Aetheria/Assets/Scripts/ServerShared/Behaviors/Cooldown.cs

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using System;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(-10), RuntimeInspectable]
public class CooldownData : BehaviorData
{
[InspectableField, JsonProperty("cooldown"), Key(1), RuntimeInspectable]
public PerformanceStat Cooldown = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Cooldown(context, this, entity, item);
}
}
public class Cooldown : IBehavior, IAlwaysUpdatedBehavior
{
private CooldownData _data;
public BehaviorData Data => _data;
private Entity Entity { get; }
private EquippedItem Item { get; }
private ItemManager Context { get; }
private float _cooldown; // Normalized
public Cooldown(ItemManager context, CooldownData data, Entity entity, EquippedItem item)
{
_data = data;
Entity = entity;
Item = item;
Context = context;
}
public bool Update(float delta)
{
if (_cooldown < 0)
{
_cooldown = 1;
return true;
}
return false;
}
public void AlwaysUpdate(float delta)
{
_cooldown -= delta / Context.Evaluate(_data.Cooldown, Item.EquippableItem, Entity);
}
}