r2mods/ilspy_dump/ror2_csproj/RoR2.Items/ImmuneToDebuffBehavior.cs

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2024-10-04 07:26:37 +00:00
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace RoR2.Items;
public class ImmuneToDebuffBehavior : BaseItemBodyBehavior
{
public const float barrierFraction = 0.1f;
public const float cooldownSeconds = 5f;
private HealthComponent healthComponent;
private bool isProtected;
[ItemDefAssociation(useOnServer = true, useOnClient = false)]
private static ItemDef GetItemDef()
{
return DLC1Content.Items.ImmuneToDebuff;
}
public static bool OverrideDebuff(BuffIndex buffIndex, CharacterBody body)
{
BuffDef buffDef = BuffCatalog.GetBuffDef(buffIndex);
if ((bool)buffDef)
{
return OverrideDebuff(buffDef, body);
}
return false;
}
public static bool OverrideDebuff(BuffDef buffDef, CharacterBody body)
{
if (buffDef.buffIndex != BuffIndex.None && buffDef.isDebuff)
{
return TryApplyOverride(body);
}
return false;
}
public static bool OverrideDot(InflictDotInfo inflictDotInfo)
{
CharacterBody characterBody = inflictDotInfo.victimObject?.GetComponent<CharacterBody>();
if ((bool)characterBody)
{
return TryApplyOverride(characterBody);
}
return false;
}
private static bool TryApplyOverride(CharacterBody body)
{
ImmuneToDebuffBehavior component = body.GetComponent<ImmuneToDebuffBehavior>();
if ((bool)component)
{
if (component.isProtected)
{
return true;
}
if (body.HasBuff(DLC1Content.Buffs.ImmuneToDebuffReady) && (bool)component.healthComponent)
{
component.healthComponent.AddBarrier(0.1f * component.healthComponent.fullCombinedHealth);
body.RemoveBuff(DLC1Content.Buffs.ImmuneToDebuffReady);
EffectManager.SimpleImpactEffect(Addressables.LoadAssetAsync<GameObject>("RoR2/DLC1/ImmuneToDebuff/ImmuneToDebuffEffect.prefab").WaitForCompletion(), body.corePosition, Vector3.up, transmit: true);
if (!body.HasBuff(DLC1Content.Buffs.ImmuneToDebuffReady))
{
body.AddTimedBuff(DLC1Content.Buffs.ImmuneToDebuffCooldown, 5f);
}
component.isProtected = true;
return true;
}
}
return false;
}
private void OnEnable()
{
healthComponent = GetComponent<HealthComponent>();
}
private void OnDisable()
{
healthComponent = null;
if ((bool)base.body)
{
while (base.body.GetBuffCount(DLC1Content.Buffs.ImmuneToDebuffReady) > 0)
{
base.body.RemoveBuff(DLC1Content.Buffs.ImmuneToDebuffReady);
}
if (base.body.HasBuff(DLC1Content.Buffs.ImmuneToDebuffCooldown))
{
base.body.RemoveBuff(DLC1Content.Buffs.ImmuneToDebuffCooldown);
}
}
}
private void FixedUpdate()
{
isProtected = false;
bool flag = base.body.HasBuff(DLC1Content.Buffs.ImmuneToDebuffCooldown);
bool flag2 = base.body.HasBuff(DLC1Content.Buffs.ImmuneToDebuffReady);
if (!flag && !flag2)
{
for (int i = 0; i < stack; i++)
{
base.body.AddBuff(DLC1Content.Buffs.ImmuneToDebuffReady);
}
}
if (flag2 && flag)
{
base.body.RemoveBuff(DLC1Content.Buffs.ImmuneToDebuffReady);
}
}
}