48 lines
1.3 KiB
C#
48 lines
1.3 KiB
C#
using UnityEngine;
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namespace RoR2.Items;
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public class PhasingBodyBehavior : BaseItemBodyBehavior
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{
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private readonly float baseRechargeSeconds = 30f;
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private readonly float rechargeReductionMultiplierPerStack = 0.5f;
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private readonly float buffDuration = 5f;
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private float rechargeStopwatch;
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private GameObject effectPrefab;
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[ItemDefAssociation(useOnServer = true, useOnClient = false)]
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private static ItemDef GetItemDef()
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{
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return RoR2Content.Items.Phasing;
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}
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private void Start()
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{
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rechargeStopwatch = baseRechargeSeconds;
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effectPrefab = LegacyResourcesAPI.Load<GameObject>("Prefabs/Effects/ProcStealthkit");
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}
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private void FixedUpdate()
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{
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if (base.body.healthComponent.alive)
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{
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rechargeStopwatch += Time.fixedDeltaTime;
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if (base.body.healthComponent.isHealthLow && !base.body.hasCloakBuff && rechargeStopwatch >= buffDuration + baseRechargeSeconds * Mathf.Pow(rechargeReductionMultiplierPerStack, stack - 1))
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{
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base.body.AddTimedBuff(RoR2Content.Buffs.Cloak, buffDuration);
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base.body.AddTimedBuff(RoR2Content.Buffs.CloakSpeed, buffDuration);
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EffectManager.SpawnEffect(effectPrefab, new EffectData
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{
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origin = base.transform.position,
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rotation = Quaternion.identity
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}, transmit: true);
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rechargeStopwatch = 0f;
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}
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}
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}
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}
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