Aetheria/Assets/Scripts/ServerShared/Behaviors/Trigger.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 System;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(-20)]
public class TriggerData : BehaviorData
{
public override IBehavior CreateInstance(EquippedItem item)
{
return new Trigger(this, item);
}
}
public class Trigger : IBehavior, IActivatedBehavior
{
private TriggerData _data;
public EquippedItem Item { get; }
public BehaviorData Data => _data;
public bool _pulled;
public Trigger(TriggerData data, EquippedItem item)
{
_data = data;
Item = item;
}
public bool Execute(float delta)
{
if (_pulled)
{
_pulled = false;
return true;
}
return false;
}
public void Activate()
{
_pulled = true;
}
public void Deactivate()
{
}
}