using RoR2; using UnityEngine; namespace EntityStates.MinorConstruct; public class Hidden : BaseHideState { [SerializeField] public BuffDef buffDef; public override void OnEnter() { base.OnEnter(); if ((bool)buffDef) { base.characterBody.AddBuff(buffDef); } } public override void FixedUpdate() { base.FixedUpdate(); if (!base.characterBody.outOfCombat || !base.characterBody.outOfDanger) { outer.SetNextState(new Revealed()); } } public override void OnExit() { if ((bool)buffDef) { base.characterBody.RemoveBuff(buffDef); } base.OnExit(); } }