using RoR2; using UnityEngine; using UnityEngine.Networking; namespace EntityStates.GameOver; public class VoidEndingSetSceneAndWaitForPlayers : BaseGameOverControllerState { [SerializeField] public SceneDef desiredSceneDef; public override void OnEnter() { base.OnEnter(); FadeToBlackManager.ForceFullBlack(); FadeToBlackManager.fadeCount++; if (NetworkServer.active) { Run.instance.AdvanceStage(desiredSceneDef); } } public override void FixedUpdate() { base.FixedUpdate(); if (NetworkServer.active && NetworkUser.AllParticipatingNetworkUsersReady() && SceneCatalog.mostRecentSceneDef == desiredSceneDef) { outer.SetNextState(new VoidEndingPlayCutscene()); } } public override void OnExit() { FadeToBlackManager.fadeCount--; base.OnExit(); } }