58 lines
1.3 KiB
C#
58 lines
1.3 KiB
C#
using System.Collections.ObjectModel;
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using RoR2;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace EntityStates.Engi.EngiWeapon;
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public class EngiTeamShield : BaseState
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{
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public static float duration = 3f;
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public static float radius;
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public override void OnEnter()
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{
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base.OnEnter();
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if (!base.teamComponent || !NetworkServer.active)
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{
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return;
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}
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ReadOnlyCollection<TeamComponent> teamMembers = TeamComponent.GetTeamMembers(base.teamComponent.teamIndex);
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float num = radius * radius;
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Vector3 position = base.transform.position;
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for (int i = 0; i < teamMembers.Count; i++)
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{
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if (!((teamMembers[i].transform.position - position).sqrMagnitude <= num))
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{
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continue;
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}
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CharacterBody component = teamMembers[i].GetComponent<CharacterBody>();
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if ((bool)component)
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{
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component.AddTimedBuff(JunkContent.Buffs.EngiTeamShield, duration);
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HealthComponent component2 = component.GetComponent<HealthComponent>();
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if ((bool)component2)
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{
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component2.RechargeShieldFull();
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}
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}
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}
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}
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public override void OnExit()
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{
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base.OnExit();
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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}
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public override InterruptPriority GetMinimumInterruptPriority()
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{
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return InterruptPriority.PrioritySkill;
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}
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}
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