r2mods/ilspy_dump/ror2_csproj/EntityStates.VagrantMonster.../JellyBarrage.cs

85 lines
2.3 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.VagrantMonster.Weapon;
public class JellyBarrage : BaseState
{
private float stopwatch;
private float missileStopwatch;
public static float baseDuration;
public static string muzzleString;
public static float missileSpawnFrequency;
public static float missileSpawnDelay;
public static float damageCoefficient;
public static float maxSpread;
public static GameObject projectilePrefab;
public static GameObject muzzleflashPrefab;
private ChildLocator childLocator;
public override void OnEnter()
{
base.OnEnter();
missileStopwatch -= missileSpawnDelay;
if ((bool)base.sfxLocator && base.sfxLocator.barkSound != "")
{
Util.PlaySound(base.sfxLocator.barkSound, base.gameObject);
}
Transform modelTransform = GetModelTransform();
if ((bool)modelTransform)
{
childLocator = modelTransform.GetComponent<ChildLocator>();
if ((bool)childLocator)
{
_ = (bool)childLocator.FindChild(muzzleString);
}
}
}
private void FireBlob(Ray projectileRay, float bonusPitch, float bonusYaw)
{
projectileRay.direction = Util.ApplySpread(projectileRay.direction, 0f, maxSpread, 1f, 1f, bonusYaw, bonusPitch);
ProjectileManager.instance.FireProjectile(projectilePrefab, projectileRay.origin, Util.QuaternionSafeLookRotation(projectileRay.direction), base.gameObject, damageStat * damageCoefficient, 0f, Util.CheckRoll(critStat, base.characterBody.master));
}
public override void FixedUpdate()
{
base.FixedUpdate();
float deltaTime = GetDeltaTime();
stopwatch += deltaTime;
missileStopwatch += deltaTime;
if (missileStopwatch >= 1f / missileSpawnFrequency)
{
missileStopwatch -= 1f / missileSpawnFrequency;
Transform transform = childLocator.FindChild(muzzleString);
if ((bool)transform)
{
Ray projectileRay = default(Ray);
projectileRay.origin = transform.position;
projectileRay.direction = GetAimRay().direction;
float maxDistance = 1000f;
if (Physics.Raycast(GetAimRay(), out var hitInfo, maxDistance, LayerIndex.world.mask))
{
projectileRay.direction = hitInfo.point - transform.position;
}
FireBlob(projectileRay, 0f, 0f);
}
}
if (stopwatch >= baseDuration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
}