using RoR2; using UnityEngine; using UnityEngine.Networking; namespace EntityStates.ChildMonster; public class DeathState : GenericCharacterDeath { public static GameObject deathEffectPrefab; public float smallHopVelocity = 0.35f; private bool blewUp; public float duration = 0.2f; public static string deathSoundString; public override void OnEnter() { base.OnEnter(); SmallHop(base.characterMotor, smallHopVelocity); } public override void FixedUpdate() { base.FixedUpdate(); if (NetworkServer.active && !blewUp && base.fixedAge > duration) { EffectManager.SpawnEffect(deathEffectPrefab, new EffectData { origin = base.characterBody.corePosition }, transmit: true); Util.PlaySound(deathSoundString, base.gameObject); blewUp = true; } if (base.fixedAge > duration * 2f) { DestroyBodyAsapServer(); } } public override void OnExit() { DestroyModel(); base.OnExit(); } }