44 lines
1.1 KiB
C#
44 lines
1.1 KiB
C#
using UnityEngine;
|
|
using UnityEngine.Networking;
|
|
|
|
namespace RoR2;
|
|
|
|
public class HealthPickup : MonoBehaviour
|
|
{
|
|
[Tooltip("The base object to destroy when this pickup is consumed.")]
|
|
public GameObject baseObject;
|
|
|
|
[Tooltip("The team filter object which determines who can pick up this pack.")]
|
|
public TeamFilter teamFilter;
|
|
|
|
public GameObject pickupEffect;
|
|
|
|
public float flatHealing;
|
|
|
|
public float fractionalHealing;
|
|
|
|
private bool alive = true;
|
|
|
|
private void OnTriggerStay(Collider other)
|
|
{
|
|
if (!NetworkServer.active || !alive || TeamComponent.GetObjectTeam(other.gameObject) != teamFilter.teamIndex)
|
|
{
|
|
return;
|
|
}
|
|
CharacterBody component = other.GetComponent<CharacterBody>();
|
|
if ((bool)component)
|
|
{
|
|
HealthComponent healthComponent = component.healthComponent;
|
|
if ((bool)healthComponent)
|
|
{
|
|
component.healthComponent.Heal(flatHealing + healthComponent.fullHealth * fractionalHealing, default(ProcChainMask));
|
|
EffectManager.SpawnEffect(pickupEffect, new EffectData
|
|
{
|
|
origin = base.transform.position
|
|
}, transmit: true);
|
|
}
|
|
Object.Destroy(baseObject);
|
|
}
|
|
}
|
|
}
|