r2mods/ilspy_dump/ror2_csproj/EntityStates.Assassin2/SpawnState.cs

46 lines
947 B
C#

using RoR2;
using UnityEngine;
namespace EntityStates.Assassin2;
public class SpawnState : BaseState
{
private float stopwatch;
public static float animDuration = 1.5f;
public static float duration = 4f;
public static string spawnSoundString;
public static GameObject spawnEffectPrefab;
private static int SpawnStateHash = Animator.StringToHash("Spawn");
public override void OnEnter()
{
base.OnEnter();
PlayAnimation("Body", SpawnStateHash);
Util.PlaySound(spawnSoundString, base.gameObject);
if ((bool)spawnEffectPrefab)
{
EffectManager.SimpleMuzzleFlash(spawnEffectPrefab, base.gameObject, "Base", transmit: false);
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
stopwatch += GetDeltaTime();
if (stopwatch >= duration && base.isAuthority)
{
outer.SetNextStateToMain();
}
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Death;
}
}