154 lines
4.1 KiB
C#
154 lines
4.1 KiB
C#
using RoR2;
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using UnityEngine;
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namespace EntityStates.ClayBruiser.Weapon;
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public class MinigunFire : MinigunState
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{
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public static GameObject muzzleVfxPrefab;
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public static float baseFireInterval;
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public static int baseBulletCount;
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public static float baseDamagePerSecondCoefficient;
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public static float baseForcePerSecond;
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public static float baseProcCoefficientPerSecond;
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public static float bulletMinSpread;
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public static float bulletMaxSpread;
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public static GameObject bulletTracerEffectPrefab;
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public static GameObject bulletHitEffectPrefab;
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public static bool bulletHitEffectNormal;
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public static float bulletMaxDistance;
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public static string fireSound;
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public static string startSound;
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public static string endSound;
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private float fireTimer;
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private Transform muzzleVfxTransform;
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private float baseFireRate;
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private float baseBulletsPerSecond;
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private Run.FixedTimeStamp critEndTime;
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private Run.FixedTimeStamp lastCritCheck;
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public override void OnEnter()
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{
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base.OnEnter();
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if ((bool)muzzleTransform && (bool)muzzleVfxPrefab)
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{
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muzzleVfxTransform = Object.Instantiate(muzzleVfxPrefab, muzzleTransform).transform;
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}
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baseFireRate = 1f / baseFireInterval;
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baseBulletsPerSecond = (float)baseBulletCount * baseFireRate;
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critEndTime = Run.FixedTimeStamp.negativeInfinity;
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lastCritCheck = Run.FixedTimeStamp.negativeInfinity;
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Util.PlaySound(startSound, base.gameObject);
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PlayCrossfade("Gesture, Additive", "FireMinigun", 0.2f);
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}
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private void UpdateCrits()
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{
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if (lastCritCheck.timeSince >= 1f)
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{
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lastCritCheck = Run.FixedTimeStamp.now;
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if (RollCrit())
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{
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critEndTime = Run.FixedTimeStamp.now + 2f;
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}
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}
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}
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public override void OnExit()
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{
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Util.PlaySound(endSound, base.gameObject);
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if ((bool)muzzleVfxTransform)
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{
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EntityState.Destroy(muzzleVfxTransform.gameObject);
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muzzleVfxTransform = null;
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}
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PlayCrossfade("Gesture, Additive", "BufferEmpty", 0.2f);
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base.OnExit();
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}
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private void OnFireShared()
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{
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Util.PlaySound(fireSound, base.gameObject);
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if (base.isAuthority)
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{
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OnFireAuthority();
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}
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}
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private void OnFireAuthority()
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{
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UpdateCrits();
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bool isCrit = !critEndTime.hasPassed;
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float damage = baseDamagePerSecondCoefficient / baseBulletsPerSecond * damageStat;
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float force = baseForcePerSecond / baseBulletsPerSecond;
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float procCoefficient = baseProcCoefficientPerSecond / baseBulletsPerSecond;
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Ray aimRay = GetAimRay();
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BulletAttack bulletAttack = new BulletAttack();
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bulletAttack.bulletCount = (uint)baseBulletCount;
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bulletAttack.aimVector = aimRay.direction;
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bulletAttack.origin = aimRay.origin;
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bulletAttack.damage = damage;
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bulletAttack.damageColorIndex = DamageColorIndex.Default;
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bulletAttack.damageType = DamageType.Generic;
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bulletAttack.falloffModel = BulletAttack.FalloffModel.None;
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bulletAttack.maxDistance = bulletMaxDistance;
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bulletAttack.force = force;
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bulletAttack.hitMask = LayerIndex.CommonMasks.bullet;
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bulletAttack.minSpread = bulletMinSpread;
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bulletAttack.maxSpread = bulletMaxSpread;
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bulletAttack.isCrit = isCrit;
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bulletAttack.owner = base.gameObject;
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bulletAttack.muzzleName = MinigunState.muzzleName;
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bulletAttack.smartCollision = false;
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bulletAttack.procChainMask = default(ProcChainMask);
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bulletAttack.procCoefficient = procCoefficient;
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bulletAttack.radius = 0f;
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bulletAttack.sniper = false;
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bulletAttack.stopperMask = LayerIndex.CommonMasks.bullet;
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bulletAttack.weapon = null;
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bulletAttack.tracerEffectPrefab = bulletTracerEffectPrefab;
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bulletAttack.spreadPitchScale = 1f;
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bulletAttack.spreadYawScale = 1f;
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bulletAttack.queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
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bulletAttack.hitEffectPrefab = bulletHitEffectPrefab;
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bulletAttack.HitEffectNormal = bulletHitEffectNormal;
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bulletAttack.Fire();
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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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fireTimer -= GetDeltaTime();
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if (fireTimer <= 0f)
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{
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float num = baseFireInterval / attackSpeedStat;
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fireTimer += num;
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OnFireShared();
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}
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if (base.isAuthority && !base.skillButtonState.down)
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{
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outer.SetNextState(new MinigunSpinDown());
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}
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}
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}
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