56 lines
1.2 KiB
C#
56 lines
1.2 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.HAND.Weapon;
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public class FireWinch : BaseState
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{
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public static GameObject projectilePrefab;
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public static GameObject effectPrefab;
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public static float duration = 2f;
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public static float baseDuration = 2f;
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public static float damageCoefficient = 1.2f;
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public static float force = 20f;
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public override void OnEnter()
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{
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base.OnEnter();
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Ray aimRay = GetAimRay();
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StartAimMode(aimRay);
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string muzzleName = "WinchHole";
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if ((bool)effectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
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}
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if (base.isAuthority)
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{
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ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
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}
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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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if (base.fixedAge >= duration / attackSpeedStat && 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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