Removed blueprint system for crafting (and excised anything depending on that) Implemented smootherstep and used it for wormhole animation Quality dependent durability and heat exponents are now global instead of item specific Database list view now groups equipment by manufacturer Thrusters can now consume energy Weapons can have reloads even when they don't have ammo
60 lines
No EOL
2 KiB
C#
60 lines
No EOL
2 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 System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using JsonKnownTypes;
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//using JM.LinqFaster;
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using MessagePack;
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using MessagePack.Formatters;
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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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[Union(0, typeof(SimpleCommodity)),
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Union(1, typeof(CompoundCommodity)),
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Union(2, typeof(EquippableItem)),
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JsonObject(MemberSerialization.OptIn),
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JsonConverter(typeof(JsonKnownTypesConverter<ItemInstance>))]
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public abstract class ItemInstance
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{
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[JsonProperty("data"), Key(0)] public Guid Data;
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[JsonProperty("rotation"), Key(1)] public ItemRotation Rotation;
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}
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[Union(0, typeof(CompoundCommodity)),
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Union(1, typeof(EquippableItem)),
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JsonObject(MemberSerialization.OptIn),
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JsonConverter(typeof(JsonKnownTypesConverter<CraftedItemInstance>))]
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public abstract class CraftedItemInstance : ItemInstance
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{
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[JsonProperty("quality"), Key(2)] public float Quality;
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//[JsonProperty("ingredients"), Key(3)] public List<ItemInstance> Ingredients = new List<ItemInstance>();
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//[JsonProperty("blueprint"), Key(4)] public Guid Blueprint;
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//[JsonProperty("name"), Key(3)] public string Name;
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//[JsonProperty("sourceEntity"), Key(4)] public Guid SourceEntity;
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}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class CompoundCommodity : CraftedItemInstance { }
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class SimpleCommodity : ItemInstance
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{
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[JsonProperty("quantity"), Key(2)] public int Quantity;
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}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class EquippableItem : CraftedItemInstance
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{
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[JsonProperty("durability"), Key(7)] public float Durability;
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[JsonProperty("override"), Key(8)] public bool OverrideShutdown;
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} |