using RoR2; using UnityEngine; using UnityEngine.Networking; namespace EntityStates.GameOver; public class ShowCredits : BaseGameOverControllerState { private GameObject creditsControllerInstance; public override void OnEnter() { base.OnEnter(); if (NetworkServer.active) { creditsControllerInstance = Object.Instantiate(LegacyResourcesAPI.Load("Prefabs/NetworkedObjects/CreditsController")); NetworkServer.Spawn(creditsControllerInstance); } } public override void OnExit() { if (NetworkServer.active && (bool)creditsControllerInstance) { EntityState.Destroy(creditsControllerInstance); } base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); if (NetworkServer.active && !creditsControllerInstance) { outer.SetNextState(new ShowReport()); } } }