63 lines
1.3 KiB
C#
63 lines
1.3 KiB
C#
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using System;
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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.Destructible;
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public class AltarSkeletonDeath : BaseState
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{
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public static GameObject explosionEffectPrefab;
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public static float explosionRadius;
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public static string deathSoundString;
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private float stopwatch;
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public static event Action onDeath;
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public override void OnEnter()
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{
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base.OnEnter();
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Util.PlaySound(deathSoundString, base.gameObject);
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Explode();
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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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}
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private void Explode()
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{
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if ((bool)base.modelLocator)
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{
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if ((bool)base.modelLocator.modelBaseTransform)
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{
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EntityState.Destroy(base.modelLocator.modelBaseTransform.gameObject);
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}
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if ((bool)base.modelLocator.modelTransform)
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{
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EntityState.Destroy(base.modelLocator.modelTransform.gameObject);
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}
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}
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if ((bool)explosionEffectPrefab && NetworkServer.active)
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{
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EffectManager.SpawnEffect(explosionEffectPrefab, new EffectData
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{
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origin = base.transform.position,
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scale = explosionRadius,
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rotation = Quaternion.identity
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}, transmit: false);
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}
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AltarSkeletonDeath.onDeath?.Invoke();
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EntityState.Destroy(base.gameObject);
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.Death;
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}
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}
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