r2mods/ilspy_dump/ror2_csproj/EntityStates.VoidRaidCrab/FireFinalStand.cs

73 lines
1.5 KiB
C#

using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.VoidRaidCrab;
public class FireFinalStand : BaseWardWipeState
{
[SerializeField]
public float duration;
[SerializeField]
public string muzzleName;
[SerializeField]
public GameObject muzzleFlashPrefab;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string animationPlaybackRateParam;
[SerializeField]
public string enterSoundString;
[SerializeField]
public BuffDef requiredBuffToKill;
public override void OnEnter()
{
base.OnEnter();
PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
Util.PlaySound(enterSoundString, base.gameObject);
if ((bool)muzzleFlashPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleFlashPrefab, base.gameObject, muzzleName, transmit: false);
}
if (!fogDamageController)
{
return;
}
if (NetworkServer.active)
{
foreach (CharacterBody affectedBody in fogDamageController.GetAffectedBodies())
{
if (!requiredBuffToKill || affectedBody.HasBuff(requiredBuffToKill))
{
affectedBody.healthComponent.Suicide(base.gameObject, base.gameObject, DamageType.VoidDeath);
}
}
}
fogDamageController.enabled = false;
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority && base.fixedAge >= duration)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Pain;
}
}