66 lines
1.8 KiB
C#
66 lines
1.8 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.Treebot.Weapon;
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public class AimMortar2 : AimThrowableBase
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{
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[SerializeField]
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public float healthCostFraction;
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public static string muzzleName;
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[SerializeField]
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public GameObject muzzleFlashPrefab;
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[SerializeField]
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public string fireSound;
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[SerializeField]
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public string enterSound;
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public override void OnEnter()
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{
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base.OnEnter();
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PlayCrossfade("Gesture, Additive", "PrepBomb", 0.1f);
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Util.PlaySound(enterSound, base.gameObject);
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}
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protected override void OnProjectileFiredLocal()
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{
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if (NetworkServer.active && (bool)base.healthComponent && healthCostFraction >= Mathf.Epsilon)
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{
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DamageInfo damageInfo = new DamageInfo();
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damageInfo.damage = base.healthComponent.combinedHealth * healthCostFraction;
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damageInfo.position = base.characterBody.corePosition;
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damageInfo.force = Vector3.zero;
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damageInfo.damageColorIndex = DamageColorIndex.Default;
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damageInfo.crit = false;
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damageInfo.attacker = null;
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damageInfo.inflictor = null;
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damageInfo.damageType = DamageType.NonLethal;
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damageInfo.procCoefficient = 0f;
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damageInfo.procChainMask = default(ProcChainMask);
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base.healthComponent.TakeDamage(damageInfo);
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}
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EffectManager.SimpleMuzzleFlash(muzzleFlashPrefab, base.gameObject, muzzleName, transmit: false);
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Util.PlaySound(fireSound, base.gameObject);
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PlayCrossfade("Gesture, Additive", "FireBomb", 0.1f);
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}
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protected override bool KeyIsDown()
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{
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return base.inputBank.skill2.down;
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}
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protected override void ModifyProjectile(ref FireProjectileInfo fireProjectileInfo)
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{
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base.ModifyProjectile(ref fireProjectileInfo);
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fireProjectileInfo.position = currentTrajectoryInfo.hitPoint;
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fireProjectileInfo.rotation = Quaternion.identity;
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fireProjectileInfo.speedOverride = 0f;
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}
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}
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