85 lines
1.9 KiB
C#
85 lines
1.9 KiB
C#
using RoR2;
|
|
using RoR2.Projectile;
|
|
using UnityEngine;
|
|
|
|
namespace EntityStates.Railgunner.Weapon;
|
|
|
|
public class BaseFireMine : BaseState
|
|
{
|
|
[SerializeField]
|
|
public float baseDuration;
|
|
|
|
[SerializeField]
|
|
public float baseCrossfadeDuration;
|
|
|
|
[SerializeField]
|
|
public GameObject muzzleEffectPrefab;
|
|
|
|
[SerializeField]
|
|
public GameObject projectilePrefab;
|
|
|
|
[SerializeField]
|
|
public string muzzleName;
|
|
|
|
[SerializeField]
|
|
public float damageCoefficient;
|
|
|
|
[SerializeField]
|
|
public float force;
|
|
|
|
[SerializeField]
|
|
public string enterSoundString;
|
|
|
|
[SerializeField]
|
|
public string animationLayerName;
|
|
|
|
[SerializeField]
|
|
public string animationStateName;
|
|
|
|
[SerializeField]
|
|
public string animationPlaybackRateParam;
|
|
|
|
private float duration;
|
|
|
|
public override void OnEnter()
|
|
{
|
|
base.OnEnter();
|
|
duration = baseDuration / attackSpeedStat;
|
|
float crossfadeDuration = baseCrossfadeDuration / attackSpeedStat;
|
|
Util.PlaySound(enterSoundString, base.gameObject);
|
|
Ray aimRay = GetAimRay();
|
|
StartAimMode(aimRay);
|
|
if ((bool)GetModelAnimator())
|
|
{
|
|
PlayCrossfade(animationLayerName, animationStateName, animationPlaybackRateParam, duration, crossfadeDuration);
|
|
}
|
|
if ((bool)muzzleEffectPrefab)
|
|
{
|
|
EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleName, transmit: false);
|
|
}
|
|
if (base.isAuthority)
|
|
{
|
|
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
|
|
}
|
|
}
|
|
|
|
public override void OnExit()
|
|
{
|
|
base.OnExit();
|
|
}
|
|
|
|
public override void FixedUpdate()
|
|
{
|
|
base.FixedUpdate();
|
|
if (base.fixedAge >= duration && base.isAuthority)
|
|
{
|
|
outer.SetNextStateToMain();
|
|
}
|
|
}
|
|
|
|
public override InterruptPriority GetMinimumInterruptPriority()
|
|
{
|
|
return InterruptPriority.PrioritySkill;
|
|
}
|
|
}
|