Behaviors are now grouped, behaviors within a group can cancel execution of the rest of the group
44 lines
1.2 KiB
C#
44 lines
1.2 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using MessagePack;
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using Newtonsoft.Json;
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[Union(0, typeof(TowingControllerData))]
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public abstract class ControllerData : BehaviorData
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{
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[InspectableField, JsonProperty("thrustSensitivity"), Key(1)]
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public float ThrustSensitivity = 1;
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[InspectableField, JsonProperty("thrustSpecificity"), Key(2)]
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public float ThrustSpecificity = 8;
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[InspectableField, JsonProperty("turningSensitivity"), Key(3)]
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public float TurningSensitivity = 1;
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[InspectableField, JsonProperty("tangentSensitivity"), Key(4)]
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public float TangentSensitivity = 4;
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}
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// public abstract class Controller : IController
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// {
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// public abstract bool Available { get; }
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// public abstract TaskType TaskType { get; }
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// public Guid Zone { get; }
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//
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// private GameContext _context;
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// private Entity _entity;
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// private Guid _task;
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// private List<SimplifiedZoneData> _path;
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//
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// public Controller(GameContext context, Entity entity)
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// {
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//
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// }
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//
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// public void AssignTask(Guid task, List<SimplifiedZoneData> path)
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// {
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// _task = task;
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// _path = path;
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// }
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// }
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