r2mods/ilspy_dump/ror2_csproj/EntityStates.VoidSurvivor.W.../FireTwinBlaster.cs

112 lines
2.8 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.VoidSurvivor.Weapon;
public class FireTwinBlaster : BaseSkillState
{
[SerializeField]
public GameObject projectile1Prefab;
[SerializeField]
public GameObject projectile2Prefab;
[SerializeField]
public GameObject muzzleflashEffectPrefab;
[SerializeField]
public float baseDuration = 2f;
[SerializeField]
public float damageCoefficient = 1.2f;
[SerializeField]
public float force = 20f;
[SerializeField]
public string attackSoundString;
[SerializeField]
public float attackSoundPitchPerStep;
[SerializeField]
public float recoilAmplitude;
[SerializeField]
public float bloom;
[SerializeField]
public string muzzle;
[SerializeField]
public float spread;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string animationPlaybackRateParam;
private float duration;
private float interruptDuration;
public int step;
public override void OnEnter()
{
base.OnEnter();
base.activatorSkillSlot = base.skillLocator.primary;
GetAimRay();
duration = baseDuration / attackSpeedStat;
StartAimMode(duration + 2f);
PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration);
Util.PlayAttackSpeedSound(attackSoundString, base.gameObject, 1f + (float)step * attackSoundPitchPerStep);
AddRecoil(-1f * recoilAmplitude, -1.5f * recoilAmplitude, -0.25f * recoilAmplitude, 0.25f * recoilAmplitude);
base.characterBody.AddSpreadBloom(bloom);
if ((bool)muzzleflashEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(muzzleflashEffectPrefab, base.gameObject, muzzle, transmit: false);
}
if (base.isAuthority)
{
FireProjectiles();
}
}
private void FireProjectiles()
{
Ray aimRay = GetAimRay();
aimRay.direction = Util.ApplySpread(aimRay.direction, 0f, base.characterBody.spreadBloomAngle * spread, 1f, 1f);
FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
fireProjectileInfo.position = aimRay.origin;
fireProjectileInfo.rotation = Util.QuaternionSafeLookRotation(aimRay.direction);
fireProjectileInfo.owner = base.gameObject;
fireProjectileInfo.damage = damageStat * damageCoefficient;
fireProjectileInfo.force = force;
fireProjectileInfo.crit = Util.CheckRoll(critStat, base.characterBody.master);
fireProjectileInfo.projectilePrefab = projectile1Prefab;
ProjectileManager.instance.FireProjectile(fireProjectileInfo);
fireProjectileInfo.projectilePrefab = projectile2Prefab;
ProjectileManager.instance.FireProjectile(fireProjectileInfo);
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority && base.fixedAge >= duration)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}