using RoR2; using UnityEngine; namespace EntityStates.Barrel; public class ActivateFan : EntityState { private static int IdleToActiveStateHash = Animator.StringToHash("IdleToActive"); public override void OnEnter() { base.OnEnter(); PlayAnimation("Base", IdleToActiveStateHash); Transform modelTransform = GetModelTransform(); if ((bool)modelTransform) { ChildLocator component = modelTransform.GetComponent(); if ((bool)component) { component.FindChild("JumpVolume").gameObject.SetActive(value: true); component.FindChild("LightBack").gameObject.SetActive(value: true); component.FindChild("LightFront").gameObject.SetActive(value: true); } } if ((bool)base.sfxLocator) { Util.PlaySound(base.sfxLocator.openSound, base.gameObject); } } }