r2mods/ilspy_dump/ror2_csproj/EntityStates.Engi.Mine/PreDetonate.cs

35 lines
817 B
C#

using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.Engi.Mine;
public class PreDetonate : BaseMineState
{
public static float duration;
public static string pathToPrepForExplosionChildEffect;
public static float detachForce;
protected override bool shouldStick => false;
protected override bool shouldRevertToWaitForStickOnSurfaceLost => false;
public override void OnEnter()
{
base.OnEnter();
base.transform.Find(pathToPrepForExplosionChildEffect).gameObject.SetActive(value: true);
base.rigidbody.AddForce(base.transform.forward * detachForce);
base.rigidbody.AddTorque(Random.onUnitSphere * 200f);
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (NetworkServer.active && duration <= base.fixedAge)
{
outer.SetNextState(new Detonate());
}
}
}