r2mods/ilspy_dump/ror2_csproj/EntityStates.BeetleMonster/HeadbuttState.cs

82 lines
2.2 KiB
C#

using System;
using RoR2;
using UnityEngine;
namespace EntityStates.BeetleMonster;
public class HeadbuttState : BaseState
{
public static float baseDuration = 3.5f;
public static float damageCoefficient;
public static float forceMagnitude = 16f;
public static GameObject hitEffectPrefab;
public static string attackSoundString;
private OverlapAttack attack;
private Animator modelAnimator;
private RootMotionAccumulator rootMotionAccumulator;
private float duration;
public override void OnEnter()
{
base.OnEnter();
rootMotionAccumulator = GetModelRootMotionAccumulator();
modelAnimator = GetModelAnimator();
duration = baseDuration / attackSpeedStat;
attack = new OverlapAttack();
attack.attacker = base.gameObject;
attack.inflictor = base.gameObject;
attack.teamIndex = TeamComponent.GetObjectTeam(attack.attacker);
attack.damage = damageCoefficient * damageStat;
attack.hitEffectPrefab = hitEffectPrefab;
Transform modelTransform = GetModelTransform();
if ((bool)modelTransform)
{
attack.hitBoxGroup = Array.Find(modelTransform.GetComponents<HitBoxGroup>(), (HitBoxGroup element) => element.groupName == "Headbutt");
}
Util.PlaySound(attackSoundString, base.gameObject);
PlayCrossfade("Body", "Headbutt", "Headbutt.playbackRate", duration, 0.1f);
}
public override void FixedUpdate()
{
base.FixedUpdate();
if ((bool)rootMotionAccumulator)
{
Vector3 vector = rootMotionAccumulator.ExtractRootMotion();
if (vector != Vector3.zero && base.isAuthority && (bool)base.characterMotor)
{
base.characterMotor.rootMotion += vector;
}
}
if (base.isAuthority)
{
attack.forceVector = (base.characterDirection ? (base.characterDirection.forward * forceMagnitude) : Vector3.zero);
if ((bool)base.characterDirection && (bool)base.inputBank)
{
base.characterDirection.moveVector = base.inputBank.aimDirection;
}
if ((bool)modelAnimator && modelAnimator.GetFloat("Headbutt.hitBoxActive") > 0.5f)
{
attack.Fire();
}
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}