using RoR2; using UnityEngine; namespace EntityStates.Geode; public class GeodeEntityStates : EntityState { protected GeodeController geodeController; protected GameObject cleansingIndicator; protected GameObject geodeModel; protected Renderer geodeTrunkRenderer; protected GameObject geodeBase; protected GameObject geodeIdleVFX; protected int sliceHeightNameId; public override void OnEnter() { base.OnEnter(); geodeController = base.gameObject.GetComponent(); ChildLocator component = base.gameObject.GetComponent(); cleansingIndicator = component.FindChildGameObject(0); geodeModel = component.FindChildGameObject(1); geodeBase = component.FindChildGameObject(2); geodeIdleVFX = component.FindChildGameObject(3); geodeTrunkRenderer = geodeModel.GetComponent(); geodeTrunkRenderer.material.EnableKeyword("_SLICEHEIGHT"); int propertyIndex = geodeTrunkRenderer.material.shader.FindPropertyIndex("_SliceHeight"); sliceHeightNameId = geodeTrunkRenderer.material.shader.GetPropertyNameId(propertyIndex); } public override void OnExit() { base.OnExit(); } }