refactor + lessen stamina usage
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@ -16,6 +16,17 @@ public class DisableStaminaRegenEffect : CustomPlayerEffect, IStaminaModifier
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public override EffectClassification Classification => EffectClassification.Negative;
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}
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public class BloodFueledStaminaEffect : CustomPlayerEffect, IStaminaModifier
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{
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public bool StaminaModifierActive => IsEnabled;
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public float StaminaUsageMultiplier => 0.1f;
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public float StaminaRegenMultiplier => 1;
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public bool SprintingDisabled => false;
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public override EffectClassification Classification => EffectClassification.Negative;
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}
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public class BloodFueledManager
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{
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private readonly CustomClasses _plugin;
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@ -30,16 +30,24 @@ public abstract class CustomPlayerEffect : StatusEffectBase
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_isLoaded = true;
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var playerEffects = NetworkManager.singleton.playerPrefab.GetComponent<ReferenceHub>().playerEffectsController.effectsGameObject.transform;
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var type = typeof(DisableStaminaRegenEffect);
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if (!typeof(StatusEffectBase).IsAssignableFrom(type))
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{
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Logger.Error($"[CustomPlayerEffect.Initialize] {type.FullName} is not a valid StatusEffectBase and thus could not be registered!");
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return;
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}
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Type[] toLoad =
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[
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typeof(DisableStaminaRegenEffect),
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typeof(BloodFueledStaminaEffect)
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];
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// register effect into prefab
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new GameObject(type.Name, type).transform.parent = playerEffects;
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var playerEffects = NetworkManager.singleton.playerPrefab.GetComponent<ReferenceHub>().playerEffectsController.effectsGameObject.transform;
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foreach (var type in toLoad)
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{
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if (!typeof(StatusEffectBase).IsAssignableFrom(type))
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{
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Logger.Error($"[CustomPlayerEffect.Initialize] {type.FullName} is not a valid StatusEffectBase and thus could not be registered!");
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return;
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}
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// register effect into prefab
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new GameObject(type.Name, type).transform.parent = playerEffects;
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}
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};
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}
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}
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