status/CurseHurtLoseMaxHp.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Sandbox;
using static Sandbox.VertexLayout;
[Status(4, 0, 0.9f, 0, true )]
public class CurseHurtLoseMaxHp : Status
{
private float _totalMaxHpLost;
public CurseHurtLoseMaxHp()
{
Title = "Crippling Injuries";
IconPath = "textures/icons/curse_hurt_lose_hp.png";
}
public override void Init( Player player )
{
base.Init(player);
}
public override void Refresh()
{
Description = GetDescription(Level);
}
public override string GetDescription(int newLevel)
{
return string.Format("When you're hurt for at least {0} dmg, lose 1 max HP", (int)GetThresholdForLevel( Level));
}
public override string GetUpgradeDescription(int newLevel)
{
return newLevel > 1 ? string.Format( "When you're hurt for at least {0}→{1} dmg, lose 1 max HP", (int)GetThresholdForLevel( newLevel - 1), (int)GetThresholdForLevel( newLevel)) : GetDescription(newLevel);
}
public override void OnHurt(float amount)
{
if ( amount >= GetThresholdForLevel(Level) )
{
_totalMaxHpLost += 1;
Player.Modify( this, PlayerStat.MaxHp, -_totalMaxHpLost, ModifierType.Add );
if ( Player.Health > Player.Stats[PlayerStat.MaxHp] )
Player.Health = Player.Stats[PlayerStat.MaxHp];
//Manager.Instance.SpawnFloaterParticle( Player.Position2D + new Vector2( 0f, 0.2f ), $"-{GetAmountForLevel( Level )} MAX HP", new Color( 1f, 0.4f, 0.4f ) );
}
}
public float GetThresholdForLevel( int level )
{
switch(level)
{
case 1: default: return 15;
case 2: return 10;
case 3: return 5;
case 4: return 1;
}
}
}