33 lines
682 B
C#
33 lines
682 B
C#
|
using EntityStates.MajorConstruct.Stance;
|
||
|
using RoR2;
|
||
|
|
||
|
namespace EntityStates.MajorConstruct;
|
||
|
|
||
|
public class SwitchStance : BaseState
|
||
|
{
|
||
|
private const string stanceStateMachineName = "Stance";
|
||
|
|
||
|
public override void OnEnter()
|
||
|
{
|
||
|
base.OnEnter();
|
||
|
if (!base.isAuthority)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
EntityStateMachine entityStateMachine = EntityStateMachine.FindByCustomName(base.gameObject, "Stance");
|
||
|
EntityState state = entityStateMachine.state;
|
||
|
if (!(state is Raised))
|
||
|
{
|
||
|
if (state is Lowered)
|
||
|
{
|
||
|
entityStateMachine.SetNextState(new LoweredToRaised());
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
entityStateMachine.SetNextState(new RaisedToLowered());
|
||
|
}
|
||
|
outer.SetNextStateToMain();
|
||
|
}
|
||
|
}
|