r2mods/ilspy_dump/ror2_csproj/RoR2/ShrineHealingBehavior.cs

143 lines
3.5 KiB
C#

using System;
using RoR2.Networking;
using UnityEngine;
using UnityEngine.Networking;
namespace RoR2;
[RequireComponent(typeof(PurchaseInteraction))]
public class ShrineHealingBehavior : ShrineBehavior
{
public GameObject wardPrefab;
private GameObject wardInstance;
public float baseRadius;
public float radiusBonusPerPurchase;
public int maxPurchaseCount;
public float costMultiplierPerPurchase;
public Transform symbolTransform;
private PurchaseInteraction purchaseInteraction;
private float refreshTimer;
private const float refreshDuration = 2f;
private bool waitingForRefresh;
private HealingWard healingWard;
public int purchaseCount { get; private set; }
public static event Action<ShrineHealingBehavior, Interactor> onActivated;
public override int GetNetworkChannel()
{
return QosChannelIndex.defaultReliable.intVal;
}
private void Awake()
{
purchaseInteraction = GetComponent<PurchaseInteraction>();
}
public void FixedUpdate()
{
if (waitingForRefresh)
{
refreshTimer -= Time.fixedDeltaTime;
if (refreshTimer <= 0f && purchaseCount < maxPurchaseCount)
{
purchaseInteraction.SetAvailable(newAvailable: true);
purchaseInteraction.Networkcost = (int)((float)purchaseInteraction.cost * costMultiplierPerPurchase);
waitingForRefresh = false;
}
}
}
[Server]
private void SetWardEnabled(bool enableWard)
{
if (!NetworkServer.active)
{
Debug.LogWarning("[Server] function 'System.Void RoR2.ShrineHealingBehavior::SetWardEnabled(System.Boolean)' called on client");
}
else if (enableWard != (bool)wardInstance)
{
if (enableWard)
{
wardInstance = UnityEngine.Object.Instantiate(wardPrefab, base.transform.position, base.transform.rotation);
wardInstance.GetComponent<TeamFilter>().teamIndex = TeamIndex.Player;
healingWard = wardInstance.GetComponent<HealingWard>();
NetworkServer.Spawn(wardInstance);
}
else
{
UnityEngine.Object.Destroy(wardInstance);
wardInstance = null;
healingWard = null;
}
}
}
[Server]
public void AddShrineStack(Interactor activator)
{
if (!NetworkServer.active)
{
Debug.LogWarning("[Server] function 'System.Void RoR2.ShrineHealingBehavior::AddShrineStack(RoR2.Interactor)' called on client");
return;
}
SetWardEnabled(enableWard: true);
Chat.SendBroadcastChat(new Chat.SubjectFormatChatMessage
{
subjectAsCharacterBody = activator.gameObject.GetComponent<CharacterBody>(),
baseToken = "SHRINE_HEALING_USE_MESSAGE"
});
waitingForRefresh = true;
purchaseCount++;
float networkradius = baseRadius + radiusBonusPerPurchase * (float)(purchaseCount - 1);
healingWard.Networkradius = networkradius;
refreshTimer = 2f;
EffectManager.SpawnEffect(LegacyResourcesAPI.Load<GameObject>("Prefabs/Effects/ShrineUseEffect"), new EffectData
{
origin = base.transform.position,
rotation = Quaternion.identity,
scale = 1f,
color = Color.green
}, transmit: true);
if (purchaseCount >= maxPurchaseCount)
{
symbolTransform.gameObject.SetActive(value: false);
CallRpcSetPingable(value: false);
}
ShrineHealingBehavior.onActivated?.Invoke(this, activator);
}
private void UNetVersion()
{
}
public override bool OnSerialize(NetworkWriter writer, bool forceAll)
{
bool flag = base.OnSerialize(writer, forceAll);
bool flag2 = default(bool);
return flag2 || flag;
}
public override void OnDeserialize(NetworkReader reader, bool initialState)
{
base.OnDeserialize(reader, initialState);
}
public override void PreStartClient()
{
base.PreStartClient();
}
}