using UnityEngine; namespace EntityStates.VoidRaidCrab; public class Collapse : BaseState { [SerializeField] public float duration; [SerializeField] public string animationLayerName; [SerializeField] public string animationStateName; [SerializeField] public string animationPlaybackRateParam; public override void OnEnter() { base.OnEnter(); PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateParam, duration); } public override void FixedUpdate() { base.FixedUpdate(); if (base.isAuthority && base.fixedAge >= duration) { outer.SetNextState(new ReEmerge()); } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Death; } }