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
50 lines
No EOL
1.4 KiB
C#
50 lines
No EOL
1.4 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class ReflectorData : BehaviorData
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{
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[Inspectable, JsonProperty("crossSection"), Key(1), RuntimeInspectable]
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public PerformanceStat CrossSection = new PerformanceStat();
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// [InspectableAnimationCurve, JsonProperty("visibility"), Key(1)]
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// public float4[] VisibilityCurve;
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Reflector(this, item);
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}
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public override Behavior CreateInstance(ConsumableItemEffect item)
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{
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return new Reflector(this, item);
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}
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}
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public class Reflector : Behavior
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{
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private ReflectorData _data;
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public Reflector(ReflectorData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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public Reflector(ReflectorData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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public override bool Execute(float dt)
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{
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Entity.VisibilitySources[this] = Evaluate(_data.CrossSection) * Entity.Zone.GetLight(Entity.Position.xz);
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return true;
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}
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} |