using UnityEngine; namespace EntityStates.Emote; public class SurpriseState : EntityState { private float duration; public override void OnEnter() { base.OnEnter(); Animator modelAnimator = GetModelAnimator(); if ((bool)modelAnimator) { int layerIndex = modelAnimator.GetLayerIndex("Body"); modelAnimator.Play("EmoteSurprise", layerIndex, 0f); modelAnimator.Update(0f); duration = modelAnimator.GetCurrentAnimatorStateInfo(layerIndex).length; } } public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge >= duration && base.isAuthority) { outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Death; } }