using EntityStates.MajorConstruct.Stance; using RoR2; namespace EntityStates.MajorConstruct; public class SwitchStance : BaseState { private const string stanceStateMachineName = "Stance"; public override void OnEnter() { base.OnEnter(); if (!base.isAuthority) { return; } EntityStateMachine entityStateMachine = EntityStateMachine.FindByCustomName(base.gameObject, "Stance"); EntityState state = entityStateMachine.state; if (!(state is Raised)) { if (state is Lowered) { entityStateMachine.SetNextState(new LoweredToRaised()); } } else { entityStateMachine.SetNextState(new RaisedToLowered()); } outer.SetNextStateToMain(); } }