r2mods/ilspy_dump/ror2_csproj/EntityStates.Engi.EngiWeapon/EngiTeamShield.cs

58 lines
1.3 KiB
C#

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