r2mods/ilspy_dump/ror2_csproj/EntityStates.Wisp1Monster/DeathState.cs

43 lines
975 B
C#

using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.Wisp1Monster;
public class DeathState : GenericCharacterDeath
{
public static GameObject initialExplosion;
public override void OnEnter()
{
base.OnEnter();
if ((bool)base.modelLocator)
{
if ((bool)base.modelLocator.modelBaseTransform)
{
EntityState.Destroy(base.modelLocator.modelBaseTransform.gameObject);
}
if ((bool)base.modelLocator.modelTransform)
{
EntityState.Destroy(base.modelLocator.modelTransform.gameObject);
}
}
if (!EffectManager.ShouldUsePooledEffect(initialExplosion))
{
Object.Instantiate(initialExplosion, base.transform.position, base.transform.rotation);
}
else
{
EffectManager.SpawnEffect(initialExplosion, new EffectData
{
origin = base.transform.position,
rotation = base.transform.rotation
}, transmit: false);
}
if (NetworkServer.active)
{
EntityState.Destroy(base.gameObject);
}
}
}