using RoR2; using UnityEngine; using UnityEngine.Networking; namespace EntityStates.GameOver; public class VoidEndingStart : BaseGameOverControllerState { [SerializeField] public float duration; private bool hasSceneExited; public override void FixedUpdate() { base.FixedUpdate(); if (NetworkServer.active && base.fixedAge >= duration && hasSceneExited) { outer.SetNextState(new VoidEndingFadeToBlack()); } } public override void OnEnter() { base.OnEnter(); SceneExitController.onFinishExit += OnFinishSceneExit; } public override void OnExit() { SceneExitController.onFinishExit -= OnFinishSceneExit; base.OnExit(); } private void OnFinishSceneExit(SceneExitController obj) { hasSceneExited = true; } }