53 lines
1.3 KiB
C#
53 lines
1.3 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.BrotherMonster;
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public class ThroneSpawnState : BaseState
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{
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public static GameObject spawnEffectPrefab;
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public static string muzzleString;
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public static float initialDelay;
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public static float duration;
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private bool hasPlayedAnimation;
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private static int ThroneStateHash = Animator.StringToHash("Throne");
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private static int ThroneToIdleStateHash = Animator.StringToHash("ThroneToIdle");
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private static int BufferEmptyStateHash = Animator.StringToHash("BufferEmpty");
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private static int ThroneToIdleParamHash = Animator.StringToHash("ThroneToIdle.playbackRate");
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public override void OnEnter()
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{
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base.OnEnter();
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PlayAnimation("Body", ThroneStateHash);
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PlayAnimation("FullBody Override", BufferEmptyStateHash);
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EffectManager.SimpleMuzzleFlash(spawnEffectPrefab, base.gameObject, muzzleString, transmit: false);
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}
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private void PlayAnimation()
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{
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hasPlayedAnimation = true;
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PlayAnimation("Body", ThroneToIdleStateHash, ThroneToIdleParamHash, duration);
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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if (base.fixedAge > initialDelay && !hasPlayedAnimation)
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{
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PlayAnimation();
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}
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if (base.fixedAge > initialDelay + duration)
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{
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outer.SetNextStateToMain();
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}
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}
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}
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