using RoR2; using UnityEngine; namespace EntityStates.VoidRaidCrab.Joint; public class DeathState : GenericCharacterDeath { [SerializeField] public string joint1Name; [SerializeField] public string joint2Name; [SerializeField] public string joint3Name; [SerializeField] public GameObject joint1EffectPrefab; [SerializeField] public GameObject joint2EffectPrefab; [SerializeField] public GameObject joint3EffectPrefab; private CharacterModel characterModel; public override void OnEnter() { base.OnEnter(); EffectManager.SimpleMuzzleFlash(joint1EffectPrefab, base.gameObject, joint1Name, transmit: false); EffectManager.SimpleMuzzleFlash(joint2EffectPrefab, base.gameObject, joint2Name, transmit: false); EffectManager.SimpleMuzzleFlash(joint3EffectPrefab, base.gameObject, joint3Name, transmit: false); Transform modelTransform = GetModelTransform(); if ((bool)modelTransform) { characterModel = modelTransform.GetComponent(); } if ((bool)characterModel) { characterModel.invisibilityCount++; } } public override void OnExit() { if ((bool)characterModel) { characterModel.invisibilityCount--; } base.OnExit(); } }