using RoR2; using UnityEngine; namespace EntityStates.Interactables.GoldBeacon; public class Ready : GoldBeaconBaseState { public static GameObject activationEffectPrefab; public static int count { get; private set; } public override void OnEnter() { base.OnEnter(); SetReady(ready: true); SetPingable(value: false); count++; } public override void OnExit() { count--; if (!outer.destroying) { EffectManager.SpawnEffect(activationEffectPrefab, new EffectData { origin = base.transform.position, scale = 10f }, transmit: false); } base.OnExit(); } }