Added heat variation option for Performance Stats Ability to toggle radiators on/off using H key Item durability loss (Wear) is now heat dependent and incurred only when used Restricted equip/unequip to docked (inactive) entities Fixed race condition causing exceptions in database sync code
32 lines
1.2 KiB
C#
32 lines
1.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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public class ConstantLightningManager : ConstantWeaponEffectManager
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{
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public Prototype LightningPrototype;
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private Dictionary<EquippedItem, ConstantLightning> _bolts = new Dictionary<EquippedItem, ConstantLightning>();
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public override void StartFiring(WeaponData data, EquippedItem item, EntityInstance source, EntityInstance target)
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{
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var p = LightningPrototype.Instantiate<ConstantLightning>();
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p.Source = source;
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var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
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var barrel = source.GetBarrel(hp);
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p.Barrel = barrel;
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p.Damage = source.Entity.ItemManager.Evaluate(data.Damage, item);
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p.Range = source.Entity.ItemManager.Evaluate(data.Range, item);
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p.Penetration = source.Entity.ItemManager.Evaluate(data.Penetration, item);
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p.Spread = source.Entity.ItemManager.Evaluate(data.DamageSpread, item);
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p.DamageType = data.DamageType;
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_bolts.Add(item, p);
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}
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public override void StopFiring(EquippedItem item)
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{
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_bolts[item].Stop();
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_bolts.Remove(item);
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}
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}
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