using UFS2.Gameplay; using UnityEngine; public class FishMultiplayerHideState : IState { private FishEntity entity; private MultiplayerFishSpawner.NetworkedFish networkedFish; public FishMultiplayerHideState(FishEntity entity) { this.entity = entity; networkedFish = MultiplayerFishSpawner.GetNetworkedFish(entity); } public void Enter() { entity.SetAnimatorFloat("speed", 0f); entity.SetAIEnabled(value: false); entity.Physics.Rbody.isKinematic = true; entity.Physics.Rbody.velocity = Vector3.zero; entity.transform.position = new Vector3(0f, 1000f, 0f); entity.ResetBaitRefferences(); } public void Execute() { } public void Exit() { entity.Physics.Rbody.isKinematic = false; entity.transform.position = networkedFish.position; } }