r2mods/ilspy_dump/ror2_csproj/EntityStates.CaptainSupplyDrop/UnlockTargetState.cs

65 lines
1.5 KiB
C#

using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.CaptainSupplyDrop;
public class UnlockTargetState : BaseMainState
{
public static GameObject unlockEffectPrefab;
public static float baseDuration;
public static string soundString;
public PurchaseInteraction target;
private float duration;
public override void OnEnter()
{
base.OnEnter();
if (NetworkServer.active && (bool)target && target.available)
{
target.Networkcost = 0;
GameObject ownerObject = GetComponent<GenericOwnership>().ownerObject;
if ((bool)ownerObject)
{
Interactor component = ownerObject.GetComponent<Interactor>();
if ((bool)component)
{
component.AttemptInteraction(target.gameObject);
}
}
EffectManager.SpawnEffect(unlockEffectPrefab, new EffectData
{
origin = target.transform.position
}, transmit: true);
}
Util.PlaySound(soundString, base.gameObject);
duration = baseDuration;
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (base.fixedAge >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override void OnSerialize(NetworkWriter writer)
{
base.OnSerialize(writer);
writer.Write(target ? target.gameObject : null);
}
public override void OnDeserialize(NetworkReader reader)
{
base.OnDeserialize(reader);
GameObject gameObject = reader.ReadGameObject();
target = (gameObject ? gameObject.GetComponent<PurchaseInteraction>() : null);
}
}