using RoR2.Skills; using UnityEngine.Networking; namespace EntityStates.VoidSurvivor.Weapon; public class EnterSwingMelee : BaseState, SteppedSkillDef.IStepSetter { public int step; void SteppedSkillDef.IStepSetter.SetStep(int i) { step = i; } public override void OnSerialize(NetworkWriter writer) { base.OnSerialize(writer); writer.Write((byte)step); } public override void OnDeserialize(NetworkReader reader) { base.OnDeserialize(reader); step = reader.ReadByte(); } public override void OnEnter() { base.OnEnter(); switch (step) { case 0: outer.SetNextState(new SwingMelee1()); break; case 1: outer.SetNextState(new SwingMelee2()); break; case 2: outer.SetNextState(new SwingMelee3()); break; default: outer.SetNextState(new SwingMelee1()); break; } } }