Aetheria/Assets/Scripts/ServerShared/Behaviors/Cooldown.cs
2026-10-23 06:09:14 +02:00

64 lines
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1.7 KiB
C#

/* 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);
}
}