using UnityEngine; namespace EntityStates.AurelioniteHeart; public class AurelioniteHeartFalseSonSurvivorUnlockState : AurelioniteHeartEntityState { [SerializeField] public float animationDuration = 4f; [SerializeField] public float initialDelay = 2f; [SerializeField] public string falseSonUnlockAnimationState; [SerializeField] public float upwardMovement = 0.2f; public override void OnEnter() { base.OnEnter(); } public override void FixedUpdate() { base.FixedUpdate(); if (!(base.fixedAge >= initialDelay)) { return; } heartMovementTimer -= GetDeltaTime(); base.gameObject.transform.position += new Vector3(0f, upwardMovement, 0f); if (heartMovementTimer <= 0f) { heartMovementTimer += 0.02f; upwardMovement += upwardMovement / 10f; if (base.fixedAge >= animationDuration) { heartController.rebirthShrine.SetActive(value: true); EntityState.Destroy(base.gameObject); } } } }