r2mods/ilspy_dump/ror2_csproj/RoR2.Mecanim/StayInStateForDuration.cs

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2024-10-04 07:26:37 +00:00
using UnityEngine;
namespace RoR2.Mecanim;
public class StayInStateForDuration : StateMachineBehaviour
{
[Tooltip("The reference float - this is how long we will stay in this state")]
public string durationFloatParameterName;
private int durationFloatParameterHash;
[Tooltip("The counter float - this is exposed incase we want to reset it")]
public string stopwatchFloatParameterName;
private int stopwatchFloatParameterHash;
[Tooltip("The bool that will be set to 'false' once the duration is up, and 'true' when entering this state.")]
public string deactivationBoolParameterName;
private int deactivationBoolParameterHash;
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
base.OnStateEnter(animator, stateInfo, layerIndex);
durationFloatParameterHash = Animator.StringToHash(durationFloatParameterName);
stopwatchFloatParameterHash = Animator.StringToHash(stopwatchFloatParameterName);
deactivationBoolParameterHash = Animator.StringToHash(deactivationBoolParameterName);
animator.SetBool(deactivationBoolParameterHash, value: true);
}
public override void OnStateUpdate(Animator animator, AnimatorStateInfo animatorStateInfo, int layerIndex)
{
base.OnStateUpdate(animator, animatorStateInfo, layerIndex);
float @float = animator.GetFloat(stopwatchFloatParameterHash);
float float2 = animator.GetFloat(durationFloatParameterHash);
@float += Time.deltaTime;
if (@float >= float2)
{
animator.SetFloat(stopwatchFloatParameterHash, 0f);
animator.SetBool(deactivationBoolParameterHash, value: false);
}
else
{
animator.SetFloat(stopwatchFloatParameterHash, @float);
}
}
}