r2mods/ilspy_dump/ror2_csproj/EntityStates.BeetleQueenMon.../BeetleWardDeath.cs

40 lines
953 B
C#

using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.BeetleQueenMonster;
public class BeetleWardDeath : BaseState
{
public static GameObject initialExplosion;
public static string deathString;
public override void OnEnter()
{
base.OnEnter();
Util.PlaySound(deathString, base.gameObject);
if ((bool)base.modelLocator)
{
if ((bool)base.modelLocator.modelBaseTransform)
{
EntityState.Destroy(base.modelLocator.modelBaseTransform.gameObject);
}
if ((bool)base.modelLocator.modelTransform)
{
EntityState.Destroy(base.modelLocator.modelTransform.gameObject);
}
}
if ((bool)initialExplosion && NetworkServer.active)
{
EffectManager.SimpleImpactEffect(initialExplosion, base.transform.position, Vector3.up, transmit: true);
}
EntityState.Destroy(base.gameObject);
}
public override InterruptPriority GetMinimumInterruptPriority()
{
return InterruptPriority.Death;
}
}