r2mods/ilspy_dump/ror2_csproj/EntityStates.VoidSurvivorPod/Release.cs

52 lines
1.4 KiB
C#

using EntityStates.SurvivorPod;
using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.VoidSurvivorPod;
public class Release : SurvivorPodBaseState
{
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
[SerializeField]
public string enterSoundString;
[SerializeField]
public float exitForceAmount;
public override void OnEnter()
{
base.OnEnter();
PlayAnimation(animationLayerName, animationStateName);
Util.PlaySound(enterSoundString, base.gameObject);
if ((bool)base.survivorPodController && NetworkServer.active && (bool)base.vehicleSeat && (bool)base.vehicleSeat.currentPassengerBody)
{
CharacterBody currentPassengerBody = base.vehicleSeat.currentPassengerBody;
base.vehicleSeat.EjectPassenger(currentPassengerBody.gameObject);
HealthComponent component = currentPassengerBody.GetComponent<HealthComponent>();
if ((bool)component)
{
DamageInfo damageInfo = new DamageInfo();
damageInfo.attacker = base.gameObject;
damageInfo.force = Vector3.up * exitForceAmount;
damageInfo.position = currentPassengerBody.corePosition;
component.TakeDamageForce(damageInfo, alwaysApply: true);
}
}
}
public override void FixedUpdate()
{
base.FixedUpdate();
if (NetworkServer.active && (!base.vehicleSeat || !base.vehicleSeat.currentPassengerBody))
{
outer.SetNextStateToMain();
}
}
}