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>
This commit is contained in:
soul 2026-10-22 04:33:20 +02:00
commit bc05417450
14 changed files with 70 additions and 66 deletions

View file

@ -173,7 +173,7 @@ public abstract class Entity
public bool HeatsinksEnabled
{
get => _heatsinksEnabled;
set
internal set
{
if (value == _heatsinksEnabled) return;
_heatsinksEnabled = value;
@ -186,7 +186,7 @@ public abstract class Entity
public EntitySettings Settings { get; }
public bool OverrideShutdown { get; set; }
public bool OverrideShutdown { get; internal set; }
// The pilot's tractor command (0..1); the Pickup behaviour spins its beam toward it.
public float TractorCommand { get; internal set; }
@ -2170,7 +2170,7 @@ public class EquippedItem : IStatContext
public ReactiveProperty<bool> ThermalOnline { get; } = new ReactiveProperty<bool>(false);
public ReactiveProperty<bool> DurabilityOnline { get; } = new ReactiveProperty<bool>(false);
public ReadOnlyReactiveProperty<bool> Online { get; }
public ReactiveProperty<bool> Enabled { get; } = new ReactiveProperty<bool>(true);
internal ReactiveProperty<bool> Enabled { get; } = new ReactiveProperty<bool>(true);
public ReadOnlyReactiveProperty<bool> Active { get; }
public ItemManager ItemManager { get; }