using RoR2; using RoR2.HudOverlay; using UnityEngine; namespace EntityStates.Railgunner.Reload; public class Boosted : BaseState { [SerializeField] public float bonusDamageCoefficient; [SerializeField] public string boostConsumeSoundString; [SerializeField] public GameObject overlayPrefab; [SerializeField] public string overlayChildLocatorEntry; private OverlayController overlayController; public float GetBonusDamage() { return bonusDamageCoefficient * damageStat; } public void ConsumeBoost(bool queueReload) { Util.PlaySound(boostConsumeSoundString, base.gameObject); outer.SetNextState(new Waiting(queueReload)); } public override void OnEnter() { base.OnEnter(); OverlayCreationParams overlayCreationParams = default(OverlayCreationParams); overlayCreationParams.prefab = overlayPrefab; overlayCreationParams.childLocatorEntry = overlayChildLocatorEntry; OverlayCreationParams overlayCreationParams2 = overlayCreationParams; overlayController = HudOverlayManager.AddOverlay(base.gameObject, overlayCreationParams2); } public override void OnExit() { HudOverlayManager.RemoveOverlay(overlayController); base.OnExit(); } }