things/items/LockItem.cs

An Item subclass representing a healing/lock pickup. It spawns scaled, floats/rotates, is attracted to nearby damaged players based on their stats, plays a sound, triggers a collect effect, and removes itself on pickup.

Networking
using System;
using Sandbox;

public class LockItem : Item
{
	private float _rotateTimeOffset;
	private float _personalRotateSpeed;

	public override Vector3 SpawnScale => new Vector3( 5f );
	protected override float AttractRangeFactor => 1f;
	protected override float AttractStrengthFactor => 0.8f;

	protected override void OnStart()
	{
		base.OnStart();

		Lifetime = 70f;
		ShouldCheckBounds = true;
		PushStrength = 500f;

		BaseZPos = 24f;
		WorldPosition = WorldPosition.WithZ( BaseZPos );

		if ( IsProxy )
			return;

		Deceleration = 0.92f;

		_rotateTimeOffset = Game.Random.Float( 0f, 10f );
		_personalRotateSpeed = Game.Random.Float( 3f, 5f );
	}

	protected override void OnUpdate()
	{
		base.OnUpdate();

		if ( Manager.Instance.IsGameOver )
			return;

		if ( IsProxy )
			return;

		LocalRotation = Rotation.From( new Angles( Utils.FastSin( _rotateTimeOffset + Time.Now * _personalRotateSpeed ) * 7f, 180f, 0f ) );

		foreach ( var player in Manager.Instance.AlivePlayers )
		{
			if( player.Health < player.GetSyncStat(PlayerStat.MaxHp) )
			{
				var dist_sqr = (Position2D - player.Position2D).LengthSquared;
				var req_dist_sqr = MathF.Pow( player.GetSyncStat(PlayerStat.CoinAttractRange), 2f );

				if ( dist_sqr < req_dist_sqr )
				{
					if ( (player.Position2D - Position2D).LengthSquared > Manager.TOUCH_DIST_REQUIRED_SQR )
						Velocity += (player.Position2D - Position2D).Normal * Utils.Map( dist_sqr, req_dist_sqr, 0f, 0f, 1f, EasingType.Linear ) * player.GetSyncStat(PlayerStat.CoinAttractStrength) * Time.Delta;
				}
			}
		}

		if ( !IsInTheAir )
			WorldPosition = WorldPosition.WithZ( BaseZPos + 3f + Utils.MapReturn( Utils.FastSin( _rotateTimeOffset + Time.Now * _personalRotateSpeed ), -1f, 1f, -1f, 1f, EasingType.Linear ) * 3f );
	}

	public override void Colliding( Thing other, float percent, float dt )
	{
		base.Colliding( other, percent, dt );

		if ( CantBeCollected )
			return;

		if ( other is Player player )
		{
			if ( !player.IsDead )
			{


				// todo: different sfx
				Manager.Instance.PlaySfxNearbyRpc( "heal", player.Position2D, pitch: Game.Random.Float( 1.6f, 1.7f ), volume: 1.1f, maxDist: 350f );

				player.CollectItemEffect();

				Remove();
			}
		}
	}
}