138 lines
3.2 KiB
C#
138 lines
3.2 KiB
C#
using RoR2;
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using UnityEngine;
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namespace EntityStates.Engi.EngiWeapon;
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public class FireConcussionBlast : BaseState
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{
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public static GameObject effectPrefab;
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public static GameObject hitEffectPrefab;
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public static int grenadeCountMax = 3;
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public static float damageCoefficient;
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public static float fireDuration = 1f;
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public static float baseDuration = 2f;
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public static float minSpread = 0f;
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public static float maxSpread = 5f;
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public static float recoilAmplitude = 1f;
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public static string attackSoundString;
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public static float force;
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public static float maxDistance;
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public static float radius;
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public static GameObject tracerEffectPrefab;
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private Ray aimRay;
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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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private void FireGrenade(string targetMuzzle)
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{
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Util.PlaySound(attackSoundString, base.gameObject);
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aimRay = GetAimRay();
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if ((bool)modelTransform)
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{
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ChildLocator component = modelTransform.GetComponent<ChildLocator>();
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if ((bool)component)
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{
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Transform transform = component.FindChild(targetMuzzle);
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if ((bool)transform)
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{
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aimRay.origin = transform.position;
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}
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}
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}
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AddRecoil(-1f * recoilAmplitude, -2f * recoilAmplitude, -1f * recoilAmplitude, 1f * recoilAmplitude);
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if ((bool)effectPrefab)
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{
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EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false);
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}
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if (base.isAuthority)
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{
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BulletAttack bulletAttack = new BulletAttack();
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bulletAttack.owner = base.gameObject;
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bulletAttack.weapon = base.gameObject;
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bulletAttack.origin = aimRay.origin;
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bulletAttack.aimVector = aimRay.direction;
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bulletAttack.minSpread = minSpread;
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bulletAttack.maxSpread = maxSpread;
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bulletAttack.damage = damageCoefficient * damageStat;
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bulletAttack.force = force;
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bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
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bulletAttack.muzzleName = targetMuzzle;
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bulletAttack.hitEffectPrefab = hitEffectPrefab;
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bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
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bulletAttack.maxDistance = maxDistance;
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bulletAttack.radius = radius;
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bulletAttack.stopperMask = 0;
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bulletAttack.Fire();
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}
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}
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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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aimRay = GetAimRay();
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StartAimMode(aimRay);
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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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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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return;
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}
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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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fireTimer += num;
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if (grenadeCount % 2 == 0)
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{
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FireGrenade("MuzzleLeft");
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PlayCrossfade("Gesture, Left Cannon", "FireGrenadeLeft", 0.1f);
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}
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else
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{
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FireGrenade("MuzzleRight");
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PlayCrossfade("Gesture, Right Cannon", "FireGrenadeRight", 0.1f);
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}
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grenadeCount++;
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}
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if (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.Skill;
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}
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}
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