r2mods/ilspy_dump/ror2_csproj/EntityStates.BrotherMonster/BaseSlideState.cs

94 lines
2.2 KiB
C#

using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.BrotherMonster;
public class BaseSlideState : BaseState
{
public static float duration;
public static AnimationCurve speedCoefficientCurve;
public static AnimationCurve jumpforwardSpeedCoefficientCurve;
public static string soundString;
public static GameObject slideEffectPrefab;
public static string slideEffectMuzzlestring;
protected Vector3 slideVector;
protected Quaternion slideRotation;
public override void OnEnter()
{
base.OnEnter();
Util.PlaySound(soundString, base.gameObject);
if ((bool)base.inputBank)
{
_ = (bool)base.characterDirection;
}
if (NetworkServer.active)
{
Util.CleanseBody(base.characterBody, removeDebuffs: true, removeBuffs: false, removeCooldownBuffs: false, removeDots: false, removeStun: false, removeNearbyProjectiles: false);
}
if ((bool)slideEffectPrefab && (bool)base.characterBody)
{
Vector3 position = base.characterBody.corePosition;
Quaternion rotation = Quaternion.identity;
Transform transform = FindModelChild(slideEffectMuzzlestring);
if ((bool)transform)
{
position = transform.position;
}
if ((bool)base.characterDirection)
{
rotation = Util.QuaternionSafeLookRotation(slideRotation * base.characterDirection.forward, Vector3.up);
}
EffectManager.SimpleEffect(slideEffectPrefab, position, rotation, transmit: false);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority)
{
Vector3 vector = Vector3.zero;
if ((bool)base.inputBank && (bool)base.characterDirection)
{
vector = base.characterDirection.forward;
}
if ((bool)base.characterMotor)
{
float num = speedCoefficientCurve.Evaluate(base.fixedAge / duration);
base.characterMotor.rootMotion += slideRotation * (num * moveSpeedStat * vector * GetDeltaTime());
}
if (base.fixedAge >= duration)
{
outer.SetNextStateToMain();
}
}
}
public override void OnExit()
{
if (!outer.destroying)
{
PlayImpactAnimation();
}
base.OnExit();
}
private void PlayImpactAnimation()
{
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}