49 lines
981 B
C#
49 lines
981 B
C#
using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.AffixVoid;
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public class SelfDestruct : BaseState
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{
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[SerializeField]
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public float duration;
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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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public override void OnEnter()
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{
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base.OnEnter();
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PlayCrossfade(animationLayerName, animationStateName, duration);
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if ((bool)base.characterBody)
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{
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base.characterBody.isSprinting = false;
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}
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if ((bool)base.characterDirection)
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{
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base.characterDirection.moveVector = base.characterDirection.forward;
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}
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if ((bool)base.rigidbodyMotor)
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{
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base.rigidbodyMotor.moveVector = Vector3.zero;
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}
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Util.PlaySound(enterSoundString, base.gameObject);
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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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EntityState.Destroy(base.gameObject);
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}
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}
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}
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