Aetheria/Assets/Scripts/Gameplay/Weapons/ConstantParticleWeaponManager.cs
Reinier Vens 4b10923448 Heat Performance Curves + Wear & Tear
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
2021-03-04 03:58:46 +00:00

33 lines
1.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConstantParticleWeaponManager : ConstantWeaponEffectManager
{
public Prototype WeaponPrototype;
private Dictionary<EquippedItem, ConstantParticleWeapon> _weapons = new Dictionary<EquippedItem, ConstantParticleWeapon>();
public override void StartFiring(WeaponData data, EquippedItem item, EntityInstance source, EntityInstance target)
{
var p = WeaponPrototype.Instantiate<ConstantParticleWeapon>();
p.Source = source;
p.Target = target;
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
var barrel = source.GetBarrel(hp);
var t = p.transform;
t.SetParent(barrel);
t.forward = barrel.forward;
t.position = barrel.position;
p.Damage = source.Entity.ItemManager.Evaluate(data.Damage, item);
p.DamageType = data.DamageType;
_weapons.Add(item, p);
p.Initialize();
}
public override void StopFiring(EquippedItem item)
{
_weapons[item].Stop();
_weapons.Remove(item);
}
}