Aetheria/Assets/Scripts/ServerShared/Behaviors/AutoWeapon.cs
Reinier Vens 357f9db329 Weapon Scripting Overhaul
Weapons are now monolithic behaviors
Various new weapon behavior types implemented
All weapons have optional magazine and reload mechanic
Visibility now decays globally
2021-01-25 05:53:36 +00:00

32 lines
879 B
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class AutoWeaponData : InstantWeaponData
{
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new AutoWeapon(context, this, entity, item);
}
}
public class AutoWeapon : InstantWeapon
{
public AutoWeapon(ItemManager context, InstantWeaponData data, Entity entity, EquippedItem item) : base(context, data, entity, item)
{
}
public override bool Execute(float delta)
{
if(_firing && _burstRemaining == 0 && _cooldown < 0)
Trigger();
return base.Execute(delta);
}
}