83 lines
2.3 KiB
C#
83 lines
2.3 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.ScavMonster;
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public class FireEnergyCannon : EnergyCannonState
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{
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public static float baseDuration;
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public static float baseRefireDuration;
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public static string sound;
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public static GameObject effectPrefab;
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public static GameObject projectilePrefab;
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public static float damageCoefficient;
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public static float force;
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public static float minSpread;
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public static float maxSpread;
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public static float recoilAmplitude = 1f;
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public static float projectilePitchBonus;
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public static float projectileYawBonusPerRefire;
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public static int projectileCount;
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public static int maxRefireCount;
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public int currentRefire;
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private float duration;
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private float refireDuration;
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public override void OnEnter()
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{
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base.OnEnter();
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duration = baseDuration / attackSpeedStat;
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refireDuration = baseRefireDuration / attackSpeedStat;
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Util.PlayAttackSpeedSound(sound, base.gameObject, attackSpeedStat);
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PlayCrossfade("Body", "FireEnergyCannon", "FireEnergyCannon.playbackRate", duration, 0.1f);
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AddRecoil(-2f * recoilAmplitude, -3f * recoilAmplitude, -1f * recoilAmplitude, 1f * recoilAmplitude);
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if ((bool)effectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, EnergyCannonState.muzzleName, transmit: false);
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}
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if (base.isAuthority)
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{
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float num = ((currentRefire % 2 == 0) ? 1 : (-1));
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float num2 = Mathf.Ceil((float)currentRefire / 2f) * projectileYawBonusPerRefire;
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for (int i = 0; i < projectileCount; i++)
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{
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Ray aimRay = GetAimRay();
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aimRay.direction = Util.ApplySpread(aimRay.direction, minSpread, maxSpread, 1f, 1f, num * num2, projectilePitchBonus);
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ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
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}
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}
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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 >= refireDuration && currentRefire + 1 < maxRefireCount && base.isAuthority)
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{
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FireEnergyCannon fireEnergyCannon = new FireEnergyCannon();
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fireEnergyCannon.currentRefire = currentRefire + 1;
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outer.SetNextState(fireEnergyCannon);
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}
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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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}
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