things/orbiters/OrbiterShieldEnemy.cs

A game entity class OrbiterShieldEnemy derived from Orbiter. It implements a shield orbiter that orbits a unit, shows active/inactive visual alpha and scale, recharges after blocking, and spawns a reflected projectile when Block is called (broadcast RPC).

NetworkingHttp Calls
using System;
using System.Net.WebSockets;
using Sandbox;

public class OrbiterShieldEnemy : Orbiter
{
	[Sync] public bool IsActive { get; set; }
	public float RechargeTime { get; set; }
	private TimeSince _timeSinceBlock;
	public int ShieldNum { get; set; }

	private float _lastAlpha;

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

		if ( IsProxy )
			return;

		IsActive = true;
		RechargeTime = 0.25f;

		_lastAlpha = -1f;
	}

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

		//var sphereCollider = Collider as SphereCollider;
		//Gizmo.Draw.Color = Color.White;
		//Gizmo.Draw.Text( $"{sphereCollider.Radius}", new global::Transform( WorldPosition ) );

		float alpha = IsActive ? 1f : 0.3f;

		if ( alpha != _lastAlpha )
		{
			Model.Tint = Model.Tint.WithAlpha( alpha );
			_lastAlpha = alpha;
		}

		if ( IsProxy )
			return;

		if ( !OrbitedUnit.IsValid() || OrbitedUnit.IsDying )
			return;

		if ( !IsActive )
		{
			if ( _timeSinceBlock > RechargeTime )
			{
				IsActive = true;
				WorldScale = new Vector3( 1f );
			}
			else
			{
				WorldScale = new Vector3( Utils.Map( _timeSinceBlock, 0f, 0.375f, 0.5f, 1f, EasingType.Linear ) );
			}
		}

		WorldRotation = Rotation.LookAt( Position2D - OrbitedUnit.Position2D );

		OrbitDistance = OrbitedUnit.Radius + 2f;
	}

	protected override float GetZPos()
	{
		return OrbitedUnit.WorldPosition.z + 45f;
	}

	[Rpc.Broadcast]
	public void Block( Vector2 hitPos )
	{
		//Manager.Instance.PlaySfxNearbyRpc( "bullet.impact", Position2D, pitch: Game.Random.Float( 0.9f, 1f ), volume: 1.15f, maxDist: 300f );
		Manager.Instance.PlaySfxNearbyRpc( "metal_hit", Position2D, pitch: Game.Random.Float( 1.3f, 1.4f ), volume: 1.15f, maxDist: 300f );

		if ( IsProxy )
			return;

		var pos = Position2D;
		var dir = Utils.RotateVector( (hitPos - OrbitedUnit.Position2D).Normal, Game.Random.Float( -15f, 15f ) );
		var enemyType = OrbitedUnit.IsValid() && OrbitedUnit is Enemy enemy ? enemy.EnemyType : EnemyType.None;
		Manager.Instance.SpawnEnemyProjectile( pos, dir, shooter: OrbitedUnit as Enemy, enemyType, startVel: Game.Random.Float( 150f, 300f ), zPos: WorldPosition.z, lifetimeModifier: 0.35f );

		WorldScale = new Vector3( 0.5f );
		IsActive = false;
		_timeSinceBlock = 0f;
	}
}