using RoR2; using UnityEngine; namespace EntityStates.Toolbot; public class AimStunDrone : AimGrenade { public static string enterSoundString; public static string exitSoundString; private static int PrepBombStateHash = Animator.StringToHash("PrepBomb"); private static int PutAwayGunStateHash = Animator.StringToHash("PutAwayGun"); private static int PrepBombParamHash = Animator.StringToHash("PrepBomb.playbackRate"); public override void OnEnter() { base.OnEnter(); Util.PlaySound(enterSoundString, base.gameObject); PlayAnimation("Gesture, Additive", PrepBombStateHash, PrepBombParamHash, minimumDuration); PlayAnimation("Stance, Override", PutAwayGunStateHash); } public override void OnExit() { base.OnExit(); outer.SetNextState(new RecoverAimStunDrone()); Util.PlaySound(exitSoundString, base.gameObject); } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.PrioritySkill; } }