/* 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/. */ using System; using System.Linq; using MessagePack; using Newtonsoft.Json; using CultMath; using static CultMath.math; [Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable] public class CooldownData : BehaviorData { [Inspectable, JsonProperty("cooldown"), Key(1), RuntimeInspectable] public PerformanceStat Cooldown = new PerformanceStat(); public override Behavior CreateInstance(EquippedItem item) { return new Cooldown(this, item); } public override Behavior CreateInstance(ConsumableItemEffect item) { return new Cooldown(this, item); } } public class Cooldown : Behavior, IAlwaysUpdatedBehavior, IProgressBehavior { private CooldownData _data; private float _cooldown; // Normalized public float Progress => saturate(_cooldown); public Cooldown(CooldownData data, EquippedItem item) : base(data, item) { _data = data; } public Cooldown(CooldownData data, ConsumableItemEffect item) : base(data, item) { _data = data; } public override bool Execute(float dt) { if (_cooldown < 0) { _cooldown += 1; return true; } return false; } public void Update(float delta) { // A finished timer keeps what the last step overshot, at most one step, so the restart in Execute is exact. var step = delta / Evaluate(_data.Cooldown); _cooldown = max(_cooldown - step, -step); } }