143 lines
3.5 KiB
C#
143 lines
3.5 KiB
C#
|
using System;
|
||
|
using RoR2.Networking;
|
||
|
using UnityEngine;
|
||
|
using UnityEngine.Networking;
|
||
|
|
||
|
namespace RoR2;
|
||
|
|
||
|
[RequireComponent(typeof(PurchaseInteraction))]
|
||
|
public class ShrineHealingBehavior : ShrineBehavior
|
||
|
{
|
||
|
public GameObject wardPrefab;
|
||
|
|
||
|
private GameObject wardInstance;
|
||
|
|
||
|
public float baseRadius;
|
||
|
|
||
|
public float radiusBonusPerPurchase;
|
||
|
|
||
|
public int maxPurchaseCount;
|
||
|
|
||
|
public float costMultiplierPerPurchase;
|
||
|
|
||
|
public Transform symbolTransform;
|
||
|
|
||
|
private PurchaseInteraction purchaseInteraction;
|
||
|
|
||
|
private float refreshTimer;
|
||
|
|
||
|
private const float refreshDuration = 2f;
|
||
|
|
||
|
private bool waitingForRefresh;
|
||
|
|
||
|
private HealingWard healingWard;
|
||
|
|
||
|
public int purchaseCount { get; private set; }
|
||
|
|
||
|
public static event Action<ShrineHealingBehavior, Interactor> onActivated;
|
||
|
|
||
|
public override int GetNetworkChannel()
|
||
|
{
|
||
|
return QosChannelIndex.defaultReliable.intVal;
|
||
|
}
|
||
|
|
||
|
private void Awake()
|
||
|
{
|
||
|
purchaseInteraction = GetComponent<PurchaseInteraction>();
|
||
|
}
|
||
|
|
||
|
public void FixedUpdate()
|
||
|
{
|
||
|
if (waitingForRefresh)
|
||
|
{
|
||
|
refreshTimer -= Time.fixedDeltaTime;
|
||
|
if (refreshTimer <= 0f && purchaseCount < maxPurchaseCount)
|
||
|
{
|
||
|
purchaseInteraction.SetAvailable(newAvailable: true);
|
||
|
purchaseInteraction.Networkcost = (int)((float)purchaseInteraction.cost * costMultiplierPerPurchase);
|
||
|
waitingForRefresh = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[Server]
|
||
|
private void SetWardEnabled(bool enableWard)
|
||
|
{
|
||
|
if (!NetworkServer.active)
|
||
|
{
|
||
|
Debug.LogWarning("[Server] function 'System.Void RoR2.ShrineHealingBehavior::SetWardEnabled(System.Boolean)' called on client");
|
||
|
}
|
||
|
else if (enableWard != (bool)wardInstance)
|
||
|
{
|
||
|
if (enableWard)
|
||
|
{
|
||
|
wardInstance = UnityEngine.Object.Instantiate(wardPrefab, base.transform.position, base.transform.rotation);
|
||
|
wardInstance.GetComponent<TeamFilter>().teamIndex = TeamIndex.Player;
|
||
|
healingWard = wardInstance.GetComponent<HealingWard>();
|
||
|
NetworkServer.Spawn(wardInstance);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
UnityEngine.Object.Destroy(wardInstance);
|
||
|
wardInstance = null;
|
||
|
healingWard = null;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[Server]
|
||
|
public void AddShrineStack(Interactor activator)
|
||
|
{
|
||
|
if (!NetworkServer.active)
|
||
|
{
|
||
|
Debug.LogWarning("[Server] function 'System.Void RoR2.ShrineHealingBehavior::AddShrineStack(RoR2.Interactor)' called on client");
|
||
|
return;
|
||
|
}
|
||
|
SetWardEnabled(enableWard: true);
|
||
|
Chat.SendBroadcastChat(new Chat.SubjectFormatChatMessage
|
||
|
{
|
||
|
subjectAsCharacterBody = activator.gameObject.GetComponent<CharacterBody>(),
|
||
|
baseToken = "SHRINE_HEALING_USE_MESSAGE"
|
||
|
});
|
||
|
waitingForRefresh = true;
|
||
|
purchaseCount++;
|
||
|
float networkradius = baseRadius + radiusBonusPerPurchase * (float)(purchaseCount - 1);
|
||
|
healingWard.Networkradius = networkradius;
|
||
|
refreshTimer = 2f;
|
||
|
EffectManager.SpawnEffect(LegacyResourcesAPI.Load<GameObject>("Prefabs/Effects/ShrineUseEffect"), new EffectData
|
||
|
{
|
||
|
origin = base.transform.position,
|
||
|
rotation = Quaternion.identity,
|
||
|
scale = 1f,
|
||
|
color = Color.green
|
||
|
}, transmit: true);
|
||
|
if (purchaseCount >= maxPurchaseCount)
|
||
|
{
|
||
|
symbolTransform.gameObject.SetActive(value: false);
|
||
|
CallRpcSetPingable(value: false);
|
||
|
}
|
||
|
ShrineHealingBehavior.onActivated?.Invoke(this, activator);
|
||
|
}
|
||
|
|
||
|
private void UNetVersion()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
public override bool OnSerialize(NetworkWriter writer, bool forceAll)
|
||
|
{
|
||
|
bool flag = base.OnSerialize(writer, forceAll);
|
||
|
bool flag2 = default(bool);
|
||
|
return flag2 || flag;
|
||
|
}
|
||
|
|
||
|
public override void OnDeserialize(NetworkReader reader, bool initialState)
|
||
|
{
|
||
|
base.OnDeserialize(reader, initialState);
|
||
|
}
|
||
|
|
||
|
public override void PreStartClient()
|
||
|
{
|
||
|
base.PreStartClient();
|
||
|
}
|
||
|
}
|