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).
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;
}
}