using EntityStates.Engi.Mine; using RoR2.Projectile; using UnityEngine; namespace RoR2; public class EngiMineAnimator : MonoBehaviour { private Transform projectileTransform; public Animator animator; private EntityStateMachine armingStateMachine; private void Start() { ProjectileGhostController component = GetComponent(); if ((bool)component) { projectileTransform = component.authorityTransform; if ((bool)projectileTransform) { armingStateMachine = EntityStateMachine.FindByCustomName(projectileTransform.gameObject, "Arming"); } } } private bool IsArmed() { return ((armingStateMachine?.state as BaseMineArmingState)?.damageScale ?? 0f) > 1f; } private void Update() { if (IsArmed()) { animator.SetTrigger("Arming"); } } }