65 lines
1.5 KiB
C#
65 lines
1.5 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.CaptainSupplyDrop;
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public class UnlockTargetState : BaseMainState
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{
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public static GameObject unlockEffectPrefab;
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public static float baseDuration;
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public static string soundString;
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public PurchaseInteraction target;
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private float duration;
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public override void OnEnter()
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{
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base.OnEnter();
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if (NetworkServer.active && (bool)target && target.available)
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{
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target.Networkcost = 0;
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GameObject ownerObject = GetComponent<GenericOwnership>().ownerObject;
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if ((bool)ownerObject)
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{
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Interactor component = ownerObject.GetComponent<Interactor>();
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if ((bool)component)
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{
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component.AttemptInteraction(target.gameObject);
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}
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}
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EffectManager.SpawnEffect(unlockEffectPrefab, new EffectData
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{
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origin = target.transform.position
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}, transmit: true);
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}
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Util.PlaySound(soundString, base.gameObject);
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duration = baseDuration;
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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 (base.fixedAge >= duration && base.isAuthority)
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{
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outer.SetNextStateToMain();
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}
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}
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public override void OnSerialize(NetworkWriter writer)
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{
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base.OnSerialize(writer);
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writer.Write(target ? target.gameObject : null);
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}
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public override void OnDeserialize(NetworkReader reader)
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{
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base.OnDeserialize(reader);
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GameObject gameObject = reader.ReadGameObject();
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target = (gameObject ? gameObject.GetComponent<PurchaseInteraction>() : null);
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}
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}
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