115 lines
2.7 KiB
C#
115 lines
2.7 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.VoidSurvivor.Weapon;
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public class FireCrabCannon : BaseState
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{
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[SerializeField]
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public string animationLayerName;
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[SerializeField]
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public string animationStateName;
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[SerializeField]
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public GameObject muzzleflashEffectPrefab;
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[SerializeField]
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public GameObject projectilePrefab;
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[SerializeField]
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public string muzzle;
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[SerializeField]
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public int grenadeCountMax = 3;
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[SerializeField]
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public float damageCoefficient;
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[SerializeField]
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public float maxSpread;
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[SerializeField]
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public float fireDuration = 1f;
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[SerializeField]
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public float baseDuration = 2f;
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[SerializeField]
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private static float recoilAmplitude = 1f;
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[SerializeField]
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public string enterSoundString;
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[SerializeField]
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public string perGrenadeSoundString;
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[SerializeField]
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public float spreadBloomValue = 0.3f;
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private Transform modelTransform;
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private float duration;
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private float fireTimer;
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private int grenadeCount;
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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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modelTransform = GetModelTransform();
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StartAimMode();
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}
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public override void OnExit()
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{
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base.OnExit();
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}
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private void FireProjectile()
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{
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PlayAnimation(animationLayerName, animationStateName);
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Util.PlaySound(perGrenadeSoundString, base.gameObject);
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AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -1f * recoilAmplitude, 1f * recoilAmplitude);
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base.characterBody.AddSpreadBloom(spreadBloomValue);
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if ((bool)muzzleflashEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzle, transmit: false);
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}
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if (base.isAuthority)
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{
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Ray aimRay = GetAimRay();
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aimRay.direction = Util.ApplySpread(aimRay.direction, 0f, maxSpread, 1f, 1f);
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Vector3 onUnitSphere = Random.onUnitSphere;
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Vector3.ProjectOnPlane(onUnitSphere, aimRay.direction);
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Quaternion rotation = Util.QuaternionSafeLookRotation(aimRay.direction, onUnitSphere);
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ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, rotation, base.gameObject, damageStat * damageCoefficient, 0f, 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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fireTimer -= GetDeltaTime();
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float num = fireDuration / attackSpeedStat / (float)grenadeCountMax;
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if (fireTimer <= 0f && grenadeCount < grenadeCountMax)
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{
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FireProjectile();
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fireTimer += num;
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grenadeCount++;
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}
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if (base.isAuthority && 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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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.PrioritySkill;
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}
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}
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