using RoR2; using UnityEngine; namespace EntityStates.Bandit2.Weapon; public abstract class BasePrepSidearmRevolverState : BaseSidearmState { [SerializeField] public string enterSoundString; private Animator animator; private static int MainToSideStateHash = Animator.StringToHash("MainToSide"); private static int MainToSideParamHash = Animator.StringToHash("MainToSide.playbackRate"); public override void OnEnter() { base.OnEnter(); PlayAnimation("Gesture, Additive", MainToSideStateHash, MainToSideParamHash, duration); Util.PlaySound(enterSoundString, base.gameObject); } public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge > duration) { outer.SetNextState(GetNextState()); } } public override void OnExit() { base.OnExit(); } protected abstract EntityState GetNextState(); }