Command seam fixes: the player's switches, ping and stance flips are PilotCommand presses; triggers, switches and ping are internal
ActivatedBehavior replaces IActivatedBehavior so Activate/Deactivate can be internal under Unity's C# 9. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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14 changed files with 70 additions and 66 deletions
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@ -173,7 +173,7 @@ public abstract class Entity
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public bool HeatsinksEnabled
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{
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get => _heatsinksEnabled;
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set
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internal set
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{
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if (value == _heatsinksEnabled) return;
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_heatsinksEnabled = value;
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@ -186,7 +186,7 @@ public abstract class Entity
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public EntitySettings Settings { get; }
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public bool OverrideShutdown { get; set; }
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public bool OverrideShutdown { get; internal set; }
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// The pilot's tractor command (0..1); the Pickup behaviour spins its beam toward it.
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public float TractorCommand { get; internal set; }
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@ -2170,7 +2170,7 @@ public class EquippedItem : IStatContext
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public ReactiveProperty<bool> ThermalOnline { get; } = new ReactiveProperty<bool>(false);
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public ReactiveProperty<bool> DurabilityOnline { get; } = new ReactiveProperty<bool>(false);
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public ReadOnlyReactiveProperty<bool> Online { get; }
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public ReactiveProperty<bool> Enabled { get; } = new ReactiveProperty<bool>(true);
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internal ReactiveProperty<bool> Enabled { get; } = new ReactiveProperty<bool>(true);
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public ReadOnlyReactiveProperty<bool> Active { get; }
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public ItemManager ItemManager { get; }
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