using UnityEngine; namespace EntityStates.BrotherMonster; public class SlideIntroState : BaseState { public override void OnEnter() { base.OnEnter(); bool flag = false; if ((bool)base.inputBank && base.isAuthority) { Vector3 normalized = ((base.inputBank.moveVector == Vector3.zero) ? base.characterDirection.forward : base.inputBank.moveVector).normalized; Vector3 forward = base.characterDirection.forward; Vector3 rhs = Vector3.Cross(Vector3.up, forward); float num = Vector3.Dot(normalized, forward); float num2 = Vector3.Dot(normalized, rhs); if ((bool)base.characterDirection) { base.characterDirection.moveVector = base.inputBank.aimDirection; } if (Mathf.Abs(num2) > Mathf.Abs(num)) { if (num2 <= 0f) { flag = true; outer.SetNextState(new SlideLeftState()); } else { flag = true; outer.SetNextState(new SlideRightState()); } } else if (num <= 0f) { flag = true; outer.SetNextState(new SlideBackwardState()); } else { flag = true; outer.SetNextState(new SlideForwardState()); } } if (!flag) { outer.SetNextState(new SlideForwardState()); } } }