52 lines
1.4 KiB
C#
52 lines
1.4 KiB
C#
using EntityStates.SurvivorPod;
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using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.VoidSurvivorPod;
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public class Release : SurvivorPodBaseState
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{
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[SerializeField]
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public string animationLayerName;
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[SerializeField]
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public string animationStateName;
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[SerializeField]
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public string enterSoundString;
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[SerializeField]
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public float exitForceAmount;
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public override void OnEnter()
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{
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base.OnEnter();
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PlayAnimation(animationLayerName, animationStateName);
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Util.PlaySound(enterSoundString, base.gameObject);
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if ((bool)base.survivorPodController && NetworkServer.active && (bool)base.vehicleSeat && (bool)base.vehicleSeat.currentPassengerBody)
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{
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CharacterBody currentPassengerBody = base.vehicleSeat.currentPassengerBody;
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base.vehicleSeat.EjectPassenger(currentPassengerBody.gameObject);
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HealthComponent component = currentPassengerBody.GetComponent<HealthComponent>();
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if ((bool)component)
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{
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DamageInfo damageInfo = new DamageInfo();
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damageInfo.attacker = base.gameObject;
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damageInfo.force = Vector3.up * exitForceAmount;
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damageInfo.position = currentPassengerBody.corePosition;
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component.TakeDamageForce(damageInfo, alwaysApply: true);
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}
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}
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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if (NetworkServer.active && (!base.vehicleSeat || !base.vehicleSeat.currentPassengerBody))
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{
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outer.SetNextStateToMain();
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}
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}
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}
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