r2mods/ilspy_dump/ror2_csproj/EntityStates.Assassin2/DeathState.cs

55 lines
1.0 KiB
C#

using RoR2;
using UnityEngine;
namespace EntityStates.Assassin2;
public class DeathState : GenericCharacterDeath
{
public static GameObject deathEffectPrefab;
public static float duration = 1.333f;
private float stopwatch;
private Animator animator;
private bool hasPlayedDeathEffect;
public override void OnEnter()
{
base.OnEnter();
animator = GetModelAnimator();
if ((bool)base.characterMotor)
{
base.characterMotor.enabled = false;
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if ((bool)animator)
{
stopwatch += GetDeltaTime();
if (!hasPlayedDeathEffect && animator.GetFloat("DeathEffect") > 0.5f)
{
hasPlayedDeathEffect = true;
EffectData effectData = new EffectData();
effectData.origin = base.transform.position;
EffectManager.SpawnEffect(deathEffectPrefab, effectData, transmit: false);
}
if (stopwatch >= duration)
{
DestroyModel();
EntityState.Destroy(base.gameObject);
}
}
}
public override void OnExit()
{
DestroyModel();
base.OnExit();
}
}