using EntityStates.SurvivorPod; using RoR2; using UnityEngine; namespace EntityStates.VoidSurvivorPod; public class Descent : SurvivorPodBaseState { [SerializeField] public float duration; [SerializeField] public string animationLayerName; [SerializeField] public string animationStateName; [SerializeField] public string enterSoundString; public override void OnEnter() { base.OnEnter(); PlayAnimation(animationLayerName, animationStateName); Util.PlaySound(enterSoundString, base.gameObject); } public override void FixedUpdate() { base.FixedUpdate(); if (base.isAuthority && duration < base.fixedAge) { TransitionIntoNextState(); } } protected virtual void TransitionIntoNextState() { outer.SetNextState(new Landed()); } }