perks/PerkPacifistRegenHp.cs

A Perk class for a game, named "Recuperate". It tracks time since the player last killed an enemy and heals the player for a configured amount when the timer exceeds a threshold. It also updates UI display values, cooldown visuals, and plays a local heal sound effect via Manager.Instance.PlaySfxNearbyRpc.

Networking
using System;
using Sandbox;

[Perk( Rarity.Uncommon, alwaysOfferDebug: false )]
public class PerkPacifistRegenHp : Perk
{
	private enum Mod { Time, HealthRegen };

	private TimeSince _timeSince;

	// todo: show hp regen stats after not killing for long enough

	static PerkPacifistRegenHp()
	{
		Register<PerkPacifistRegenHp>(
			name: "Recuperate",
			imagePath: "textures/icons/vector/pacifist_regen_hp.png",
			description: level => $"Heal {GetValue( level, Mod.HealthRegen ).ToString( "0.#" )} hp when you\ndon't kill for {GetValue( level, Mod.Time ).ToString( "0.#" )}s",
			upgradeDescription: level => $"Heal {GetValue( level - 1, Mod.HealthRegen ).ToString( "0.#" )}→{GetValue( level, Mod.HealthRegen ).ToString( "0.#" )} hp when you\ndon't kill for {GetValue( level - 1, Mod.Time ).ToString( "0.#" )}→{GetValue( level, Mod.Time ).ToString( "0.#" )}s"
		);
	}

	public override void Start()
	{
		base.Start();

		ShouldUpdate = true;
		_timeSince = 0f;

		DisplayCooldownColor = new Color( 0.5f, 1f, 0.5f, 3f );
	}

	public override void Refresh()
	{
		base.Refresh();

	}

	public override void Update( float dt )
	{
		base.Update( dt );

		if ( _timeSince > GetValue( Level, Mod.Time ) )
		{
			if( Player.Health < Player.Stats[PlayerStat.MaxHp] )
			{
				Player.Heal( GetValue( Level, Mod.HealthRegen ) );

				Manager.Instance.PlaySfxNearbyRpc( "heal_pacifist", Player.Position2D, pitch: Game.Random.Float( 0.95f, 1.05f ), volume: 1.2f, maxDist: 400f );
			}

			_timeSince = 0f;
			DisplayCooldown = 0f;

			HighlightColor = new Color( 0.5f, 1f, 0.5f );
			HighlightDuration = 0.25f;
			HighlightOpacity = 4f;
			Highlight();
		}
		else
		{
			DisplayCooldown = Utils.Map( _timeSince, 0f, GetValue( Level, Mod.Time ), 0f, 1f );
		}

		DisplayText = $"{Math.Round( GetValue( Level, Mod.Time ) - _timeSince )}";
	}

	public override void OnKill( Enemy enemy, DamageType damageType, bool countsAsKill )
	{
		base.OnKill( enemy, damageType, countsAsKill );

		if ( !countsAsKill )
			return;

		_timeSince = 0f;

		HighlightColor = new Color( 1f, 0.3f, 0.3f );
		HighlightDuration = 0.25f;
		HighlightOpacity = 2f;
		Highlight();
	}

	private static float GetValue( int level, Mod mod, bool isPercent = false )
	{
		switch ( mod )
		{
			case Mod.Time:
			default:
				return 6.3f - 0.3f * level;
			case Mod.HealthRegen:
				return 3.9f + 1.1f * level;
		}
	}
}