102 lines
2.5 KiB
C#
102 lines
2.5 KiB
C#
using RoR2;
|
|
using RoR2.Projectile;
|
|
using UnityEngine;
|
|
|
|
namespace EntityStates.Mage.Weapon;
|
|
|
|
public class FireIceOrb : BaseState
|
|
{
|
|
public enum Gauntlet
|
|
{
|
|
Left,
|
|
Right
|
|
}
|
|
|
|
public static GameObject projectilePrefab;
|
|
|
|
public static GameObject effectPrefab;
|
|
|
|
public static float baseDuration = 2f;
|
|
|
|
public static float damageCoefficient = 1.2f;
|
|
|
|
public static string attackString;
|
|
|
|
private float duration;
|
|
|
|
private bool hasFiredGauntlet;
|
|
|
|
private string muzzleString;
|
|
|
|
private Animator animator;
|
|
|
|
public Gauntlet gauntlet;
|
|
|
|
private static int FireGauntletLeftStateHash = Animator.StringToHash("FireGauntletLeft");
|
|
|
|
private static int FireGauntletRightStateHash = Animator.StringToHash("FireGauntletRight");
|
|
|
|
private static int HoldGauntletsUpStateHash = Animator.StringToHash("HoldGauntletsUp");
|
|
|
|
private static int FireGauntletParamHash = Animator.StringToHash("FireGauntlet.playbackRate");
|
|
|
|
public override void OnEnter()
|
|
{
|
|
base.OnEnter();
|
|
duration = baseDuration / attackSpeedStat;
|
|
switch (gauntlet)
|
|
{
|
|
case Gauntlet.Left:
|
|
muzzleString = "MuzzleLeft";
|
|
PlayAnimation("Gesture Left, Additive", FireGauntletLeftStateHash, FireGauntletParamHash, duration);
|
|
break;
|
|
case Gauntlet.Right:
|
|
muzzleString = "MuzzleRight";
|
|
PlayAnimation("Gesture Right, Additive", FireGauntletRightStateHash, FireGauntletParamHash, duration);
|
|
break;
|
|
}
|
|
PlayAnimation("Gesture, Additive", HoldGauntletsUpStateHash, FireGauntletParamHash, duration);
|
|
Util.PlaySound(attackString, base.gameObject);
|
|
animator = GetModelAnimator();
|
|
base.characterBody.SetAimTimer(2f);
|
|
FireGauntlet();
|
|
}
|
|
|
|
public override void OnExit()
|
|
{
|
|
base.OnExit();
|
|
}
|
|
|
|
private void FireGauntlet()
|
|
{
|
|
hasFiredGauntlet = true;
|
|
Ray aimRay = GetAimRay();
|
|
if ((bool)effectPrefab)
|
|
{
|
|
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleString, transmit: false);
|
|
}
|
|
if (base.isAuthority)
|
|
{
|
|
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master));
|
|
}
|
|
}
|
|
|
|
public override void FixedUpdate()
|
|
{
|
|
base.FixedUpdate();
|
|
if (animator.GetFloat("FireGauntlet.fire") > 0f && !hasFiredGauntlet)
|
|
{
|
|
FireGauntlet();
|
|
}
|
|
if (base.fixedAge >= duration && base.isAuthority)
|
|
{
|
|
outer.SetNextStateToMain();
|
|
}
|
|
}
|
|
|
|
public override InterruptPriority GetMinimumInterruptPriority()
|
|
{
|
|
return InterruptPriority.Skill;
|
|
}
|
|
}
|