81 lines
2.4 KiB
C#
81 lines
2.4 KiB
C#
using RoR2;
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using RoR2.Projectile;
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using UnityEngine;
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namespace EntityStates.GlobalSkills.LunarNeedle;
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public class FireLunarNeedle : BaseSkillState
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{
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public static float baseDuration;
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public static float damageCoefficient;
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public static GameObject projectilePrefab;
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public static float recoilAmplitude;
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public static float spreadBloomValue;
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public static GameObject muzzleFlashEffectPrefab;
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public static string fireSound;
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public static float maxSpread;
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private float duration;
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[SerializeField]
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public string animationLayerName = "Gesture, Override";
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[SerializeField]
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public string animationStateName = "FireLunarNeedle";
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[SerializeField]
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public string playbackRateParam = "FireLunarNeedle.playbackRate";
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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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if (base.isAuthority)
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{
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Ray aimRay = GetAimRay();
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aimRay.direction = Util.ApplySpread(aimRay.direction, 0f, maxSpread, 1f, 1f);
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FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
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fireProjectileInfo.position = aimRay.origin;
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fireProjectileInfo.rotation = Quaternion.LookRotation(aimRay.direction);
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fireProjectileInfo.crit = base.characterBody.RollCrit();
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fireProjectileInfo.damage = base.characterBody.damage * damageCoefficient;
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fireProjectileInfo.damageColorIndex = DamageColorIndex.Default;
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fireProjectileInfo.owner = base.gameObject;
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fireProjectileInfo.procChainMask = default(ProcChainMask);
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fireProjectileInfo.force = 0f;
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fireProjectileInfo.useFuseOverride = false;
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fireProjectileInfo.useSpeedOverride = false;
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fireProjectileInfo.target = null;
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fireProjectileInfo.projectilePrefab = projectilePrefab;
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ProjectileManager.instance.FireProjectile(fireProjectileInfo);
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}
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AddRecoil(-0.4f * recoilAmplitude, -0.8f * recoilAmplitude, -0.3f * recoilAmplitude, 0.3f * recoilAmplitude);
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base.characterBody.AddSpreadBloom(spreadBloomValue);
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StartAimMode();
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EffectManager.SimpleMuzzleFlash(muzzleFlashEffectPrefab, base.gameObject, "Head", transmit: false);
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Util.PlaySound(fireSound, base.gameObject);
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PlayAnimation(animationLayerName, animationStateName, playbackRateParam, duration);
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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 && 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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