using UnityEngine; namespace EntityStates; public class EmotePoint : BaseState { public static float duration = 0.5f; private static int EmotePointStateHash = Animator.StringToHash("EmotePoint"); private static int EmotePointplaybackRateParamHash = Animator.StringToHash("EmotePoint.playbackRate"); public override void OnEnter() { base.OnEnter(); Animator modelAnimator = GetModelAnimator(); if ((bool)modelAnimator) { int layerIndex = modelAnimator.GetLayerIndex("Gesture"); modelAnimator.SetFloat(EmotePointplaybackRateParamHash, 1f); modelAnimator.PlayInFixedTime(EmotePointStateHash, layerIndex, 0f); modelAnimator.Update(0f); modelAnimator.SetFloat(EmotePointplaybackRateParamHash, attackSpeedStat); } } public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge > duration && base.isAuthority) { outer.SetNextStateToMain(); } } }