status/ShieldStatus.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Sandbox;
[Status(5, 0, 1f, 0, false )]
public class ShieldStatus : Status
{
public bool IsShielded;
private float _timer;
public ShieldStatus()
{
Title = "Shield";
IconPath = "textures/icons/shield.png";
}
public override void Init(Player player)
{
base.Init(player);
GainShield();
ShouldUpdate = true;
}
public override void Refresh()
{
Description = GetDescription(Level);
GainShield();
}
public override void Update(float dt)
{
base.Update(dt);
if (!IsShielded)
{
DataString = Math.Ceiling( GetTimeForLevel( Level ) - _timer).ToString();
_timer += dt;
if (_timer > GetTimeForLevel(Level))
{
GainShield();
}
}
}
public void GainShield()
{
if(!IsShielded)
{
IsShielded = true;
Player.CreateShieldVfx();
_timer = 0f;
Manager.Instance.PlaySfxNearby( "shield_gain", Player.Position2D, pitch: Game.Random.Float(1.2f, 1.25f), volume: 0.5f, maxDist: 7.5f);
Player.ForEachStatus( status => status.OnGainShield() );
DataString = "";
}
}
public void LoseShield()
{
if(IsShielded)
{
IsShielded = false;
Player.RemoveShieldVfx();
Manager.Instance.PlaySfxNearby("shield_break", Player.Position2D, pitch: Game.Random.Float(0.95f, 1.05f), volume: 1f, maxDist: 7.5f);
Player.ForEachStatus( status => status.OnLoseShield() );
}
}
public override string GetDescription(int newLevel)
{
return string.Format("Gain a shield that prevents a single hit and recharges in {0}s", GetTimeForLevel(Level));
}
public override string GetUpgradeDescription(int newLevel)
{
return newLevel > 1 ? string.Format("Gain a shield that prevents a single hit and recharges in {0}s→{1}s", GetTimeForLevel(newLevel - 1), GetTimeForLevel(newLevel)) : GetDescription(newLevel);
}
public float GetTimeForLevel(int level)
{
return 19 - level * 3 - (level == 5 ? 1 : 0);
}
public override void Remove()
{
base.Remove();
Player.RemoveShieldVfx();
}
}