r2mods/ilspy_dump/ror2_csproj/EntityStates.Paladin.Paladi.../BarrierUp.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
namespace EntityStates.Paladin.PaladinWeapon;
public class BarrierUp : BaseState
{
public static float duration = 5f;
public static string soundEffectString;
private float stopwatch;
private PaladinBarrierController paladinBarrierController;
public override void OnEnter()
{
base.OnEnter();
Util.PlaySound(soundEffectString, base.gameObject);
stopwatch = 0f;
paladinBarrierController = GetComponent<PaladinBarrierController>();
if ((bool)paladinBarrierController)
{
paladinBarrierController.EnableBarrier();
}
}
public override void OnExit()
{
base.OnExit();
if ((bool)paladinBarrierController)
{
paladinBarrierController.DisableBarrier();
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
stopwatch += GetDeltaTime();
if (stopwatch >= 0.1f && !base.inputBank.skill2.down && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.PrioritySkill;
}
}