48 lines
1.2 KiB
C#
48 lines
1.2 KiB
C#
using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.BrotherMonster;
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public class SkyLeapDeathState : GenericCharacterDeath
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{
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public static float baseDuration;
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private float duration;
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private static int SkyLeapStateHash = Animator.StringToHash("EnterSkyLeap");
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private static int BufferEmptyStateHash = Animator.StringToHash("BufferEmpty");
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private static int SkyLeapParamHash = Animator.StringToHash("SkyLeap.playbackRate");
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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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duration = baseDuration / attackSpeedStat;
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base.OnEnter();
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}
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protected override void PlayDeathAnimation(float crossfadeDuration = 0.1f)
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{
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PlayAnimation("Body", SkyLeapStateHash, SkyLeapParamHash, duration);
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PlayAnimation("FullBody Override", BufferEmptyStateHash);
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base.characterDirection.moveVector = base.characterDirection.forward;
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AimAnimator aimAnimator = GetAimAnimator();
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if ((bool)aimAnimator)
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{
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aimAnimator.enabled = true;
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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.fixedAge >= duration)
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{
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DestroyBodyAsapServer();
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}
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}
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}
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