Aetheria/Assets/Scripts/ServerShared/Behaviors/Cooldown.cs
Reinier Vens 4489b18452 Action Bar (WIP)
Refactor item instance to use DatabaseLink
Labels now pop up when aiming at loot
Yeeted HUD trigger group UI into the abyss
Created rebindable action bar (missing: assigning actions)
Created Consumable Items
Refactored behaviors to work on consumable items
Implemented Velocity Conversion Behavior
2021-04-18 05:13:20 +01:00

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No EOL
1.6 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.Linq;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(-10), RuntimeInspectable]
public class CooldownData : BehaviorData
{
[Inspectable, JsonProperty("cooldown"), Key(1), RuntimeInspectable]
public PerformanceStat Cooldown = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new Cooldown(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new Cooldown(this, item);
}
}
public class Cooldown : Behavior, IAlwaysUpdatedBehavior, IProgressBehavior
{
private CooldownData _data;
private float _cooldown; // Normalized
public float Progress => saturate(_cooldown);
public Cooldown(CooldownData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public Cooldown(CooldownData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
public override bool Execute(float dt)
{
if (_cooldown < 0)
{
_cooldown = 1;
return true;
}
return false;
}
public void Update(float delta)
{
_cooldown -= delta / Evaluate(_data.Cooldown);
}
}