A player perk named Wraparound that teleports the player to the opposite side of the arena when they touch the bounds, with a cooldown and visual highlight effects. It checks player 2D position against arena bounds and calls Player.Teleport to move them, tracking cooldown via TimeSince.
using System;
using Sandbox;
[Perk( Rarity.Legendary, alwaysOfferDebug: false )]
public class PerkWrapArenaEdge : Perk
{
private enum Mod { Cooldown };
private TimeSince _timeSinceWarping;
private bool _isActive;
static PerkWrapArenaEdge()
{
Register<PerkWrapArenaEdge>(
name: "Wraparound",
imagePath: "textures/icons/vector/wrap_arena_edge.png",
description: level => $"Teleport when you touch the fence __ (cooldown: {GetValue( level, Mod.Cooldown )}s)",
upgradeDescription: level => $"Teleport when you touch the fence __ (cooldown: {GetValue( level - 1, Mod.Cooldown )}→{GetValue( level, Mod.Cooldown )}s)"
);
}
public override void Start()
{
base.Start();
ShouldUpdate = true;
_timeSinceWarping = 60f;
// todo: too annoying to teleport without expecting it?
// add a indicator circle or something
}
public override void IncreaseLevel()
{
base.IncreaseLevel();
_isActive = true;
}
public override void Refresh()
{
base.Refresh();
}
public override void Update( float dt )
{
base.Update( dt );
float cooldown = GetValue( Level, Mod.Cooldown );
if ( _isActive && !Player.IsInTheAir )
{
var pos = Player.Position2D;
var amount = 1.15f;
var minX = Manager.Instance.BOUNDS_MIN.x - Player.BoundsExpand + Player.Radius * amount;
var maxX = Manager.Instance.BOUNDS_MAX.x + Player.BoundsExpand - Player.Radius * amount;
var minY = Manager.Instance.BOUNDS_MIN.y - Player.BoundsExpand + Player.Radius * amount;
var maxY = Manager.Instance.BOUNDS_MAX.y + Player.BoundsExpand - Player.Radius * amount;
if ( pos.x > maxX && pos.y > maxY ) WarpTo( new Vector2( minX, minY ) );
else if ( pos.x > maxX && pos.y < minY ) WarpTo( new Vector2( minX, maxY ) );
else if ( pos.x < minX && pos.y > maxY ) WarpTo( new Vector2( maxX, minY ) );
else if ( pos.x < minX && pos.y < minY ) WarpTo( new Vector2( maxX, maxY ) );
else if ( pos.x > maxX ) WarpTo( new Vector2( minX, pos.y ) );
else if ( pos.x < minX ) WarpTo( new Vector2( maxX, pos.y ) );
else if ( pos.y > maxY ) WarpTo( new Vector2( pos.x, minY ) );
else if ( pos.y < minY ) WarpTo( new Vector2( pos.x, maxY ) );
}
else
{
if ( _timeSinceWarping > cooldown )
{
_isActive = true;
HighlightColor = new Color( 0.6f, 0.6f, 1f );
HighlightDuration = 0.25f;
HighlightOpacity = 1.2f;
Highlight();
}
}
DisplayText = !_isActive ? $"{MathX.CeilToInt( cooldown - _timeSinceWarping )}" : " ";
DisplayCooldown = !_isActive ? Utils.Map( _timeSinceWarping, 0f, cooldown, 1f, 0f ) : 0f;
}
private static float GetValue( int level, Mod mod, bool isPercent = false )
{
switch ( mod )
{
case Mod.Cooldown:
default:
return level == 1 ? 60f : 30f;
}
}
void WarpTo( Vector2 pos )
{
Player.Teleport( pos );
_timeSinceWarping = 0f;
_isActive = false;
HighlightColor = new Color( 0.1f, 0.2f, 1f );
HighlightDuration = 0.5f;
HighlightOpacity = 4f;
Highlight();
}
}