using UnityEngine; namespace EntityStates.AurelioniteHeart; public class AurelioniteHeartInertState : AurelioniteHeartEntityState { [SerializeField] private float animationDuration = 1f; [SerializeField] private string heartInertAnimationState; public override void OnEnter() { base.OnEnter(); } public override void FixedUpdate() { base.FixedUpdate(); heartMovementTimer -= GetDeltaTime(); if (heartMovementTimer <= 0f) { heartMovementTimer += 0.02f; if (base.gameObject.transform.position != inertPosition) { base.gameObject.transform.position += new Vector3(0f, -0.25f, 0f); return; } animator.StopPlayback(); heartController.rebirthShrine.SetActive(value: true); outer.SetNextState(new AurelioniteHeartIdleState()); } } }