Aetheria/Assets/Scripts/ServerShared/Behaviors/ChargedWeapon.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

95 lines
2.6 KiB
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 ChargedWeaponData : InstantWeaponData
{
[InspectableField, JsonProperty("chargeTime"), Key(13), RuntimeInspectable]
public PerformanceStat ChargeTime = new PerformanceStat();
[InspectableField, JsonProperty("chargeEnergy"), Key(14), RuntimeInspectable]
public PerformanceStat ChargeEnergy = new PerformanceStat();
[InspectableField, JsonProperty("canFireEarly"), Key(15)]
public bool CanFireEarly;
[InspectableField, JsonProperty("failureCharge"), Key(16)]
public float FailureCharge;
[InspectableField, JsonProperty("failureDamage"), Key(17)]
public float FailureDamage;
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new ChargedWeapon(context, this, entity, item);
}
}
public class ChargedWeapon : InstantWeapon
{
private ChargedWeaponData _data;
private bool _charging;
private bool _charged;
private float _charge;
private float _progress;
public event Action OnCharged;
public event Action OnFailed;
public override float Progress => saturate(_charging ? _charge : _cooldown);
public float Charge
{
get => _charge;
}
public ChargedWeapon(ItemManager context, ChargedWeaponData data, Entity entity, EquippedItem item) : base(context, data, entity, item)
{
_data = data;
}
public override bool Execute(float delta)
{
if (_charging)
{
_charge += delta / Context.Evaluate(_data.ChargeTime, Item.EquippableItem, Entity);
if (!_charged && _charge > 1)
{
_charged = true;
OnCharged?.Invoke();
}
if (_charge > _data.FailureCharge)
{
_charging = false;
_cooldown = 1;
OnFailed?.Invoke();
Item.EquippableItem.Durability -= _data.FailureDamage;
}
}
return base.Execute(delta);
}
public override void Activate()
{
if(_cooldown < 0)
{
_charging = true;
_charged = false;
}
}
public override void Deactivate()
{
if (_charging && (_data.CanFireEarly || _charge > 1))
{
Trigger();
_charge = 0;
}
}
}