/* 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 Unity.Mathematics; using static Unity.Mathematics.math; [Inspectable, RuntimeInspectable] public class ShieldData : BehaviorData { [Inspectable, LegacyPayloadKey(1), RuntimeInspectable] public PerformanceStat Efficiency = new PerformanceStat(); [Inspectable, LegacyPayloadKey(2), RuntimeInspectable] public PerformanceStat EnergyUsage = new PerformanceStat(); public override Behavior CreateInstance(EquippedItem item) { return new Shield(this, item); } public override Behavior CreateInstance(ConsumableItemEffect item) { return new Shield(this, item); } } public class Shield : Behavior, IProgressBehavior { public float Efficiency { get; private set; } public float EnergyUsage { get; private set; } private ShieldData _data; public Shield(ShieldData data, EquippedItem item) : base(data, item) { _data = data; } public Shield(ShieldData data, ConsumableItemEffect item) : base(data, item) { _data = data; } public override bool Execute(float dt) { Efficiency = Evaluate(_data.Efficiency); EnergyUsage = Evaluate(_data.EnergyUsage); return true; } public bool CanTakeHit(DamageType type, float damage) { return Entity.CanConsumeEnergy(damage * EnergyUsage); } public void TakeHit(DamageType type, float damage) { Entity.TryConsumeEnergy(damage * EnergyUsage); AddHeat(damage / Efficiency); } public virtual float Progress => Item.ThermalPerformance; }