new-horizons/NewHorizons/Handlers/InvulnerabilityHandler.cs
2025-02-10 10:09:02 -05:00

54 lines
1.9 KiB
C#

using HarmonyLib;
using NewHorizons.Utility.OWML;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace NewHorizons.Handlers
{
[HarmonyPatch]
internal class InvulnerabilityHandler
{
private static bool _invulnerableOverride;
public static void MakeInvulnerable(bool invulnerable)
{
NHLogger.Log($"Toggling immortality: {invulnerable}");
// We're setting our own override because we want to ensure that no other mod that can set _invincible can break this for us
_invulnerableOverride = invulnerable;
var deathManager = GetDeathManager();
var resources = GetPlayerResouces();
if (invulnerable)
{
deathManager._invincible = true;
}
else
{
resources._currentHealth = 100f;
deathManager._invincible = false;
}
}
[HarmonyPrefix]
[HarmonyPatch(typeof(DeathManager), nameof(DeathManager.KillPlayer))]
[HarmonyPatch(typeof(PlayerResources), nameof(PlayerResources.ApplyInstantDamage))]
[HarmonyPatch(typeof(PlayerImpactAudio), nameof(PlayerImpactAudio.OnImpact))]
public static bool DeathManager_KillPlayer_Prefix()
{
// Base game _invincible is still overriden by high speed impacts
// We also are avoiding playing impact related effects by just skipping these methods
return !_invulnerableOverride;
}
private static DeathManager GetDeathManager() => GameObject.FindObjectOfType<DeathManager>();
private static PlayerResources GetPlayerResouces() => GameObject.FindObjectOfType<PlayerResources>();
static InvulnerabilityHandler()
{
// If the scene unloads when _invulnerableOverride is on it might not get turned off
SceneManager.sceneUnloaded += (_) => _invulnerableOverride = false;
}
}
}