public override void OnEnter() { this.hitboxName = "Sword"; this.damageType = DamageType.Generic; this.damageCoefficient = 3.8f; this.procCoefficient = 1f; this.pushForce = 300f; this.bonusForce = Vector3.zero; this.baseDuration = 1f; this.attackStartTime = 0.2f; this.attackEndTime = 0.4f; this.baseEarlyExitTime = 0.4f; this.hitStopDuration = 0.012f; this.attackRecoil = 0.5f; this.hitHopVelocity = 4f; this.swingSoundString = "NemrySwordSwing"; this.hitSoundString = ""; this.muzzleString = swingIndex % 2 == 0 ? "SwingLeft" : "SwingRight"; this.swingEffectPrefab = Modules.Assets.nemSwordSwingEffect; this.hitEffectPrefab = Modules.Assets.nemSwordHitImpactEffect; this.impactSound = Modules.Assets.nemSwordHitSoundEvent.index; base.OnEnter(); this.energyComponent = base.GetComponent <NemryEnergyComponent>(); }
public override void OnEnter() { this.hitboxName = "Sword"; this.damageType = DamageType.PoisonOnHit; this.damageCoefficient = 28f; this.procCoefficient = 1f; this.pushForce = -500f; this.baseDuration = 0.6f; this.attackStartTime = 0.8f; this.attackEndTime = 0.95f; this.baseEarlyExitTime = 0f; this.hitStopDuration = 0.03f; this.attackRecoil = 2.5f; this.hitHopVelocity = 8f; this.swingSoundString = "NemrySwordSwing"; this.hitSoundString = ""; this.muzzleString = "SwingCenter"; this.swingEffectPrefab = Modules.Assets.nemSwordStabSwingEffect; this.hitEffectPrefab = Modules.Assets.nemSwordHitImpactEffect; this.impactSound = Modules.Assets.nemSwordHitSoundEvent.index; base.OnEnter(); NemryEnergyComponent energyComponent = base.GetComponent <NemryEnergyComponent>(); if (energyComponent) { energyComponent.SpendEnergy(100f, SkillSlot.Special); } }
public override void OnEnter() { this.energyComponent = base.GetComponent <NemryEnergyComponent>(); this.tracker = base.GetComponent <HenryTracker>(); base.OnEnter(); }
private static bool HasSufficientEnergy([NotNull] GenericSkill skillSlot) { NemryEnergyComponent energyComponent = ((NemryEnergySkillDef.InstanceData)skillSlot.skillInstanceData).energyComponent; return((energyComponent != null) ? (energyComponent.currentEnergy >= skillSlot.rechargeStock) : false); }