49 lines
936 B
C#
49 lines
936 B
C#
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using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.ChildMonster;
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public class DeathState : GenericCharacterDeath
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{
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public static GameObject deathEffectPrefab;
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public float smallHopVelocity = 0.35f;
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private bool blewUp;
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public float duration = 0.2f;
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public static string deathSoundString;
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public override void OnEnter()
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{
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base.OnEnter();
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SmallHop(base.characterMotor, smallHopVelocity);
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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 (NetworkServer.active && !blewUp && base.fixedAge > duration)
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{
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EffectManager.SpawnEffect(deathEffectPrefab, new EffectData
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{
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origin = base.characterBody.corePosition
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}, transmit: true);
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Util.PlaySound(deathSoundString, base.gameObject);
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blewUp = true;
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}
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if (base.fixedAge > duration * 2f)
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{
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DestroyBodyAsapServer();
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}
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}
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public override void OnExit()
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{
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DestroyModel();
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base.OnExit();
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}
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}
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