r2mods/ilspy_dump/ror2_csproj/EntityStates.Vulture/FallingDeath.cs

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2024-10-04 07:26:37 +00:00
using UnityEngine;
namespace EntityStates.Vulture;
public class FallingDeath : GenericCharacterDeath
{
private Animator animator;
private static int isGroundedParamHash = Animator.StringToHash("isGrounded");
public override void OnEnter()
{
base.OnEnter();
if ((bool)base.characterMotor)
{
base.characterMotor.velocity.y = 0f;
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if ((bool)animator)
{
animator.SetBool(isGroundedParamHash, base.characterMotor.isGrounded);
return;
}
animator = GetModelAnimator();
if ((bool)animator)
{
int layerIndex = animator.GetLayerIndex("FlyOverride");
animator.SetLayerWeight(layerIndex, 0f);
}
}
}