A Perk class for a game that periodically stuns the player. It tracks time since last stun, updates a UI display (cooldown, text, icon) and triggers a 2s stun with visual/audio feedback when the cooldown elapses.
using Sandbox;
using System;
using System.Numerics;
using System.Reflection;
using static Sandbox.VertexLayout;
[Perk( Rarity.Unique, curse: true, alwaysOfferDebug: false )]
public class CurseStunTimer : Perk
{
private enum Mod { Cooldown };
private TimeSince _timeSinceStunned;
static CurseStunTimer()
{
Register<CurseStunTimer>(
name: "Recurring Paralysis",
imagePath: "textures/icons/vector/curse_stun_timer.png",
description: level => $"Every [-]{GetValue( level, Mod.Cooldown )}s[/-], get stunned for 2s"
);
}
public override void Start()
{
base.Start();
DisplayCooldownColor = new Color( 0.8f, 0.5f, 0.5f, 0.6f );
ShouldUpdate = true;
_timeSinceStunned = 0f;
}
public override void Refresh()
{
base.Refresh();
}
public override void Update( float dt )
{
base.Update( dt );
DisplayCooldown = Utils.Map( _timeSinceStunned, 0f, GetValue( Level, Mod.Cooldown ), 0f, 1f );
DisplayText = $"{MathX.CeilToInt( GetValue( Level, Mod.Cooldown ) - _timeSinceStunned )}";
if ( Player.IsInvincible || Player.IsStunned )
return;
if ( _timeSinceStunned > GetValue( Level, Mod.Cooldown ) )
{
_timeSinceStunned = 0f;
DisplayCooldown = 0f;
if ( !Player.IsDead )
{
Player.Stun( null, null, 2f );
HighlightColor = new Color( 1f, 0.25f, 0.3f );
HighlightDuration = 0.5f;
HighlightOpacity = 4f;
Highlight();
IconScale = Game.Random.Float( 1.2f, 1.3f );
IconAngleOffset = Game.Random.Float( 10f, 20f ) * (Game.Random.Int( 0, 1 ) == 0 ? -1f : 1f);
Manager.Instance.PlaySfxNearbyRpc( "fear", Player.Position2D, pitch: Game.Random.Float( 5.35f, 5.55f ), volume: 0.5f, maxDist: 350f );
}
}
}
private static float GetValue( int level, Mod mod, bool isPercent = false )
{
switch ( mod )
{
case Mod.Cooldown:
default:
return 30f;
}
}
}