87 lines
2.1 KiB
C#
87 lines
2.1 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.Drone.DroneWeapon;
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public class FireTwinRocket : BaseState
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{
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public static GameObject projectilePrefab;
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public static GameObject muzzleEffectPrefab;
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public static float damageCoefficient;
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public static float force;
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public static float baseDuration = 2f;
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private ChildLocator childLocator;
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private float stopwatch;
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private float duration;
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public override void OnEnter()
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{
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base.OnEnter();
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stopwatch = 0f;
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duration = baseDuration / attackSpeedStat;
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GetAimRay();
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Transform modelTransform = GetModelTransform();
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if ((bool)modelTransform)
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{
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childLocator = modelTransform.GetComponent<ChildLocator>();
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}
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FireProjectile("GatLeft");
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FireProjectile("GatRight");
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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(string muzzleString)
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{
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GetAimRay();
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Transform transform = childLocator.FindChild(muzzleString);
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if ((bool)muzzleEffectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleString, transmit: false);
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}
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if (!base.isAuthority || !(projectilePrefab != null))
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{
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return;
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}
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float maxDistance = 1000f;
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Ray aimRay = GetAimRay();
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Vector3 forward = aimRay.direction;
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Vector3 position = aimRay.origin;
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if ((bool)transform)
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{
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position = transform.position;
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if (Physics.Raycast(aimRay, out var hitInfo, maxDistance, (int)LayerIndex.world.mask | (int)LayerIndex.entityPrecise.mask))
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{
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forward = hitInfo.point - transform.position;
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}
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}
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ProjectileManager.instance.FireProjectile(projectilePrefab, position, Util.QuaternionSafeLookRotation(forward), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
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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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stopwatch += GetDeltaTime();
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if (stopwatch >= duration / attackSpeedStat && 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.Skill;
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}
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}
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