r2mods/ilspy_dump/ror2_csproj/EntityStates.FalseSon/LunarSpikesShotgun.cs

116 lines
2.7 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.FalseSon;
public class LunarSpikesShotgun : BaseState
{
[SerializeField]
public GameObject projectilePrefab;
[SerializeField]
public GameObject muzzleflashEffectPrefab;
[SerializeField]
public float procCoefficient;
[SerializeField]
public float damageCoefficient;
[SerializeField]
public float force = 20f;
public static float attackSpeedAltAnimationThreshold;
[SerializeField]
public float baseDuration;
[SerializeField]
public string attackSoundString;
[SerializeField]
public float attackSoundPitch;
public static float bloom;
private float duration;
private bool hasFiredSpike;
private string muzzleString;
private Transform muzzleTransform;
private Animator animator;
private ChildLocator childLocator;
public override void OnEnter()
{
base.OnEnter();
duration = baseDuration / attackSpeedStat;
Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, attackSoundPitch);
base.characterBody.SetAimTimer(2f);
animator = GetModelAnimator();
if ((bool)animator)
{
childLocator = animator.GetComponent<ChildLocator>();
}
muzzleString = "MuzzleRight";
if (attackSpeedStat < attackSpeedAltAnimationThreshold)
{
PlayCrossfade("Gesture, Additive", "FireLunarSpike", "LunarSpike.playbackRate", duration, 0.1f);
PlayCrossfade("Gesture, Override", "FireLunarSpike", "LunarSpike.playbackRate", duration, 0.1f);
FireLunarSpike();
}
else
{
PlayAnimation("Gesture, Override", "HoldGauntletsUp", "LunarSpike.playbackRate", duration);
FireLunarSpike();
}
}
public override void OnExit()
{
base.OnExit();
}
private void FireLunarSpike()
{
if (!hasFiredSpike)
{
base.characterBody.AddSpreadBloom(bloom);
hasFiredSpike = true;
Ray ray = GetAimRay();
TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, projectilePrefab, base.gameObject);
if ((bool)childLocator)
{
muzzleTransform = childLocator.FindChild(muzzleString);
}
if ((bool)muzzleflashEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzleString, transmit: false);
}
if (base.isAuthority)
{
ProjectileManager.instance.FireProjectile(projectilePrefab, ray.origin, Util.QuaternionSafeLookRotation(ray.direction), base.gameObject, damageCoefficient * damageStat, 0f, Util.CheckRoll(critStat, base.characterBody.master), DamageColorIndex.Void);
}
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}