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
45 lines
No EOL
1.3 KiB
C#
45 lines
No EOL
1.3 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 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), RuntimeInspectable]
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public class ReflectorData : BehaviorData
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{
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[Inspectable, JsonProperty("crossSection"), Key(1), RuntimeInspectable]
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public PerformanceStat CrossSection = new PerformanceStat();
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// [InspectableAnimationCurve, JsonProperty("visibility"), Key(1)]
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// public float4[] VisibilityCurve;
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public override IBehavior CreateInstance(EquippedItem item)
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{
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return new Reflector(this, item);
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}
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}
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public class Reflector : IBehavior
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{
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public EquippedItem Item { get; }
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public BehaviorData Data => _data;
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private ReflectorData _data;
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public Reflector(ReflectorData 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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Item.Entity.VisibilitySources[this] = Item.Evaluate(_data.CrossSection) * Item.Entity.Zone.GetLight(Item.Entity.Position.xz);
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return true;
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}
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} |