Aetheria/Assets/Scripts/ServerShared/Behaviors/Wear.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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1.3 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.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(1000), RuntimeInspectable]
public class WearData : BehaviorData
{
[InspectableTemperature, JsonProperty("perSecond"), Key(1)]
public bool PerSecond = true;
public override IBehavior CreateInstance(EquippedItem item)
{
return new Wear(this, item);
}
}
public class Wear : IBehavior
{
private WearData _data;
public EquippedItem Item { get; }
public BehaviorData Data => _data;
public Wear(WearData data, EquippedItem item)
{
_data = data;
Item = item;
}
public bool Execute(float delta)
{
if (_data.PerSecond)
{
var dmg = Item.Wear * delta;
Item.EquippableItem.Durability -= dmg;
Item.Entity.ItemDamage.OnNext((Item, dmg));
}
else
{
Item.EquippableItem.Durability -= Item.Wear;
Item.Entity.ItemDamage.OnNext((Item, Item.Wear));
}
return true;
}
}