using RoR2; using UnityEngine; namespace EntityStates.VoidRaidCrab; public class SpinBeamWindUp : BaseSpinBeamAttackState { public static AnimationCurve revolutionsCurve; public static GameObject warningLaserPrefab; public static string enterSoundString; public override void OnEnter() { base.OnEnter(); CreateBeamVFXInstance(warningLaserPrefab); Util.PlaySound(enterSoundString, base.gameObject); } public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge >= base.duration && base.isAuthority) { outer.SetNextState(new SpinBeamAttack()); } SetHeadYawRevolutions(revolutionsCurve.Evaluate(base.normalizedFixedAge)); } }