67 lines
1.9 KiB
C#
67 lines
1.9 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.Engi.Mine;
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public class Detonate : BaseMineState
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{
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public static float blastRadius;
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public static GameObject explosionEffectPrefab;
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protected override bool shouldStick => false;
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protected override bool shouldRevertToWaitForStickOnSurfaceLost => false;
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public override void OnEnter()
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{
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base.OnEnter();
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if (NetworkServer.active)
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{
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Explode();
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}
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}
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private void Explode()
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{
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ProjectileDamage component = GetComponent<ProjectileDamage>();
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float num = 0f;
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float num2 = 0f;
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float num3 = 0f;
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if (base.armingStateMachine?.state is BaseMineArmingState baseMineArmingState)
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{
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num = baseMineArmingState.damageScale;
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num2 = baseMineArmingState.forceScale;
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num3 = baseMineArmingState.blastRadiusScale;
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}
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float num4 = blastRadius * num3;
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BlastAttack blastAttack = new BlastAttack();
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blastAttack.procChainMask = base.projectileController.procChainMask;
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blastAttack.procCoefficient = base.projectileController.procCoefficient;
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blastAttack.attacker = base.projectileController.owner;
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blastAttack.inflictor = base.gameObject;
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blastAttack.teamIndex = base.projectileController.teamFilter.teamIndex;
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blastAttack.procCoefficient = base.projectileController.procCoefficient;
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blastAttack.baseDamage = component.damage * num;
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blastAttack.baseForce = component.force * num2;
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blastAttack.falloffModel = BlastAttack.FalloffModel.None;
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blastAttack.crit = component.crit;
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blastAttack.radius = num4;
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blastAttack.position = base.transform.position;
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blastAttack.damageColorIndex = component.damageColorIndex;
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blastAttack.Fire();
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if ((bool)explosionEffectPrefab)
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{
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EffectManager.SpawnEffect(explosionEffectPrefab, new EffectData
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{
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origin = base.transform.position,
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rotation = base.transform.rotation,
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scale = num4
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}, transmit: true);
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}
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EntityState.Destroy(base.gameObject);
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}
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}
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