r2mods/ilspy_dump/ror2_csproj/EntityStates.Commando.Comma.../FireBarrage.cs

138 lines
3.7 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates.Commando.CommandoWeapon;
public class FireBarrage : BaseState
{
public static GameObject effectPrefab;
public static GameObject hitEffectPrefab;
public static GameObject tracerEffectPrefab;
public static float damageCoefficient;
public static float force;
public static float minSpread;
public static float maxSpread;
public static float baseDurationBetweenShots = 1f;
public static float totalDuration = 2f;
public static float bulletRadius = 1.5f;
public static int baseBulletCount = 1;
public static string fireBarrageSoundString;
public static float recoilAmplitude;
public static float spreadBloomValue;
private int totalBulletsFired;
private int bulletCount;
public float stopwatchBetweenShots;
private Animator modelAnimator;
private Transform modelTransform;
private float duration;
private float durationBetweenShots;
private static int FireBarrageStateHash = Animator.StringToHash("FireBarrage");
private static int FireBarrageParamHash = Animator.StringToHash("FireBarrage.playbackRate");
private static int FirePistolRightStateHash = Animator.StringToHash("FirePistol, Right");
public override void OnEnter()
{
base.OnEnter();
base.characterBody.SetSpreadBloom(0.2f, canOnlyIncreaseBloom: false);
duration = totalDuration;
durationBetweenShots = baseDurationBetweenShots / attackSpeedStat;
bulletCount = (int)((float)baseBulletCount * attackSpeedStat);
modelAnimator = GetModelAnimator();
modelTransform = GetModelTransform();
PlayCrossfade("Gesture, Additive", FireBarrageStateHash, FireBarrageParamHash, duration, 0.2f);
PlayCrossfade("Gesture, Override", FireBarrageStateHash, FireBarrageParamHash, duration, 0.2f);
if ((bool)base.characterBody)
{
base.characterBody.SetAimTimer(2f);
}
FireBullet();
}
private void FireBullet()
{
Ray aimRay = GetAimRay();
string muzzleName = "MuzzleRight";
if ((bool)modelAnimator)
{
if ((bool)effectPrefab)
{
EffectManager.SimpleMuzzleFlash(effectPrefab, base.gameObject, muzzleName, transmit: false);
}
PlayAnimation("Gesture Additive, Right", FirePistolRightStateHash);
}
AddRecoil(-0.8f * recoilAmplitude, -1f * recoilAmplitude, -0.1f * recoilAmplitude, 0.15f * recoilAmplitude);
if (base.isAuthority)
{
BulletAttack bulletAttack = new BulletAttack();
bulletAttack.owner = base.gameObject;
bulletAttack.weapon = base.gameObject;
bulletAttack.origin = aimRay.origin;
bulletAttack.aimVector = aimRay.direction;
bulletAttack.minSpread = minSpread;
bulletAttack.maxSpread = maxSpread;
bulletAttack.bulletCount = 1u;
bulletAttack.damage = damageCoefficient * damageStat;
bulletAttack.force = force;
bulletAttack.tracerEffectPrefab = tracerEffectPrefab;
bulletAttack.muzzleName = muzzleName;
bulletAttack.hitEffectPrefab = hitEffectPrefab;
bulletAttack.isCrit = Util.CheckRoll(critStat, base.characterBody.master);
bulletAttack.radius = bulletRadius;
bulletAttack.smartCollision = true;
bulletAttack.damageType = DamageType.Stun1s;
bulletAttack.Fire();
}
base.characterBody.AddSpreadBloom(spreadBloomValue);
totalBulletsFired++;
Util.PlaySound(fireBarrageSoundString, base.gameObject);
}
public override void OnExit()
{
base.OnExit();
}
public override void FixedUpdate()
{
base.FixedUpdate();
stopwatchBetweenShots += GetDeltaTime();
if (stopwatchBetweenShots >= durationBetweenShots && totalBulletsFired < bulletCount)
{
stopwatchBetweenShots -= durationBetweenShots;
FireBullet();
}
if (base.fixedAge >= duration && totalBulletsFired == bulletCount && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Skill;
}
}