Aetheria/Assets/Scripts/ServerShared/Behaviors/Radiance.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

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999 B
C#

using System;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class RadianceData : BehaviorData
{
[InspectableField, JsonProperty("radiance"), Key(1)]
public PerformanceStat Radiance = new PerformanceStat();
public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
{
return new Radiance(context, this, entity, item);
}
}
public class Radiance : IBehavior
{
private RadianceData _data;
private Entity Entity { get; }
private Gear Item { get; }
private GameContext Context { get; }
public BehaviorData Data => _data;
public Radiance(GameContext context, RadianceData data, Entity entity, Gear item)
{
_data = data;
Entity = entity;
Item = item;
Context = context;
}
public bool Update(float delta)
{
// TODO: Light system!
return true;
}
}