r2mods/ilspy_dump/ror2_csproj/EntityStates.Engi.EngiWeapon/FireMines.cs

70 lines
1.6 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.Engi.EngiWeapon;
public class FireMines : BaseState
{
public static GameObject effectPrefab;
public static GameObject hitEffectPrefab;
[SerializeField]
public GameObject projectilePrefab;
[SerializeField]
public float damageCoefficient;
[SerializeField]
public float force;
public static float baseDuration = 2f;
public static string throwMineSoundString;
private float duration;
public override void OnEnter()
{
base.OnEnter();
Util.PlaySound(throwMineSoundString, base.gameObject);
duration = baseDuration / attackSpeedStat;
Ray aimRay = GetAimRay();
StartAimMode(aimRay);
if ((bool)GetModelAnimator())
{
float num = duration * 0.3f;
PlayCrossfade("Gesture, Additive", "FireMineRight", "FireMine.playbackRate", duration + num, 0.05f);
}
string muzzleName = "MuzzleCenter";
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
}
if (base.isAuthority)
{
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
}
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}