2025-07-12 23:02:07 +02:00

53 lines
1.5 KiB
C#

using CustomPlayerEffects;
using LabApi.Features.Wrappers;
using Mirror;
using UnityEngine;
using UnityEngine.SceneManagement;
using Logger = LabApi.Features.Console.Logger;
namespace CustomClasses;
public abstract class CustomPlayerEffect : StatusEffectBase
{
private static bool _isLoaded;
public Player Owner { get; private set; } = null!;
protected override void Start()
{
Owner = Player.Get(Hub);
base.Start();
}
public override string ToString() => $"{GetType().Name}: Owner ({Owner}) - Intensity ({Intensity}) - Duration {Duration}";
internal static void Initialize()
{
SceneManager.sceneLoaded += (_, _) =>
{
if (_isLoaded)
return;
_isLoaded = true;
Type[] toLoad =
[
typeof(DisableStaminaRegenEffect),
typeof(BloodFueledStaminaEffect)
];
var playerEffects = NetworkManager.singleton.playerPrefab.GetComponent<ReferenceHub>().playerEffectsController.effectsGameObject.transform;
foreach (var type in toLoad)
{
if (!typeof(StatusEffectBase).IsAssignableFrom(type))
{
Logger.Error($"[CustomPlayerEffect.Initialize] {type.FullName} is not a valid StatusEffectBase and thus could not be registered!");
return;
}
// register effect into prefab
new GameObject(type.Name, type).transform.parent = playerEffects;
}
};
}
}