Ships are now more visible in lit areas (depending on cross section stat in Reflector behavior) Refactored all behaviors to remove context & entity references (can get them from equipped item reference if needed) Fixed crash when enemy dies of heatstroke while targeted Exponential decay for visibility now uses correct time-independent formula Refactored item inspection in properties panel (now consistent between equipped items vs. inventory and store items, shows effect of heat on stats) Reordered item properties and added spacing between groups
57 lines
No EOL
1.4 KiB
C#
57 lines
No EOL
1.4 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.Linq;
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using MessagePack;
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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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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(-10), RuntimeInspectable]
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public class CooldownData : BehaviorData
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{
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[Inspectable, JsonProperty("cooldown"), Key(1), RuntimeInspectable]
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public PerformanceStat Cooldown = new PerformanceStat();
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public override IBehavior CreateInstance(EquippedItem item)
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{
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return new Cooldown(this, item);
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}
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}
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public class Cooldown : IBehavior, IAlwaysUpdatedBehavior, IProgressBehavior
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{
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private CooldownData _data;
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public BehaviorData Data => _data;
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private EquippedItem Item { get; }
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private float _cooldown; // Normalized
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public float Progress => saturate(_cooldown);
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public Cooldown(CooldownData data, EquippedItem item)
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{
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_data = data;
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Item = item;
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}
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public bool Execute(float delta)
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{
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if (_cooldown < 0)
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{
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_cooldown = 1;
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return true;
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}
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return false;
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}
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public void Update(float delta)
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{
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_cooldown -= delta / Item.Evaluate(_data.Cooldown);
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}
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} |