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)
63 lines
No EOL
1.9 KiB
C#
63 lines
No EOL
1.9 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class ShieldData : BehaviorData
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{
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[InspectableField, JsonProperty("efficiency"), Key(1), RuntimeInspectable]
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public PerformanceStat Efficiency = new PerformanceStat();
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[InspectableField, JsonProperty("energy"), Key(2), RuntimeInspectable]
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public PerformanceStat EnergyUsage = new PerformanceStat();
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new Shield(context, this, entity, item);
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}
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}
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public class Shield : IBehavior
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{
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public Entity Entity { get; }
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public EquippedItem Item { get; }
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public ItemManager Context { get; }
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public float Efficiency { get; private set; }
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public float EnergyUsage { get; private set; }
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public BehaviorData Data => _data;
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private ShieldData _data;
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public Shield(ItemManager context, ShieldData data, Entity entity, EquippedItem item)
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{
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Context = context;
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_data = data;
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Entity = entity;
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Item = item;
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}
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public bool Execute(float delta)
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{
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Efficiency = Context.Evaluate(_data.Efficiency, Item);
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EnergyUsage = Context.Evaluate(_data.EnergyUsage, Item);
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return true;
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}
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public bool CanTakeHit(DamageType type, float damage)
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{
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return Entity.CanConsumeEnergy(damage * EnergyUsage);
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}
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public void TakeHit(DamageType type, float damage)
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{
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Entity.TryConsumeEnergy(damage * EnergyUsage);
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Item.AddHeat(damage / Efficiency);
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}
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} |