using RoR2; using UnityEngine; using UnityEngine.Networking; namespace EntityStates.VoidBarnacle; public class DeathState : GenericCharacterDeath { public static string animationLayerName; public static string animationStateName; public static string animationPlaybackRateName; public static float duration; public static GameObject deathFXPrefab; public override void OnEnter() { base.OnEnter(); if (deathFXPrefab != null) { EffectManager.SimpleEffect(deathFXPrefab, base.transform.position, base.transform.rotation, transmit: true); } PlayAnimation(animationLayerName, animationStateName, animationPlaybackRateName, duration); } public override void FixedUpdate() { base.FixedUpdate(); if (base.fixedAge >= duration && NetworkServer.active) { EntityState.Destroy(base.gameObject); } } public override void OnExit() { DestroyModel(); base.OnExit(); } }