Aetheria/Assets/Scripts/ServerShared/Behaviors/Reflector.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

44 lines
No EOL
1.1 KiB
C#

using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ReflectorData : BehaviorData
{
[InspectableField, JsonProperty("crossSection"), Key(1)]
public PerformanceStat CrossSection = new PerformanceStat();
// [InspectableAnimationCurve, JsonProperty("visibility"), Key(1)]
// public float4[] VisibilityCurve;
public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
{
return new Reflector(context, this, entity, item);
}
}
public class Reflector : IBehavior
{
public Entity Entity { get; }
public Gear Item { get; }
public GameContext Context { get; }
public BehaviorData Data => _data;
private ReflectorData _data;
public Reflector(GameContext context, ReflectorData data, Entity entity, Gear item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
}
public bool Update(float delta)
{
// TODO: Light system!
return true;
}
}