Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/GodModeAction.cs
2024-04-24 18:09:05 +03:00

58 lines
2.0 KiB
C#

namespace Barotrauma
{
/// <summary>
/// Makes a specific character invulnerable to damage and unable to die.
/// </summary>
class GodModeAction : EventAction
{
[Serialize(true, IsPropertySaveable.Yes, description: "Should the godmode be enabled or disabled?")]
public bool Enabled { get; set; }
[Serialize(false, IsPropertySaveable.Yes, description: "Should the character's active afflictions be updated (e.g. applying visual effects of the afflictions)")]
public bool UpdateAfflictions { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the character whose godmode to enable/disable.")]
public Identifier TargetTag { get; set; }
public GodModeAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
private bool isFinished = false;
public override bool IsFinished(ref string goTo)
{
return isFinished;
}
public override void Reset()
{
isFinished = false;
}
public override void Update(float deltaTime)
{
if (isFinished) { return; }
var targets = ParentEvent.GetTargets(TargetTag);
foreach (var target in targets)
{
if (target != null && target is Character character)
{
if (UpdateAfflictions)
{
character.CharacterHealth.Unkillable = Enabled;
}
else
{
character.GodMode = Enabled;
}
}
}
isFinished = true;
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(GodModeAction)} -> (TargetTag: {TargetTag.ColorizeObject()}, " +
(Enabled ? "Enable godmode" : "Disable godmode");
}
}
}