32 lines
1.0 KiB
C#
32 lines
1.0 KiB
C#
using RoR2;
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using UnityEngine;
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namespace EntityStates.Huntress.Weapon;
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public class FireArrowSnipe : GenericBulletBaseState
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{
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public float charge;
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public static float recoilAmplitude;
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private static int FireArrowSnipeStateHash = Animator.StringToHash("FireArrowSnipe");
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private static int FireArrowSnipeParamHash = Animator.StringToHash("FireArrowSnipe.playbackRate");
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protected override void ModifyBullet(BulletAttack bulletAttack)
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{
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base.ModifyBullet(bulletAttack);
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bulletAttack.falloffModel = BulletAttack.FalloffModel.None;
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_ = (bool)(base.skillLocator ? base.skillLocator.primary : null);
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}
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protected override void FireBullet(Ray aimRay)
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{
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base.FireBullet(aimRay);
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base.characterBody.SetSpreadBloom(0.2f, canOnlyIncreaseBloom: false);
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AddRecoil(-0.6f * recoilAmplitude, -0.8f * recoilAmplitude, -0.1f * recoilAmplitude, 0.1f * recoilAmplitude);
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PlayAnimation("Body", FireArrowSnipeStateHash, FireArrowSnipeParamHash, duration);
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base.healthComponent.TakeDamageForce(aimRay.direction * -400f, alwaysApply: true);
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}
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}
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