50 lines
1.1 KiB
C#
50 lines
1.1 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.Croco;
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public class Spawn : BaseState
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{
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public static float minimumSleepDuration;
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public static GameObject spawnEffectPrefab;
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private Animator modelAnimator;
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private static int SleepLoopStateHash = Animator.StringToHash("SleepLoop");
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public override void OnEnter()
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{
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base.OnEnter();
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base.modelLocator.normalizeToFloor = true;
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modelAnimator = GetModelAnimator();
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if ((bool)modelAnimator)
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{
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modelAnimator.SetFloat(AnimationParameters.aimWeight, 0f);
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}
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PlayAnimation("Body", SleepLoopStateHash);
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EffectManager.SpawnEffect(spawnEffectPrefab, new EffectData
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{
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origin = base.characterBody.footPosition
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}, transmit: false);
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}
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public override void OnExit()
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{
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if ((bool)modelAnimator)
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{
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modelAnimator.SetFloat(AnimationParameters.aimWeight, 1f);
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}
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base.OnExit();
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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.isAuthority && base.fixedAge >= minimumSleepDuration && (base.inputBank.moveVector.sqrMagnitude >= Mathf.Epsilon || base.inputBank.CheckAnyButtonDown()))
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{
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outer.SetNextState(new WakeUp());
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}
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}
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}
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