using UnityEngine.Networking; namespace EntityStates.Engi.Mine; public class WaitForStick : BaseMineState { protected override bool shouldStick => true; protected override bool shouldRevertToWaitForStickOnSurfaceLost => false; public override void OnEnter() { base.OnEnter(); if (NetworkServer.active) { base.armingStateMachine.SetNextState(new MineArmingUnarmed()); } } public override void FixedUpdate() { base.FixedUpdate(); if (NetworkServer.active && base.projectileStickOnImpact.stuck) { outer.SetNextState(new Arm()); } } }