Aetheria/Assets/Scripts/ServerShared/Behaviors/Shield.cs
Reinier Vens 526a737a4d Modular Database Tools
Extracted all inspector code for database inspector into a single class per supported field type and wrote reflection code to invoke them automatically
Removed all Aetheria-specific code from database tools
Database View editor is now abstract and supports arbitrary grouping of entry types; specific users must implement their own database view
2021-03-31 04:07:11 +01:00

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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 MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class ShieldData : BehaviorData
{
[Inspectable, JsonProperty("efficiency"), Key(1), RuntimeInspectable]
public PerformanceStat Efficiency = new PerformanceStat();
[Inspectable, JsonProperty("energy"), Key(2), RuntimeInspectable]
public PerformanceStat EnergyUsage = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Shield(context, this, entity, item);
}
}
public class Shield : IBehavior
{
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public float Efficiency { get; private set; }
public float EnergyUsage { get; private set; }
public BehaviorData Data => _data;
private ShieldData _data;
public Shield(ItemManager context, ShieldData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
}
public bool Execute(float delta)
{
Efficiency = Item.Evaluate(_data.Efficiency);
EnergyUsage = Item.Evaluate(_data.EnergyUsage);
return true;
}
public bool CanTakeHit(DamageType type, float damage)
{
return Entity.CanConsumeEnergy(damage * EnergyUsage);
}
public void TakeHit(DamageType type, float damage)
{
Entity.TryConsumeEnergy(damage * EnergyUsage);
Item.AddHeat(damage / Efficiency);
}
}