using RoR2; using UnityEngine; namespace EntityStates.Seeker; public class BaseWindUp : BaseScopeState { [SerializeField] public float baseDuration; [SerializeField] public string enterSoundString; private float duration; public override void OnEnter() { duration = baseDuration; base.OnEnter(); SetScopeAlpha(0f); StartScopeParamsOverride(duration); Util.PlaySound(enterSoundString, base.gameObject); } public override void OnExit() { EndScopeParamsOverride(0f); base.OnExit(); } public override void FixedUpdate() { base.FixedUpdate(); if (base.isAuthority && base.fixedAge >= duration) { BaseActive nextState = GetNextState(); nextState.activatorSkillSlot = base.activatorSkillSlot; outer.SetNextState(nextState); } } public override void Update() { base.Update(); SetScopeAlpha(Mathf.Clamp01(base.age / duration)); } protected virtual BaseActive GetNextState() { return new BaseActive(); } protected override float GetScopeEntryDuration() { return duration; } public override void ModifyNextState(EntityState nextState) { } }