51 lines
1.4 KiB
C#
51 lines
1.4 KiB
C#
using UnityEngine;
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namespace RoR2.Items;
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public class WarCryOnCombatBodyBehavior : BaseItemBodyBehavior
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{
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private static readonly float warCryChargeDuration = 30f;
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private float warCryTimer;
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private GameObject warCryAuraController;
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private bool wasOutOfCombat;
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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 JunkContent.Items.WarCryOnCombat;
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}
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private void OnEnable()
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{
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warCryTimer = warCryChargeDuration;
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}
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private void FixedUpdate()
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{
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warCryTimer -= Time.fixedDeltaTime;
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if (warCryTimer <= 0f && !base.body.outOfCombat && wasOutOfCombat)
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{
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warCryTimer = warCryChargeDuration;
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ActivateWarCryAura(stack);
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}
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wasOutOfCombat = base.body.outOfCombat;
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}
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private void ActivateWarCryAura(int stacks)
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{
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if ((bool)warCryAuraController)
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{
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Object.Destroy(warCryAuraController);
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}
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warCryAuraController = Object.Instantiate(LegacyResourcesAPI.Load<GameObject>("Prefabs/NetworkedObjects/WarCryAura"), base.transform.position, base.transform.rotation, base.transform);
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warCryAuraController.GetComponent<TeamFilter>().teamIndex = base.body.teamComponent.teamIndex;
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BuffWard component = warCryAuraController.GetComponent<BuffWard>();
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component.expireDuration = 2f + 4f * (float)stacks;
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component.Networkradius = 8f + 4f * (float)stacks;
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warCryAuraController.GetComponent<NetworkedBodyAttachment>().AttachToGameObjectAndSpawn(base.gameObject);
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}
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}
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