63 lines
1.4 KiB
C#
63 lines
1.4 KiB
C#
using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.MajorConstruct;
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public class SpawnMinorConstructs : BaseState
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{
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[SerializeField]
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public float duration;
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[SerializeField]
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public int numToSpawn;
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[SerializeField]
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public string muzzleName;
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[SerializeField]
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public GameObject muzzleEffectPrefab;
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[SerializeField]
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public string animationLayerName;
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[SerializeField]
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public string animationStateName;
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[SerializeField]
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public string animationPlaybackRateParam;
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[SerializeField]
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public string enterSoundString;
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public override void OnEnter()
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{
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base.OnEnter();
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PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
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if ((bool)muzzleEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleName, transmit: false);
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}
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MasterSpawnSlotController component = GetComponent<MasterSpawnSlotController>();
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if (NetworkServer.active && (bool)component)
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{
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component.SpawnRandomOpen(numToSpawn, Run.instance.stageRng, base.gameObject);
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}
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Util.PlaySound(enterSoundString, base.gameObject);
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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 && 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.PrioritySkill;
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}
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}
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