using UnityEngine; using UnityEngine.Networking; namespace EntityStates.Missions.Moon; public class MoonBatteryBloodActive : MoonBatteryActive { [SerializeField] public GameObject siphonPrefab; [SerializeField] public string siphonRootName; private GameObject siphonObject; public override void OnEnter() { base.OnEnter(); if (NetworkServer.active) { Transform transform = FindModelChild(siphonRootName); if (!transform) { transform = base.transform; } siphonObject = Object.Instantiate(siphonPrefab, transform.position, transform.rotation, transform); NetworkServer.Spawn(siphonObject); } } public override void OnExit() { if (NetworkServer.active && (bool)siphonObject) { NetworkServer.Destroy(siphonObject); } base.OnExit(); } }