Aetheria/Assets/Scripts/ServerShared/Behaviors/ParticleEffect.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
1.6 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.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
// [MessagePackObject, JsonObject(MemberSerialization.OptIn)]
// public class ParticleEffectData : BehaviorData
// {
// [InspectablePrefab, JsonProperty("Particles"), Key(1)]
// public string ParticlesPrefab;
//
// [InspectableField, JsonProperty("thrust"), Key(2)]
// public bool AreaEmitter;
//
// public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
// {
// return new ParticleEffect(context, this, entity, item);
// }
// }
//
// public class ParticleEffect : IBehavior, IAlwaysUpdatedBehavior
// {
// private ParticleEffectData _data;
//
// public Entity Entity { get; }
// public EquippedItem Item { get; }
// public ItemManager Context { get; }
//
// public BehaviorData Data => _data;
//
// public float Emission { get; private set; }
//
// public ParticleEffect(ItemManager context, ParticleEffectData data, Entity entity, EquippedItem item)
// {
// Context = context;
// _data = data;
// Entity = entity;
// Item = item;
// }
//
// public float Execute(float delta, float input)
// {
// Emission = saturate(input);
// return input;
// }
//
// public void Update(float delta)
// {
// Emission = 0;
// }
// }