Aetheria/Assets/Scripts/ServerShared/Behaviors/Visibility.cs
Reinier Vens 357f9db329 Weapon Scripting Overhaul
Weapons are now monolithic behaviors
Various new weapon behavior types implemented
All weapons have optional magazine and reload mechanic
Visibility now decays globally
2021-01-25 05:53:36 +00:00

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No EOL
1.8 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 System;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class VisibilityData : BehaviorData
{
[InspectableField, JsonProperty("visibility"), Key(1), RuntimeInspectable]
public PerformanceStat Visibility = new PerformanceStat();
[InspectableField, JsonProperty("visibilityDecay"), Key(2)]
public PerformanceStat VisibilityDecay = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Visibility(context, this, entity, item);
}
}
public class Visibility : IBehavior, IAlwaysUpdatedBehavior
{
private VisibilityData _data;
private Entity Entity { get; }
private EquippedItem Item { get; }
private ItemManager Context { get; }
public BehaviorData Data => _data;
private float _cooldown; // Normalized
public Visibility(ItemManager context, VisibilityData data, Entity entity, EquippedItem item)
{
_data = data;
Entity = entity;
Item = item;
Context = context;
}
public bool Execute(float delta)
{
Entity.VisibilitySources[this] = Context.Evaluate(_data.Visibility, Item.EquippableItem, Entity);
return true;
}
public void Update(float delta)
{
// TODO: Time independent decay?
if(Entity.VisibilitySources.ContainsKey(this))
{
Entity.VisibilitySources[this] *= Context.Evaluate(_data.VisibilityDecay, Item.EquippableItem, Entity);
}
}
}