Aetheria/Assets/Scripts/ServerShared/Behaviors/Hitscan.cs
hyperion51 8cd4ea3dc5 Massive Item Behavior Refactoring
Item behaviors are now separated into more granular units, allowing designers to create more interesting items by combining behaviors
2020-05-12 01:42:13 +01:00

38 lines
No EOL
908 B
C#

using MessagePack;
using Newtonsoft.Json;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class HitscanData : WeaponData
{
public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
{
return new Hitscan(context, this, entity, item);
}
}
public class Hitscan : IBehavior
{
private bool _firing;
private float _cooldown; // normalized
private HitscanData _data;
private Entity Entity { get; }
private Gear Item { get; }
private GameContext Context { get; }
private float _firingVisibility;
public BehaviorData Data => _data;
public Hitscan(GameContext context, HitscanData c, Entity entity, Gear item)
{
Context = context;
_data = c;
Entity = entity;
Item = item;
}
public bool Update(float delta)
{
return true;
}
}