52 lines
1.1 KiB
C#
52 lines
1.1 KiB
C#
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using RoR2;
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using UnityEngine;
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namespace EntityStates.ImpMonster;
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public class DeathState : GenericCharacterDeath
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{
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public static GameObject initialEffect;
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public static GameObject deathEffect;
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private static float duration = 1.333f;
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private float stopwatch;
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private Animator animator;
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private bool hasPlayedDeathEffect;
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public override void OnEnter()
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{
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base.OnEnter();
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animator = GetModelAnimator();
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if ((bool)base.characterMotor)
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{
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base.characterMotor.enabled = false;
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}
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if ((bool)base.modelLocator && (bool)base.modelLocator.modelTransform.GetComponent<ChildLocator>() && (bool)initialEffect)
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{
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EffectManager.SimpleMuzzleFlash(initialEffect, base.gameObject, "Base", transmit: false);
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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 ((bool)animator)
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{
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stopwatch += GetDeltaTime();
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if (!hasPlayedDeathEffect && animator.GetFloat("DeathEffect") > 0.5f)
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{
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hasPlayedDeathEffect = true;
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EffectManager.SimpleMuzzleFlash(deathEffect, base.gameObject, "Center", transmit: false);
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}
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if (stopwatch >= duration)
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{
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EntityState.Destroy(base.gameObject);
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}
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}
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}
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}
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