r2mods/ilspy_dump/ror2_csproj/EntityStates.MegaConstruct/SpawnMinorConstructs.cs

63 lines
1.4 KiB
C#

using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.MegaConstruct;
public class SpawnMinorConstructs : BaseState
{
[SerializeField]
public float duration;
[SerializeField]
public int numToSpawn;
[SerializeField]
public string muzzleName;
[SerializeField]
public GameObject muzzleEffectPrefab;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string animationPlaybackRateParam;
[SerializeField]
public string enterSoundString;
public override void OnEnter()
{
base.OnEnter();
PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
if ((bool)muzzleEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleName, transmit: false);
}
MasterSpawnSlotController component = GetComponent<MasterSpawnSlotController>();
if (NetworkServer.active && (bool)component)
{
component.SpawnRandomOpen(numToSpawn, Run.instance.stageRng, base.gameObject);
}
Util.PlaySound(enterSoundString, base.gameObject);
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}