45 lines
981 B
C#
45 lines
981 B
C#
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using System.Collections.Generic;
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using System.Linq;
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using RoR2;
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using UnityEngine;
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namespace EntityStates.SiphonItem;
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public class BaseSiphonItemState : BaseBodyAttachmentState
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{
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private List<ParticleSystem> FXParticles = new List<ParticleSystem>();
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protected int GetItemStack()
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{
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if (!base.attachedBody || !base.attachedBody.inventory)
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{
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return 1;
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}
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return base.attachedBody.inventory.GetItemCount(RoR2Content.Items.SiphonOnLowHealth);
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}
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public override void OnEnter()
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{
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base.OnEnter();
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FXParticles = base.gameObject.GetComponentsInChildren<ParticleSystem>().ToList();
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}
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public void TurnOffHealingFX()
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{
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for (int i = 0; i < FXParticles.Count; i++)
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{
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ParticleSystem.EmissionModule emission = FXParticles[i].emission;
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emission.enabled = false;
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}
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}
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public void TurnOnHealingFX()
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{
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for (int i = 0; i < FXParticles.Count; i++)
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{
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ParticleSystem.EmissionModule emission = FXParticles[i].emission;
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emission.enabled = true;
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}
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}
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}
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