69 lines
1.7 KiB
C#
69 lines
1.7 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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namespace RoR2;
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public class HealingPulse
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{
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public static float duration;
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public float healAmount;
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public Vector3 origin;
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public TeamIndex teamIndex;
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public float radius;
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public GameObject effectPrefab;
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public float overShield;
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private readonly List<HealthComponent> healedTargets = new List<HealthComponent>();
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private readonly SphereSearch sphereSearch;
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private TeamMask teamMask;
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private readonly List<HurtBox> hurtBoxesList = new List<HurtBox>();
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public void Fire()
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{
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SphereSearch obj = new SphereSearch
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{
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mask = LayerIndex.entityPrecise.mask,
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origin = origin,
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queryTriggerInteraction = QueryTriggerInteraction.Collide,
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radius = radius
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};
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teamMask = default(TeamMask);
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teamMask.AddTeam(teamIndex);
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obj.RefreshCandidates();
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obj.FilterCandidatesByDistinctHurtBoxEntities();
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obj.RefreshCandidates().FilterCandidatesByHurtBoxTeam(teamMask).FilterCandidatesByDistinctHurtBoxEntities()
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.GetHurtBoxes(hurtBoxesList);
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int i = 0;
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for (int count = hurtBoxesList.Count; i < count; i++)
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{
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HealthComponent healthComponent = hurtBoxesList[i].healthComponent;
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if (!healedTargets.Contains(healthComponent))
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{
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healedTargets.Add(healthComponent);
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HealTarget(healthComponent);
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if (overShield > 0f)
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{
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healthComponent.AddBarrierAuthority(overShield);
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}
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}
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}
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EffectManager.SimpleEffect(effectPrefab, origin, Quaternion.identity, transmit: true);
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hurtBoxesList.Clear();
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}
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private void HealTarget(HealthComponent target)
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{
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target.Heal(healAmount, default(ProcChainMask));
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Util.PlaySound("Play_item_proc_TPhealingNova_hitPlayer", target.gameObject);
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}
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}
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