55 lines
1.3 KiB
C#
55 lines
1.3 KiB
C#
using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.EngiTurret;
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public class DeathState : GenericCharacterDeath
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{
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[SerializeField]
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public GameObject initialExplosion;
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[SerializeField]
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public GameObject deathExplosion;
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private float deathDuration;
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protected override bool shouldAutoDestroy => false;
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protected override void PlayDeathAnimation(float crossfadeDuration = 0.1f)
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{
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Animator modelAnimator = GetModelAnimator();
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if ((bool)modelAnimator)
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{
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int layerIndex = modelAnimator.GetLayerIndex("Body");
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modelAnimator.PlayInFixedTime("Death", layerIndex);
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modelAnimator.Update(0f);
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deathDuration = modelAnimator.GetCurrentAnimatorStateInfo(layerIndex).length;
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if ((bool)initialExplosion)
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{
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Object.Instantiate(initialExplosion, base.transform.position, base.transform.rotation, base.transform);
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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 (base.fixedAge > deathDuration && NetworkServer.active && (bool)deathExplosion)
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{
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EffectManager.SpawnEffect(deathExplosion, new EffectData
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{
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origin = base.transform.position,
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scale = 2f
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}, transmit: true);
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EntityState.Destroy(base.gameObject);
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}
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}
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public override void OnExit()
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{
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DestroyModel();
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base.OnExit();
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}
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}
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