r2mods/ilspy_dump/ror2_csproj/EntityStates.Treebot/TreebotFireFruitSeed.cs

79 lines
2.2 KiB
C#

using RoR2;
using RoR2.Projectile;
using UnityEngine;
namespace EntityStates.Treebot;
public class TreebotFireFruitSeed : BaseState
{
[SerializeField]
public GameObject projectilePrefab;
[SerializeField]
public float baseDuration;
[SerializeField]
public float damageCoefficient;
[SerializeField]
public string enterSoundString;
[SerializeField]
public string muzzleName;
[SerializeField]
public GameObject muzzleFlashPrefab;
[SerializeField]
public string animationLayerName = "Gesture, Additive";
[SerializeField]
public string animationStateName = "FireFlower";
[SerializeField]
public string playbackRateParam = "FireFlower.playbackRate";
private float duration;
public override void OnEnter()
{
base.OnEnter();
EffectManager.SimpleMuzzleFlash(muzzleFlashPrefab, base.gameObject, muzzleName, transmit: false);
duration = baseDuration / attackSpeedStat;
Util.PlaySound(enterSoundString, base.gameObject);
PlayAnimation(animationLayerName, animationStateName, playbackRateParam, duration);
if (base.isAuthority)
{
Ray ray = GetAimRay();
TrajectoryAimAssist.ApplyTrajectoryAimAssist(ref ray, projectilePrefab, base.gameObject);
FireProjectileInfo fireProjectileInfo = default(FireProjectileInfo);
fireProjectileInfo.crit = RollCrit();
fireProjectileInfo.damage = damageCoefficient * damageStat;
fireProjectileInfo.damageColorIndex = DamageColorIndex.Default;
fireProjectileInfo.force = 0f;
fireProjectileInfo.owner = base.gameObject;
fireProjectileInfo.position = ray.origin;
fireProjectileInfo.procChainMask = default(ProcChainMask);
fireProjectileInfo.projectilePrefab = projectilePrefab;
fireProjectileInfo.rotation = Quaternion.LookRotation(ray.direction);
fireProjectileInfo.useSpeedOverride = false;
FireProjectileInfo fireProjectileInfo2 = fireProjectileInfo;
ProjectileManager.instance.FireProjectile(fireProjectileInfo2);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.isAuthority && base.fixedAge >= duration)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}