using RoR2; using UnityEngine; namespace EntityStates.MajorConstruct.Weapon; public class ChargeLaser : BaseState { [SerializeField] public float duration; [SerializeField] public string animationLayerName; [SerializeField] public string animationStateName; [SerializeField] public string animationPlaybackParameterName; [SerializeField] public string muzzleName; [SerializeField] public GameObject muzzleEffectPrefab; [SerializeField] public string enterSoundString; public override void OnEnter() { base.OnEnter(); PlayAnimation(animationLayerName, animationStateName, animationPlaybackParameterName, duration); if ((bool)muzzleEffectPrefab) { EffectManager.SimpleMuzzleFlash(muzzleEffectPrefab, base.gameObject, muzzleName, transmit: false); } Util.PlaySound(enterSoundString, base.gameObject); } public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge >= duration && base.isAuthority) { outer.SetNextState(new FireLaser()); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Pain; } }