using UnityEngine.Networking; namespace EntityStates.QuestVolatileBattery; public class Monitor : QuestVolatileBatteryBaseState { private float previousHealthFraction; private static readonly float healthFractionDetonationThreshold = 0.5f; public override void FixedUpdate() { base.FixedUpdate(); if (NetworkServer.active) { FixedUpdateServer(); } } private void FixedUpdateServer() { if ((bool)base.attachedHealthComponent) { float combinedHealthFraction = base.attachedHealthComponent.combinedHealthFraction; if (combinedHealthFraction <= healthFractionDetonationThreshold && healthFractionDetonationThreshold < previousHealthFraction) { outer.SetNextState(new CountDown()); } previousHealthFraction = combinedHealthFraction; } } }