using RoR2; using UnityEngine; using UnityEngine.Networking; namespace EntityStates.CaptainSupplyDrop; public class HealZoneMainState : BaseMainState { public static GameObject healZonePrefab; private GameObject healZoneInstance; protected override Interactability GetInteractability(Interactor activator) { return Interactability.Disabled; } public override void OnEnter() { base.OnEnter(); if (NetworkServer.active) { healZoneInstance = Object.Instantiate(healZonePrefab, base.transform.position, base.transform.rotation); healZoneInstance.GetComponent().teamIndex = teamFilter.teamIndex; NetworkServer.Spawn(healZoneInstance); } } public override void OnExit() { if ((bool)healZoneInstance) { EntityState.Destroy(healZoneInstance); } base.OnExit(); } }