43 lines
1.2 KiB
C#
43 lines
1.2 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.SurvivorPod;
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public class Release : SurvivorPodBaseState
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{
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public static float ejectionSpeed = 20f;
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private static int ReleaseStateHash = Animator.StringToHash("Release");
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public static event Action<Release, CharacterBody> onEnter;
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public override void OnEnter()
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{
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base.OnEnter();
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PlayAnimation("Base", ReleaseStateHash);
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Transform modelTransform = GetModelTransform();
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if ((bool)modelTransform)
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{
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ChildLocator component = modelTransform.GetComponent<ChildLocator>();
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component.FindChild("Door").gameObject.SetActive(value: false);
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component.FindChild("ReleaseExhaustFX").gameObject.SetActive(value: true);
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}
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Release.onEnter?.Invoke(this, base.vehicleSeat?.currentPassengerBody);
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if ((bool)base.survivorPodController && NetworkServer.active && (bool)base.vehicleSeat && (bool)base.vehicleSeat.currentPassengerBody)
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{
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base.vehicleSeat.EjectPassenger(base.vehicleSeat.currentPassengerBody.gameObject);
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}
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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 && (!base.vehicleSeat || !base.vehicleSeat.currentPassengerBody))
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{
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outer.SetNextState(new ReleaseFinished());
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}
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}
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}
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