r2mods/ilspy_dump/ror2_csproj/EntityStates/AnimatedJump.cs

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2024-10-04 07:26:37 +00:00
using RoR2;
using UnityEngine;
namespace EntityStates;
public class AnimatedJump : BaseState
{
private float duration;
private bool hasInputJump;
public override void OnEnter()
{
base.OnEnter();
Animator modelAnimator = GetModelAnimator();
if ((bool)modelAnimator)
{
int layerIndex = modelAnimator.GetLayerIndex("Body");
modelAnimator.CrossFadeInFixedTime("AnimatedJump", 0.25f);
modelAnimator.Update(0f);
duration = modelAnimator.GetNextAnimatorStateInfo(layerIndex).length;
AimAnimator component = modelAnimator.GetComponent<AimAnimator>();
if ((bool)component)
{
component.enabled = true;
}
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration / 2f && base.isAuthority && !hasInputJump)
{
hasInputJump = true;
base.characterMotor.moveDirection = base.inputBank.moveVector;
GenericCharacterMain.ApplyJumpVelocity(base.characterMotor, base.characterBody, 1f, 1f);
}
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
}