Aetheria/Assets/Scripts/ServerShared/Behaviors/ConstantWeapon.cs
Reinier Vens 54f7e3a66f Properties Panel Overhaul
Marking player location on galaxy map
Fixed non-input field focus disabling global key map
Player start ship is now always the same
Loadout generator now demands exact match for item dimensions
Thermal damage now triggers ItemDamaged event = player can die from cockpit wear!
Properties panel now has a much more attractive UI
Implemented curve control for properties UI
Centralized number formatting in player settings
Moved significant digits to player settings
Added temperature unit option in player settings
2021-04-13 01:50:42 +01:00

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4.2 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 MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ConstantWeaponData : WeaponData
{
[InspectablePrefab, JsonProperty("ammoInterval"), Key(17)]
public float AmmoInterval = 1;
public override IBehavior CreateInstance(EquippedItem item)
{
return new ConstantWeapon(this, item);
}
}
public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior
{
private ConstantWeaponData _data;
private int _ammo = 1;
private float _ammoInterval;
private float _reload;
private bool _reloading;
public override int Ammo
{
get => _ammo;
}
public float Progress
{
get { return saturate(_reload); }
}
public override float DamagePerSecond => Damage;
public override float RangeDamagePerSecond(float range)
{
return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range)));
}
public event Action OnReloadBegin;
public event Action OnReloadComplete;
public event Action OnStartFiring;
public event Action OnStopFiring;
public void ResetEvents()
{
OnReloadBegin = null;
OnReloadComplete = null;
OnStartFiring = null;
OnStopFiring = null;
}
public ConstantWeapon(ConstantWeaponData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public override bool Execute(float delta)
{
base.Execute(delta);
if (_firing)
{
if (!Item.Entity.TryConsumeEnergy(Item.Evaluate(_data.Energy) * delta))
{
_firing = false;
OnStopFiring?.Invoke();
return false;
}
if (_data.AmmoType != Guid.Empty)
{
if (_reloading)
{
_reload -= delta / _data.ReloadTime;
if (_reload < 0)
{
_reloading = false;
OnReloadComplete?.Invoke();
}
return false;
}
_ammoInterval -= delta / _data.AmmoInterval;
if (_ammoInterval < 0)
{
_ammoInterval = 1;
if (_data.MagazineSize > 1 && _ammo > 0) _ammo--;
else
{
var cargo = Item.Entity.FindItemInCargo(_data.AmmoType);
if (cargo != null)
{
var item = cargo.ItemsOfType[_data.AmmoType][0];
if (item is SimpleCommodity simpleCommodity)
cargo.Remove(simpleCommodity, 1);
if(_data.MagazineSize > 1)
{
_reloading = true;
_reload = 1;
OnReloadBegin?.Invoke();
_firing = false;
OnStopFiring?.Invoke();
}
}
return false;
}
}
}
var dmg = Item.Wear * delta;
Item.EquippableItem.Durability -= dmg;
Item.Entity.ItemDamage.OnNext((Item, dmg));
Item.AddHeat(Item.Evaluate(_data.Heat) * delta);
Item.Entity.VisibilitySources[this] = Item.Evaluate(_data.Visibility);
}
return true;
}
public override void Activate()
{
if(!_firing && !_reloading)
{
_firing = true;
OnStartFiring?.Invoke();
}
}
public override void Deactivate()
{
if (_firing)
{
_firing = false;
OnStopFiring?.Invoke();
}
}
}