43 lines
948 B
C#
43 lines
948 B
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates;
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public class HurtState : BaseState
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{
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private float stopwatch;
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private float duration = 0.35f;
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public override void OnEnter()
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{
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base.OnEnter();
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if ((bool)base.sfxLocator && base.sfxLocator.barkSound != "")
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{
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Util.PlaySound(base.sfxLocator.barkSound, base.gameObject);
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}
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Animator modelAnimator = GetModelAnimator();
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if ((bool)modelAnimator)
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{
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int layerIndex = modelAnimator.GetLayerIndex("Body");
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modelAnimator.CrossFadeInFixedTime((Random.Range(0, 2) == 0) ? "Hurt1" : "Hurt2", 0.1f);
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modelAnimator.Update(0f);
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duration = modelAnimator.GetNextAnimatorStateInfo(layerIndex).length;
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}
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if ((bool)base.characterBody)
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{
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base.characterBody.isSprinting = false;
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}
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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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stopwatch += GetDeltaTime();
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if (stopwatch >= duration && base.isAuthority)
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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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