Properties panel now allows nested lists with foldouts, item selection and click callbacks Properties Panel UI has a new look Refactored lambdas in control module code into methods for readability
69 lines
No EOL
2.2 KiB
C#
69 lines
No EOL
2.2 KiB
C#
using MessagePack;
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using Newtonsoft.Json;
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[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class ReactorData : BehaviorData
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{
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[InspectableField, JsonProperty("charge"), Key(1), RuntimeInspectable]
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public PerformanceStat Charge = new PerformanceStat();
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[InspectableField, JsonProperty("capacitance"), Key(2), RuntimeInspectable]
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public PerformanceStat Capacitance = new PerformanceStat();
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[InspectableField, JsonProperty("efficiency"), Key(3), RuntimeInspectable]
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public PerformanceStat Efficiency = new PerformanceStat();
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[InspectableField, JsonProperty("overload"), Key(4), RuntimeInspectable]
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public PerformanceStat OverloadEfficiency = new PerformanceStat();
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[InspectableField, JsonProperty("underload"), Key(5), RuntimeInspectable]
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public PerformanceStat ThrottlingFactor = 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 Reactor(context, this, entity, item);
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}
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}
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public class Reactor : IBehavior
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{
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private ReactorData _data;
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public Entity Entity { get; }
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public Gear Item { get; }
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public GameContext Context { get; }
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public BehaviorData Data => _data;
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public float Capacitance;
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public Reactor(GameContext context, ReactorData data, Entity entity, Gear item)
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{
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Context = context;
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_data = data;
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Entity = entity;
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Item = item;
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}
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public bool Update(float delta)
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{
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Capacitance = Context.Evaluate(_data.Capacitance, Item, Entity);
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var charge = Context.Evaluate(_data.Charge, Item, Entity) * delta;
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var efficiency = Context.Evaluate(_data.Efficiency, Item, Entity);
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Entity.AddHeat(charge / efficiency);
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Entity.Energy += charge;
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if (Entity.Energy > Capacitance)
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{
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Entity.AddHeat(-(Entity.Energy - Capacitance) / efficiency * (1 - 1 / Context.Evaluate(_data.ThrottlingFactor, Item, Entity)));
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Entity.Energy = Capacitance;
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}
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if (Entity.Energy < 0)
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{
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Entity.AddHeat( -Entity.Energy / Context.Evaluate(_data.OverloadEfficiency, Item, Entity));
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Entity.Energy = 0;
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}
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return true;
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}
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} |