Aetheria/Assets/Scripts/ServerShared/Behaviors/Weapon.cs
2026-06-14 10:23:09 +01:00

129 lines
3.7 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;
using System.Collections.Generic;
using System.Linq;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable]
public abstract class WeaponData : BehaviorData
{
[Inspectable, LegacyPayloadKey(1)]
public DamageType DamageType;
[Inspectable, LegacyPayloadKey(2)]
public PerformanceStat Damage = new PerformanceStat();
[InspectableRangedFloat(0,1), LegacyPayloadKey(3)]
public PerformanceStat Penetration = new PerformanceStat();
[InspectableRangedFloat(0,1), LegacyPayloadKey(4)]
public PerformanceStat DamageSpread = new PerformanceStat();
[Inspectable, LegacyPayloadKey(5)]
public PerformanceStat MinRange = new PerformanceStat();
[Inspectable, LegacyPayloadKey(6)]
public PerformanceStat Range = new PerformanceStat();
[InspectableAnimationCurve, LegacyPayloadKey(7)]
public BezierCurve DamageCurve;
[InspectablePrefab, LegacyPayloadKey(8)]
public string EffectPrefab;
[InspectablePrefab, LegacyPayloadKey(9)]
public PerformanceStat Energy = new PerformanceStat();
[InspectablePrefab, LegacyPayloadKey(10)]
public PerformanceStat Heat = new PerformanceStat();
[InspectablePrefab, LegacyPayloadKey(11)]
public PerformanceStat Visibility = new PerformanceStat();
[LegacyPayloadKey(12)]
public Guid AmmoType;
[InspectablePrefab, LegacyPayloadKey(13)]
public int MagazineSize;
[InspectablePrefab, LegacyPayloadKey(14)]
public float ReloadTime = 1;
[InspectablePrefab, LegacyPayloadKey(15)]
public PerformanceStat Spread = new PerformanceStat();
[Inspectable, LegacyPayloadKey(16)]
public PerformanceStat Velocity = new PerformanceStat();
}
public abstract class Weapon : Behavior, IActivatedBehavior
{
private WeaponData _data;
public abstract float DamagePerSecond { get; }
public abstract float RangeDamagePerSecond(float range);
public abstract int Ammo { get; }
public WeaponData WeaponData => _data;
public float Damage { get; protected set; }
public float Penetration { get; protected set; }
public float DamageSpread { get; protected set; }
public float MinRange { get; protected set; }
public float Range { get; protected set; }
public float Energy { get; protected set; }
public float Heat { get; protected set; }
public float Visibility { get; protected set; }
public float Spread { get; protected set; }
public float Velocity { get; protected set; }
protected bool _firing;
public bool Firing
{
get => _firing;
}
public Weapon(WeaponData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public Weapon(WeaponData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
protected virtual void UpdateStats()
{
Damage = Evaluate(_data.Damage);
Penetration = Evaluate(_data.Penetration);
DamageSpread = Evaluate(_data.DamageSpread);
MinRange = Evaluate(_data.MinRange);
Range = Evaluate(_data.Range);
Energy = Evaluate(_data.Energy);
Heat = Evaluate(_data.Heat);
Visibility = Evaluate(_data.Visibility);
Spread = Evaluate(_data.Spread);
Velocity = Evaluate(_data.Velocity);
}
public override bool Execute(float dt)
{
UpdateStats();
return true;
}
public virtual void Activate()
{
_firing = true;
}
public virtual void Deactivate()
{
_firing = false;
}
}