namespace EntityStates.HermitCrab; public class Burrowed : BaseState { public static float mortarCooldown; public float duration; public override void OnEnter() { base.OnEnter(); PlayCrossfade("Body", "Burrowed", 0.1f); } public override void FixedUpdate() { base.FixedUpdate(); if (base.isAuthority) { if (base.inputBank.moveVector.sqrMagnitude > 0.1f) { outer.SetNextState(new BurrowOut()); } if (base.fixedAge >= duration && base.inputBank.skill1.down) { outer.SetNextState(new FireMortar()); } } } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Skill; } }