56 lines
1.2 KiB
C#
56 lines
1.2 KiB
C#
using EntityStates.Barrel;
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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.ScavBackpack;
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public class Opening : EntityState
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{
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public static float duration = 1f;
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public static int maxItemDropCount;
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private ChestBehavior chestBehavior;
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private float itemDropCount;
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private float timeBetweenDrops;
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private float itemDropAge;
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private static int OpeningStateHash = Animator.StringToHash("Opening");
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public override void OnEnter()
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{
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base.OnEnter();
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PlayAnimation("Body", OpeningStateHash);
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timeBetweenDrops = duration / (float)maxItemDropCount;
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chestBehavior = GetComponent<ChestBehavior>();
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if ((bool)base.sfxLocator)
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{
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Util.PlaySound(base.sfxLocator.openSound, base.gameObject);
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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)
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{
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itemDropAge += GetDeltaTime();
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if (itemDropCount < (float)maxItemDropCount && itemDropAge > timeBetweenDrops)
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{
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itemDropCount += 1f;
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itemDropAge -= timeBetweenDrops;
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chestBehavior.RollItem();
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chestBehavior.ItemDrop();
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}
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if (base.fixedAge >= duration)
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{
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outer.SetNextState(new Opened());
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}
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}
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}
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}
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