using EntityStates; using UnityEngine.Networking; namespace RoR2; public class GameEndingController : NetworkBehaviour { private class GameEndingControllerBaseState : BaseState { protected GameEndingController gameEndingController { get; private set; } public override void OnEnter() { base.OnEnter(); gameEndingController = GetComponent(); } } private class EndingCutsceneState : GameEndingControllerBaseState { } private class CreditsState : GameEndingControllerBaseState { } private class PostGameReportState : GameEndingControllerBaseState { } private void UNetVersion() { } public override bool OnSerialize(NetworkWriter writer, bool forceAll) { bool result = default(bool); return result; } public override void OnDeserialize(NetworkReader reader, bool initialState) { } public override void PreStartClient() { } }