using RoR2; namespace EntityStates.VoidJailer; public class CaptureFire : BaseState { public static string animationLayerName; public static string animationStateName; public static string animationPlaybackRateName; public static float duration; public static string enterSoundString; public static float exitCrossfadeDuration; public static string crossfadeStateName; public override void OnEnter() { base.OnEnter(); duration /= attackSpeedStat; Util.PlaySound(enterSoundString, base.gameObject); PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateName, duration); } public override void FixedUpdate() { base.FixedUpdate(); if (base.isAuthority && base.fixedAge >= duration) { Capture nextState = new Capture(); outer.SetNextState(nextState); } } public override void OnExit() { PlayCrossfade(animationLayerName, crossfadeStateName, animationPlaybackRateName, exitCrossfadeDuration, exitCrossfadeDuration); base.OnExit(); } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.PrioritySkill; } }