63 lines
1.3 KiB
C#
63 lines
1.3 KiB
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.Engi.EngiBubbleShield;
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public class Deployed : EntityState
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{
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public static string childLocatorString;
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public static string initialSoundString;
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public static string destroySoundString;
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public static float delayToDeploy;
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public static float lifetime;
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[SerializeField]
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public GameObject destroyEffectPrefab;
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[SerializeField]
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public float destroyEffectRadius;
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private bool hasDeployed;
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public override void OnEnter()
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{
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base.OnEnter();
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Util.PlaySound(initialSoundString, base.gameObject);
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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 (!hasDeployed && base.fixedAge >= delayToDeploy)
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{
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ChildLocator component = GetComponent<ChildLocator>();
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if ((bool)component)
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{
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component.FindChild(childLocatorString).gameObject.SetActive(value: true);
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hasDeployed = true;
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}
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}
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if (base.fixedAge >= lifetime && NetworkServer.active)
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{
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EntityState.Destroy(base.gameObject);
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}
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}
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public override void OnExit()
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{
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base.OnExit();
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EffectManager.SpawnEffect(destroyEffectPrefab, new EffectData
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{
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origin = base.transform.position,
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rotation = base.transform.rotation,
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scale = destroyEffectRadius
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}, transmit: false);
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Util.PlaySound(destroySoundString, base.gameObject);
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}
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}
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