A mythic perk class named PerkDashRandomlyWhenHit (Featherweight). It increases player's dash count and gives a chance to automatically dash when hit, highlights the player when triggered, and provides UI strings for description and upgrades.
using System;
using Sandbox;
[Perk( Rarity.Mythic, locked: true, minUnlocksReq: 2, alwaysOfferDebug: false )]
public class PerkDashRandomlyWhenHit : Perk
{
private enum Mod { NumDashes, Chance };
static PerkDashRandomlyWhenHit()
{
Register<PerkDashRandomlyWhenHit>(
name: "Featherweight",
imagePath: "textures/icons/vector/dash_randomly_when_hit.png",
description: level => $"+{(int)GetValue( level, Mod.NumDashes )} {((int)GetValue( level, Mod.NumDashes ) > 1 ? "dashes" : "dash")}\n[-]{GetValue( level, Mod.Chance, true )}%[/-] chance to attempt\ndashing when hit",
upgradeDescription: level => GetUpgradeDescription( level )
);
}
public override void Start()
{
base.Start();
HighlightColor = new Color( 1f, 0.25f, 0.25f );
HighlightDuration = 0.6f;
HighlightOpacity = 4f;
}
public override void Refresh()
{
base.Refresh();
Player.Modify( this, PlayerStat.NumDashes, GetValue( Level, Mod.NumDashes ), ModifierType.Add );
}
private static float GetValue( int level, Mod mod, bool isPercent = false )
{
switch ( mod )
{
case Mod.NumDashes:
default:
return level;
case Mod.Chance:
return isPercent
? 25f + 25f * level
: 0.25f + 0.25f * level;
}
}
public override void OnHit( float amount, DamageType damageType, bool isSelfInflicted, Vector2 dir, float force, Enemy enemySource, EnemyType enemyType, float previousHealth )
{
base.OnHit( amount, damageType, isSelfInflicted, dir, force, enemySource, enemyType, previousHealth );
if ( damageType == DamageType.Self )
return;
if ( !Player.IsInTheAir && Player.TimeSinceDash > 0.3f && Game.Random.Float( 0f, 1f ) < GetValue( Level, Mod.Chance ) )
{
Player.Dash( dir );
Highlight();
}
}
public static string GetUpgradeDescription( int level )
{
int numPrev = (int)GetValue( level - 1, Mod.NumDashes );
int currPrev = (int)GetValue( level, Mod.NumDashes );
string str = numPrev != currPrev
? $"+{(int)GetValue( level - 1, Mod.NumDashes )}→{(int)GetValue( level, Mod.NumDashes )} dashes"
: $"+{(int)GetValue( level, Mod.NumDashes )} {((int)GetValue( level, Mod.NumDashes ) > 1 ? "dashes" : "dash")}";
return $"{str}\n[-]{GetValue( level - 1, Mod.Chance, true )}%→{GetValue( level, Mod.Chance, true )}%[/-] chance to attempt\ndashing when hit";
}
}