r2mods/ilspy_dump/ror2_csproj/EntityStates.SurvivorPod/Release.cs

43 lines
1.2 KiB
C#

using System;
using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.SurvivorPod;
public class Release : SurvivorPodBaseState
{
public static float ejectionSpeed = 20f;
private static int ReleaseStateHash = Animator.StringToHash("Release");
public static event Action<Release, CharacterBody> onEnter;
public override void OnEnter()
{
base.OnEnter();
PlayAnimation("Base", ReleaseStateHash);
Transform modelTransform = GetModelTransform();
if ((bool)modelTransform)
{
ChildLocator component = modelTransform.GetComponent<ChildLocator>();
component.FindChild("Door").gameObject.SetActive(value: false);
component.FindChild("ReleaseExhaustFX").gameObject.SetActive(value: true);
}
Release.onEnter?.Invoke(this, base.vehicleSeat?.currentPassengerBody);
if ((bool)base.survivorPodController && NetworkServer.active && (bool)base.vehicleSeat && (bool)base.vehicleSeat.currentPassengerBody)
{
base.vehicleSeat.EjectPassenger(base.vehicleSeat.currentPassengerBody.gameObject);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (NetworkServer.active && (!base.vehicleSeat || !base.vehicleSeat.currentPassengerBody))
{
outer.SetNextState(new ReleaseFinished());
}
}
}