Item behaviors are now separated into more granular units, allowing designers to create more interesting items by combining behaviors
63 lines
No EOL
2.4 KiB
C#
63 lines
No EOL
2.4 KiB
C#
using MessagePack;
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using Newtonsoft.Json;
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class ProjectileWeaponData : WeaponData
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{
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[InspectablePrefab, JsonProperty("bullet"), Key(6)]
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public string BulletPrefab;
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[InspectableField, JsonProperty("spread"), Key(7)]
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public PerformanceStat Spread = new PerformanceStat();
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[InspectableField, JsonProperty("bulletInherit"), Key(8)]
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public float Inherit;
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[InspectableField, JsonProperty("bulletVelocity"), Key(9)]
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public PerformanceStat Velocity = new PerformanceStat();
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public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
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{
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return new ProjectileWeapon(context, this, entity, item);
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}
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}
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public class ProjectileWeapon : IBehavior
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{
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private ProjectileWeaponData _data;
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private Entity Entity { get; }
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private Gear Item { get; }
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private GameContext Context { get; }
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public BehaviorData Data => _data;
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public ProjectileWeapon(GameContext context, ProjectileWeaponData c, Entity entity, Gear item)
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{
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Context = context;
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_data = c;
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Entity = entity;
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Item = item;
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}
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// private void Fire()
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// {
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// Hardpoint.Temperature += _projectileWeapon.Heat.Evaluate(Hardpoint) / Hardpoint.HeatCapacity;
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// var inst = GameObject.Instantiate(_projectileWeapon.BulletPrefab).transform;
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// Physics.IgnoreCollision(Hardpoint.Ship.Ship.GetComponent<Collider>(), inst.GetComponent<Collider>());
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// var bullet = inst.GetComponent<Bullet>();
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// bullet.Target = Hardpoint.Ship.Ship.Target;
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// bullet.Source = Hardpoint.Ship.Ship.Hitpoints;
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// bullet.Lifetime = _projectileWeapon.Range.Evaluate(Hardpoint) / _projectileWeapon.Velocity.Evaluate(Hardpoint);
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// bullet.Damage = _projectileWeapon.Damage.Evaluate(Hardpoint);
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// inst.position = Hardpoint.Proxy.position;
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// inst.rotation = Hardpoint.Proxy.rotation;
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// inst.GetComponent<Rigidbody>().velocity = _projectileWeapon.Velocity.Evaluate(Hardpoint) * Vector3.RotateTowards(-inst.forward, Hardpoint.Ship.Ship.Direction, _projectileWeapon.Deflection * Mathf.Deg2Rad, 1);
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// Hardpoint.Ship.Ship.AudioSource.PlayOneShot(_projectileWeapon.Sounds.RandomElement());
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// Debug.Log($"Firing bullet {b}");
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// }
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public bool Update(float delta)
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{
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return true;
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}
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} |