespace EntityStates.Engi.EngiMissilePainter;
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public class Fire : BaseEngiMissilePainterState
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{
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public static float baseDurationPerMissile;
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public static float damageCoefficient;
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public static GameObject projectilePrefab;
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public static GameObject muzzleflashEffectPrefab;
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public List<HurtBox> targetsList;
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private int fireIndex;
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private float durationPerMissile;
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private float stopwatch;
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private static int IdleHarpoonsStateHash = Animator.StringToHash("IdleHarpoons");
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private static int FireHarpoonStateHash = Animator.StringToHash("FireHarpoon");
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public override void OnEnter()
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{
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base.OnEnter();
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durationPerMissile = baseDurationPerMissile / attackSpeedStat;
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PlayAnimation("Gesture, Additive", IdleHarpoonsStateHash);
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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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bool flag = false;
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if (base.isAuthority)
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{
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stopwatch += GetDeltaTime();
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if (stopwatch >= durationPerMissile)
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{
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stopwatch -= durationPerMissile;
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while (fireIndex < targetsList.Count)
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{
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HurtBox hurtBox = targetsList[fireIndex++];
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if (!hurtBox.healthComponent || !hurtBox.healthComponent.alive)
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{
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base.activatorSkillSlot.AddOneStock();
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continue;
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}
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string text = ((fireIndex % 2 == 0) ? "MuzzleLeft" : "MuzzleRight");
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Vector3 position = base.inputBank.aimOrigin;
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Transform transform = FindModelChild(text);
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if (transform != null)
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{
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position = transform.position;
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}
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EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, text, transmit: true);
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FireMissile(hurtBox, position);
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flag = true;
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break;
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}
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if (fireIndex >= targetsList.Count)
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{
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outer.SetNextState(new Finish());
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}
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}
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}
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if (flag)
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{
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PlayAnimation((fireIndex % 2 == 0) ? "Gesture Left Cannon, Additive" : "Gesture Right Cannon, Additive", FireHarpoonStateHash);
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}
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}
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private void FireMissile(HurtBox target, Vector3 position)
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{
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MissileUtils.FireMissile(base.inputBank.aimOrigin, base.characterBody, default(ProcChainMask), target.gameObject, damageStat * damageCoefficient, RollCrit(), projectilePrefab, DamageColorIndex.Default, Vector3.up, 0f, addMissileProc: false);
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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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PlayCrossfade("Gesture, Additive", "ExitHarpoons", 0.1f);
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}
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}
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