Aetheria/Assets/Scripts/ServerShared/Behaviors/Radiator.cs
hyperion51 8cd4ea3dc5 Massive Item Behavior Refactoring
Item behaviors are now separated into more granular units, allowing designers to create more interesting items by combining behaviors
2020-05-12 01:42:13 +01:00

43 lines
No EOL
1.2 KiB
C#

using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class RadiatorData : BehaviorData
{
[InspectableField, JsonProperty("emissivity"), Key(1)]
public PerformanceStat Emissivity = new PerformanceStat();
public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
{
return new Radiator(context, this, entity, item);
}
}
public class Radiator : IBehavior
{
public Entity Entity { get; }
public Gear Item { get; }
public GameContext Context { get; }
public BehaviorData Data => _data;
private RadiatorData _data;
public Radiator(GameContext context, RadiatorData data, Entity entity, Gear item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
}
public bool Update(float delta)
{
var rad = pow(Entity.Temperature, Context.GlobalData.HeatRadiationPower) * Context.GlobalData.HeatRadiationMultiplier;
Entity.Temperature -= rad * delta;
Entity.VisibilitySources[this] = rad;
return true;
}
}