61 lines
1.6 KiB
C#
61 lines
1.6 KiB
C#
using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.LunarWisp;
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public class DeathState : GenericCharacterDeath
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{
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public static GameObject deathEffectPrefab;
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public static string deathEffectMuzzleName;
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public static float velocityMagnitude;
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public static float explosionForce;
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private LunarWispFXController FXController;
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protected override bool shouldAutoDestroy => false;
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public override void OnEnter()
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{
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base.OnEnter();
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LunarWispFXController component = base.characterBody.GetComponent<LunarWispFXController>();
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if ((bool)component)
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{
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component.TurnOffFX();
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}
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Transform modelTransform = GetModelTransform();
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if ((bool)modelTransform)
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{
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RagdollController component2 = modelTransform.GetComponent<RagdollController>();
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Rigidbody component3 = GetComponent<Rigidbody>();
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if ((bool)component2 && (bool)component3)
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{
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component2.BeginRagdoll(component3.velocity * velocityMagnitude);
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}
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ExplodeRigidbodiesOnStart component4 = modelTransform.GetComponent<ExplodeRigidbodiesOnStart>();
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if ((bool)component4)
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{
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component4.force = explosionForce;
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component4.enabled = true;
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}
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}
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if ((bool)base.modelLocator)
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{
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base.modelLocator.autoUpdateModelTransform = false;
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}
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FindModelChild("StandableSurface").gameObject.SetActive(value: false);
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if (NetworkServer.active)
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{
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EffectData effectData = new EffectData
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{
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origin = FindModelChild(deathEffectMuzzleName).position
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};
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EffectManager.SpawnEffect(deathEffectPrefab, effectData, transmit: true);
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DestroyBodyAsapServer();
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}
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}
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}
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