55 lines
1.3 KiB
C#
55 lines
1.3 KiB
C#
using UnityEngine;
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namespace EntityStates.VoidJailer.Weapon;
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public class Fire : GenericProjectileBaseState
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{
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public static string animationLayerName;
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public static string animationStateName;
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public static string animationPlaybackRateName;
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public static int totalProjectileCount;
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public static float maxRandomDistance;
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public static float basePriorityReductionDuration;
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private float priorityReductionDuration;
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private Transform muzzleTransform;
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public override void OnEnter()
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{
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muzzleTransform = FindModelChild("ClawMuzzle");
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base.OnEnter();
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base.characterBody.SetAimTimer(duration + 3f);
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for (int i = 1; i < totalProjectileCount; i++)
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{
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FireProjectile();
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}
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priorityReductionDuration = basePriorityReductionDuration / attackSpeedStat;
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}
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protected override Ray ModifyProjectileAimRay(Ray aimRay)
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{
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aimRay.origin += Random.insideUnitSphere * maxRandomDistance;
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return aimRay;
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}
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protected override void PlayAnimation(float duration)
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{
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PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateName, duration);
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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if (!(base.fixedAge > priorityReductionDuration))
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{
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return InterruptPriority.PrioritySkill;
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}
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return InterruptPriority.Skill;
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}
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}
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