using RoR2; using UnityEngine; using UnityEngine.Networking; namespace EntityStates.MajorConstruct.Stance; public class Lowered : BaseState { [SerializeField] public GameObject attachmentPrefab; private NetworkedBodyAttachment attachment; public override void OnEnter() { base.OnEnter(); if (NetworkServer.active && (bool)attachmentPrefab) { attachment = Object.Instantiate(attachmentPrefab).GetComponent(); attachment.AttachToGameObjectAndSpawn(base.characterBody.gameObject); } } public override void OnExit() { if ((bool)attachment) { EntityState.Destroy(attachment.gameObject); } base.OnExit(); } }