using RoR2; using UnityEngine; using UnityEngine.Networking; namespace EntityStates.VoidRaidCrab; public class FireFinalStand : BaseWardWipeState { [SerializeField] public float duration; [SerializeField] public string muzzleName; [SerializeField] public GameObject muzzleFlashPrefab; [SerializeField] public string animationLayerName; [SerializeField] public string animationStateName; [SerializeField] public string animationPlaybackRateParam; [SerializeField] public string enterSoundString; [SerializeField] public BuffDef requiredBuffToKill; public override void OnEnter() { base.OnEnter(); PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration); Util.PlaySound(enterSoundString, base.gameObject); if ((bool)muzzleFlashPrefab) { EffectManager.SimpleMuzzleFlash(muzzleFlashPrefab, base.gameObject, muzzleName, transmit: false); } if (!fogDamageController) { return; } if (NetworkServer.active) { foreach (CharacterBody affectedBody in fogDamageController.GetAffectedBodies()) { if (!requiredBuffToKill || affectedBody.HasBuff(requiredBuffToKill)) { affectedBody.healthComponent.Suicide(base.gameObject, base.gameObject, DamageType.VoidDeath); } } } fogDamageController.enabled = false; } public override void FixedUpdate() { base.FixedUpdate(); if (base.isAuthority && base.fixedAge >= duration) { outer.SetNextStateToMain(); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Pain; } }