48 lines
1.3 KiB
C#
48 lines
1.3 KiB
C#
using RoR2;
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using UnityEngine;
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namespace EntityStates.Merc.Weapon;
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public class ThrowEvisProjectile : GenericProjectileBaseState
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{
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public static float shortHopVelocity;
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private static int GroundLight3StateHash = Animator.StringToHash("GroundLight3");
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private static int GroundLightParamHash = Animator.StringToHash("GroundLight.playbackRate");
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public override void OnEnter()
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{
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base.OnEnter();
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if ((bool)base.characterMotor)
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{
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base.characterMotor.velocity.y = Mathf.Max(base.characterMotor.velocity.y, shortHopVelocity);
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}
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}
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protected override void PlayAnimation(float duration)
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{
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Animator modelAnimator = GetModelAnimator();
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if ((bool)modelAnimator)
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{
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bool @bool = modelAnimator.GetBool("isMoving");
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bool bool2 = modelAnimator.GetBool("isGrounded");
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if (@bool || !bool2)
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{
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PlayAnimation("Gesture, Additive", GroundLight3StateHash, GroundLightParamHash, duration);
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PlayAnimation("Gesture, Override", GroundLight3StateHash, GroundLightParamHash, duration);
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}
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else
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{
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PlayAnimation("FullBody, Override", GroundLight3StateHash, GroundLightParamHash, duration);
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}
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}
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}
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protected override Ray ModifyProjectileAimRay(Ray aimRay)
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{
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TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref aimRay, projectilePrefab, base.gameObject);
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return aimRay;
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}
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}
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