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

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
using System.Collections.Generic;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
[Union(0, typeof(ProjectileWeaponData)),
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Union(1, typeof(LauncherData)),
Union(2, typeof(ConstantWeaponData)), RuntimeInspectable]
public abstract class WeaponData : BehaviorData
{
[InspectableField, JsonProperty("damageType"), Key(1), RuntimeInspectable]
public DamageType DamageType;
[InspectableField, JsonProperty("damage"), Key(2), RuntimeInspectable]
public PerformanceStat Damage = new PerformanceStat();
[RangedFloatInspectable(0,1), JsonProperty("penetration"), Key(3), RuntimeInspectable]
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public PerformanceStat Penetration = new PerformanceStat();
[RangedFloatInspectable(0,1), JsonProperty("damageSpread"), Key(4)]
public PerformanceStat DamageSpread = new PerformanceStat();
[InspectableField, JsonProperty("range"), Key(5), RuntimeInspectable]
public PerformanceStat Range = new PerformanceStat();
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[InspectablePrefab, JsonProperty("effect"), Key(6)]
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public string EffectPrefab;
[InspectablePrefab, JsonProperty("energy"), Key(7), RuntimeInspectable]
public PerformanceStat Energy = new PerformanceStat();
[InspectablePrefab, JsonProperty("heat"), Key(8), RuntimeInspectable]
public PerformanceStat Heat = new PerformanceStat();
[InspectablePrefab, JsonProperty("visibility"), Key(9), RuntimeInspectable]
public PerformanceStat Visibility = new PerformanceStat();
[InspectableDatabaseLink(typeof(SimpleCommodityData)), JsonProperty("ammo"), Key(10), RuntimeInspectable]
public Guid AmmoType;
[InspectablePrefab, JsonProperty("magSize"), Key(11)]
public int MagazineSize;
[InspectablePrefab, JsonProperty("reloadTime"), Key(12)]
public float ReloadTime = 1;
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}
public abstract class Weapon : IActivatedBehavior
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{
private WeaponData _data;
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public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public abstract int Ammo { get; }
public WeaponData WeaponData => _data;
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public BehaviorData Data => _data;
protected bool _firing;
public bool Firing
{
get => _firing;
}
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public Weapon(ItemManager context, WeaponData data, Entity entity, EquippedItem item)
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{
Context = context;
Entity = entity;
Item = item;
_data = data;
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}
public abstract bool Execute(float delta);
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public virtual void Activate()
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{
_firing = true;
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}
public virtual void Deactivate()
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{
_firing = false;
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}
}