Aetheria/Assets/Scripts/ServerShared/Behaviors/Shield.cs
Reinier Vens 8920b48977 Shielding
Shield behavior now provides protection from damage at the expense of heat and energy usage
Weapon scripts check for the presence of a shield when detecting collisions (TODO: TEST ALL WEAPON TYPES)
Shields can be toggled on/off (G key)
Database cache now included in repo (saves some confusion)
2021-03-06 01:04:26 +00:00

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1.9 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class ShieldData : BehaviorData
{
[InspectableField, JsonProperty("efficiency"), Key(1), RuntimeInspectable]
public PerformanceStat Efficiency = new PerformanceStat();
[InspectableField, JsonProperty("energy"), Key(2), RuntimeInspectable]
public PerformanceStat EnergyUsage = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Shield(context, this, entity, item);
}
}
public class Shield : IBehavior
{
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public float Efficiency { get; private set; }
public float EnergyUsage { get; private set; }
public BehaviorData Data => _data;
private ShieldData _data;
public Shield(ItemManager context, ShieldData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
}
public bool Execute(float delta)
{
Efficiency = Context.Evaluate(_data.Efficiency, Item);
EnergyUsage = Context.Evaluate(_data.EnergyUsage, Item);
return true;
}
public bool CanTakeHit(DamageType type, float damage)
{
return Entity.CanConsumeEnergy(damage * EnergyUsage);
}
public void TakeHit(DamageType type, float damage)
{
Entity.TryConsumeEnergy(damage * EnergyUsage);
Item.AddHeat(damage / Efficiency);
}
}