Aetheria/Assets/Scripts/ServerShared/Behaviors/Shield.cs
Reinier Vens a51c402fc5 Reflected Visibility
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
2021-04-12 04:20:52 +01:00

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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;
[Inspectable, 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(EquippedItem item)
{
return new Shield(this, item);
}
}
public class Shield : IBehavior
{
public EquippedItem Item { get; }
public float Efficiency { get; private set; }
public float EnergyUsage { get; private set; }
public BehaviorData Data => _data;
private ShieldData _data;
public Shield(ShieldData data, EquippedItem item)
{
_data = data;
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 Item.Entity.CanConsumeEnergy(damage * EnergyUsage);
}
public void TakeHit(DamageType type, float damage)
{
Item.Entity.TryConsumeEnergy(damage * EnergyUsage);
Item.AddHeat(damage / Efficiency);
}
}