Targeting Target locking Crosshairs Improved HUD schematic feedback Equipment Heat Damage Equipment Disabling
58 lines
No EOL
1.6 KiB
C#
58 lines
No EOL
1.6 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class VelocityLimitData : BehaviorData
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{
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[InspectableField, JsonProperty("topSpeed"), Key(1), RuntimeInspectable]
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public PerformanceStat TopSpeed = new PerformanceStat();
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new VelocityLimit(context, this, entity, item);
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}
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}
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[Order(100)]
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public class VelocityLimit : IBehavior
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{
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public Entity Entity { get; }
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public EquippedItem Item { get; }
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public ItemManager Context { get; }
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public float Limit { get; private set; }
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public BehaviorData Data => _data;
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private VelocityLimitData _data;
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public VelocityLimit(ItemManager context, VelocityLimitData data, Entity entity, EquippedItem item)
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{
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Context = context;
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_data = data;
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Entity = entity;
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Item = item;
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}
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public void Initialize()
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{
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}
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public bool Execute(float delta)
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{
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Limit = Context.Evaluate(_data.TopSpeed, Item.EquippableItem, Entity);
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if (length(Entity.Velocity) > Limit)
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Entity.Velocity = normalize(Entity.Velocity) * Limit;
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return true;
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}
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public void Remove()
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{
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}
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} |