58 lines
1.4 KiB
C#
58 lines
1.4 KiB
C#
using System;
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using RoR2;
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using UnityEngine;
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namespace EntityStates.BeetleMonster;
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public class MeleeState : EntityState
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{
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public static float duration = 3.5f;
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public static float damage = 10f;
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public static float forceMagnitude = 10f;
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private OverlapAttack attack;
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private Animator modelAnimator;
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public override void OnEnter()
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{
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base.OnEnter();
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modelAnimator = GetModelAnimator();
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attack = new OverlapAttack();
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attack.attacker = base.gameObject;
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attack.inflictor = base.gameObject;
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attack.teamIndex = TeamComponent.GetObjectTeam(attack.attacker);
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attack.damage = 10f;
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Transform modelTransform = GetModelTransform();
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if ((bool)modelTransform)
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{
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attack.hitBoxGroup = Array.Find(modelTransform.GetComponents<HitBoxGroup>(), (HitBoxGroup element) => element.groupName == "Melee1");
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}
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PlayCrossfade("Body", "Melee1", "Melee1.playbackRate", duration, 0.1f);
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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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if (base.isAuthority)
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{
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attack.forceVector = (base.characterDirection ? (base.characterDirection.forward * forceMagnitude) : Vector3.zero);
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if ((bool)modelAnimator && modelAnimator.GetFloat("Melee1.hitBoxActive") > 0.5f)
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{
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attack.Fire();
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}
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}
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if (base.fixedAge >= duration && base.isAuthority)
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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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