using RoR2; using UnityEngine; namespace EntityStates.GolemMonster; public class DeathState : GenericCharacterDeath { public static GameObject initialDeathExplosionPrefab; public override void OnEnter() { base.OnEnter(); Transform modelTransform = GetModelTransform(); if (!modelTransform) { return; } ChildLocator component = modelTransform.GetComponent(); if (!component) { return; } Transform transform = component.FindChild("Head"); if ((bool)transform && (bool)initialDeathExplosionPrefab) { if (!EffectManager.ShouldUsePooledEffect(initialDeathExplosionPrefab)) { Object.Instantiate(initialDeathExplosionPrefab, transform.position, Quaternion.identity).transform.parent = transform; } else { EffectManager.GetAndActivatePooledEffect(initialDeathExplosionPrefab, transform.position, Quaternion.identity, transform); } } } }