r2mods/ilspy_dump/ror2_csproj/EntityStates.MajorConstruct/Death.cs

49 lines
1.0 KiB
C#

using RoR2;
using UnityEngine;
using UnityEngine.Networking;
namespace EntityStates.MajorConstruct;
public class Death : GenericCharacterDeath
{
[SerializeField]
public float duration;
[SerializeField]
public GameObject beginEffect;
[SerializeField]
public string beginMuzzleName;
[SerializeField]
public GameObject padEffect;
[SerializeField]
public string animationLayerName;
[SerializeField]
public string animationStateName;
protected override bool shouldAutoDestroy => false;
protected override void PlayDeathAnimation(float crossfadeDuration = 0.1f)
{
PlayAnimation(animationLayerName, animationStateName);
}
public override void OnEnter()
{
base.OnEnter();
if ((bool)beginEffect)
{
EffectManager.SimpleMuzzleFlash(beginEffect, base.gameObject, beginMuzzleName, transmit: false);
}
FindModelChild("Collision").gameObject.SetActive(value: false);
MasterSpawnSlotController component = GetComponent<MasterSpawnSlotController>();
if (NetworkServer.active)
{
_ = (bool)component;
}
}
}