using UnityEngine; namespace EntityStates.SiphonItem; public class RechargeState : BaseSiphonItemState { public static float baseDuration = 30f; public static AnimationCurve particleEmissionCurve; private float rechargeDuration; public override void OnEnter() { base.OnEnter(); TurnOffHealingFX(); } public override void FixedUpdate() { base.FixedUpdate(); if (base.isAuthority) { int itemStack = GetItemStack(); float num = baseDuration / (float)(itemStack + 1); if (base.fixedAge / num >= 1f) { outer.SetNextState(new ReadyState()); } } } }