126 lines
2.7 KiB
C#
126 lines
2.7 KiB
C#
using RoR2;
|
|
using RoR2.Projectile;
|
|
using UnityEngine;
|
|
|
|
namespace EntityStates;
|
|
|
|
public class GenericProjectileBaseState : BaseState
|
|
{
|
|
[SerializeField]
|
|
public GameObject effectPrefab;
|
|
|
|
[SerializeField]
|
|
public GameObject projectilePrefab;
|
|
|
|
[SerializeField]
|
|
public float damageCoefficient;
|
|
|
|
[SerializeField]
|
|
public float force;
|
|
|
|
[SerializeField]
|
|
public float minSpread;
|
|
|
|
[SerializeField]
|
|
public float maxSpread;
|
|
|
|
[SerializeField]
|
|
public float baseDuration = 2f;
|
|
|
|
[SerializeField]
|
|
public float recoilAmplitude = 1f;
|
|
|
|
[SerializeField]
|
|
public string attackSoundString;
|
|
|
|
[SerializeField]
|
|
public float projectilePitchBonus;
|
|
|
|
[SerializeField]
|
|
public float baseDelayBeforeFiringProjectile;
|
|
|
|
[SerializeField]
|
|
public string targetMuzzle;
|
|
|
|
[SerializeField]
|
|
public float bloom;
|
|
|
|
protected float stopwatch;
|
|
|
|
protected float duration;
|
|
|
|
protected float delayBeforeFiringProjectile;
|
|
|
|
protected bool firedProjectile;
|
|
|
|
public override void OnEnter()
|
|
{
|
|
base.OnEnter();
|
|
stopwatch = 0f;
|
|
duration = baseDuration / attackSpeedStat;
|
|
delayBeforeFiringProjectile = baseDelayBeforeFiringProjectile / attackSpeedStat;
|
|
if ((bool)base.characterBody)
|
|
{
|
|
base.characterBody.SetAimTimer(2f);
|
|
}
|
|
PlayAnimation(duration);
|
|
}
|
|
|
|
public override void OnExit()
|
|
{
|
|
base.OnExit();
|
|
}
|
|
|
|
protected virtual void PlayAnimation(float duration)
|
|
{
|
|
}
|
|
|
|
public override void FixedUpdate()
|
|
{
|
|
base.FixedUpdate();
|
|
stopwatch += GetDeltaTime();
|
|
if (stopwatch >= delayBeforeFiringProjectile && !firedProjectile)
|
|
{
|
|
firedProjectile = true;
|
|
FireProjectile();
|
|
DoFireEffects();
|
|
}
|
|
if (stopwatch >= duration && base.isAuthority)
|
|
{
|
|
outer.SetNextStateToMain();
|
|
}
|
|
}
|
|
|
|
protected virtual void FireProjectile()
|
|
{
|
|
if (base.isAuthority)
|
|
{
|
|
Ray aimRay = GetAimRay();
|
|
aimRay = ModifyProjectileAimRay(aimRay);
|
|
aimRay.direction = Util.ApplySpread(aimRay.direction, minSpread, maxSpread, 1f, 1f, 0f, projectilePitchBonus);
|
|
ProjectileManager.instance.FireProjectile(projectilePrefab, aimRay.origin, Util.QuaternionSafeLookRotation(aimRay.direction), base.gameObject, damageStat * damageCoefficient, force, Util.CheckRoll(critStat, base.characterBody.master));
|
|
}
|
|
}
|
|
|
|
protected virtual Ray ModifyProjectileAimRay(Ray aimRay)
|
|
{
|
|
return aimRay;
|
|
}
|
|
|
|
protected virtual void DoFireEffects()
|
|
{
|
|
Util.PlaySound(attackSoundString, base.gameObject);
|
|
AddRecoil(-2f * recoilAmplitude, -3f * recoilAmplitude, -1f * recoilAmplitude, 1f * recoilAmplitude);
|
|
if ((bool)effectPrefab)
|
|
{
|
|
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, targetMuzzle, transmit: false);
|
|
}
|
|
base.characterBody.AddSpreadBloom(bloom);
|
|
}
|
|
|
|
public override InterruptPriority GetMinimumInterruptPriority()
|
|
{
|
|
return InterruptPriority.PrioritySkill;
|
|
}
|
|
}
|