93 lines
2.6 KiB
C#
93 lines
2.6 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.VoidMegaCrab.BackWeapon;
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public class FireVoidMissiles : BaseSkillState
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{
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public static float baseDuration;
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public static string leftMuzzleString;
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public static string rightMuzzleString;
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public static GameObject muzzleEffectPrefab;
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public static GameObject projectilePrefab;
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public static int totalMissileWaveCount;
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public static float baseDurationBetweenMissiles;
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public static float damageCoefficient = 1.2f;
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public static float force = 20f;
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public static string enterSoundString;
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public static string animationLayerName = "Gesture, Additive";
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public static string animationStateName = "FireCrabCannon";
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public static string animationPlaybackRateParam = "FireCrabCannon.playbackRate";
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private float duration;
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private float durationBetweenMissiles;
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private float missileTimer;
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private int missileWaveCount;
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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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durationBetweenMissiles = baseDurationBetweenMissiles / attackSpeedStat;
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PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
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Util.PlaySound(enterSoundString, base.gameObject);
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}
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private void FireMissile()
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{
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if ((bool)muzzleEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, leftMuzzleString, transmit: false);
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EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, rightMuzzleString, transmit: false);
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}
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if (base.isAuthority)
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{
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Transform transform = FindModelChild(leftMuzzleString);
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Transform transform2 = FindModelChild(rightMuzzleString);
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Ray ray = GetAimRay();
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if (transform != null)
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{
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ray = new Ray(transform.position, transform.forward);
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}
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ProjectileManager.instance.FireProjectile(projectilePrefab, ray.origin, Util.QuaternionSafeLookRotation(ray.direction), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
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if (transform2 != null)
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{
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ray = new Ray(transform2.position, transform2.forward);
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}
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ProjectileManager.instance.FireProjectile(projectilePrefab, ray.origin, Util.QuaternionSafeLookRotation(ray.direction), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
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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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missileTimer -= GetDeltaTime();
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if (missileWaveCount < totalMissileWaveCount && missileTimer <= 0f)
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{
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missileWaveCount++;
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missileTimer += durationBetweenMissiles;
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FireMissile();
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}
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if (base.fixedAge >= duration)
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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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