using UnityEngine; namespace EntityStates.ClayBoss; public class RecoverExit : BaseState { public static float exitDuration = 1f; private float stopwatch; private static int ExitSiphonStateHash = Animator.StringToHash("ExitSiphon"); private static int ExitSiphonParamHash = Animator.StringToHash("ExitSiphon.playbackRate"); public override void OnEnter() { base.OnEnter(); stopwatch = 0f; PlayAnimation("Body", ExitSiphonStateHash, ExitSiphonParamHash, exitDuration); } public override void FixedUpdate() { base.FixedUpdate(); stopwatch += GetDeltaTime(); if (stopwatch >= exitDuration && base.isAuthority) { outer.SetNextStateToMain(); } } }