using RoR2; using UnityEngine; namespace EntityStates.SurvivorPod; public class PreRelease : SurvivorPodBaseState { private static int IdleToReleaseStateHash = Animator.StringToHash("IdleToRelease"); public override void OnEnter() { base.OnEnter(); PlayAnimation("Base", IdleToReleaseStateHash); Util.PlaySound("Play_UI_podBlastDoorOpen", base.gameObject); Transform modelTransform = GetModelTransform(); if ((bool)modelTransform) { modelTransform.GetComponent().FindChild("InitialExhaustFX").gameObject.SetActive(value: true); } } public override void OnExit() { base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); Animator modelAnimator = GetModelAnimator(); if ((bool)modelAnimator) { int layerIndex = modelAnimator.GetLayerIndex("Base"); if (layerIndex != -1 && modelAnimator.GetCurrentAnimatorStateInfo(layerIndex).IsName("IdleToReleaseFinished")) { outer.SetNextState(new Release()); } } } }