r2mods/ilspy_dump/ror2_csproj/EntityStates.VoidSurvivor.W.../FireCrabCannon.cs

115 lines
2.7 KiB
C#

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