Aetheria/Assets/Scripts/ServerShared/Behaviors/VelocityLimit.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

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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 VelocityLimitData : BehaviorData
{
[InspectableField, JsonProperty("topSpeed"), Key(1), RuntimeInspectable]
public PerformanceStat TopSpeed = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new VelocityLimit(context, this, entity, item);
}
}
[Order(100)]
public class VelocityLimit : IBehavior
{
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public float Limit { get; private set; }
public BehaviorData Data => _data;
private VelocityLimitData _data;
public VelocityLimit(ItemManager context, VelocityLimitData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
}
public void Initialize()
{
}
public bool Execute(float delta)
{
Limit = Context.Evaluate(_data.TopSpeed, Item);
if (length(Entity.Velocity) > Limit)
Entity.Velocity = normalize(Entity.Velocity) * Limit;
return true;
}
public void Remove()
{
}
}