Brought in all the myriad improvements to the database tools from the Stream Pixels project Added configurable nested entry grouping
141 lines
4.6 KiB
C#
141 lines
4.6 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 System;
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using System.Collections.Generic;
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using System.Linq;
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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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[Union(0, typeof(InstantWeaponData)),
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Union(1, typeof(LauncherData)),
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Union(2, typeof(ConstantWeaponData)),
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Union(3, typeof(ChargedWeaponData)),
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RuntimeInspectable]
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public abstract class WeaponData : BehaviorData
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{
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[Inspectable, JsonProperty("damageType"), Key(1), RuntimeInspectable]
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public DamageType DamageType;
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[Inspectable, JsonProperty("damage"), Key(2), RuntimeInspectable]
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public PerformanceStat Damage = new PerformanceStat();
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[InspectableRangedFloat(0,1), JsonProperty("penetration"), Key(3), RuntimeInspectable]
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public PerformanceStat Penetration = new PerformanceStat();
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[InspectableRangedFloat(0,1), JsonProperty("damageSpread"), Key(4)]
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public PerformanceStat DamageSpread = new PerformanceStat();
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[Inspectable, JsonProperty("minRange"), Key(5), RuntimeInspectable]
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public PerformanceStat MinRange = new PerformanceStat();
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[Inspectable, JsonProperty("range"), Key(6), RuntimeInspectable]
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public PerformanceStat Range = new PerformanceStat();
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[InspectableAnimationCurve, JsonProperty("damageCurve"), Key(7), RuntimeInspectable]
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public BezierCurve DamageCurve;
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[InspectablePrefab, JsonProperty("effect"), Key(8)]
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public string EffectPrefab;
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[InspectablePrefab, JsonProperty("energy"), Key(9), RuntimeInspectable]
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public PerformanceStat Energy = new PerformanceStat();
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[InspectablePrefab, JsonProperty("heat"), Key(10), RuntimeInspectable]
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public PerformanceStat Heat = new PerformanceStat();
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[InspectablePrefab, JsonProperty("visibility"), Key(11), RuntimeInspectable]
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public PerformanceStat Visibility = new PerformanceStat();
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[InspectableDatabaseLink(typeof(SimpleCommodityData)), JsonProperty("ammo"), Key(12), RuntimeInspectable]
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public Guid AmmoType;
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[InspectablePrefab, JsonProperty("magSize"), Key(13)]
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public int MagazineSize;
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[InspectablePrefab, JsonProperty("reloadTime"), Key(14)]
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public float ReloadTime = 1;
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[InspectablePrefab, JsonProperty("spread"), Key(15)]
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public PerformanceStat Spread = new PerformanceStat();
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[Inspectable, JsonProperty("velocity"), Key(16)]
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public PerformanceStat Velocity = new PerformanceStat();
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}
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public abstract class Weapon : IActivatedBehavior
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{
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private WeaponData _data;
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private EquippableItemData _itemData;
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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 abstract float DamagePerSecond { get; }
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public abstract float RangeDamagePerSecond(float range);
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public abstract int Ammo { get; }
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public WeaponData WeaponData => _data;
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public BehaviorData Data => _data;
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public float Damage { get; protected set; }
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public float Penetration { get; protected set; }
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public float DamageSpread { get; protected set; }
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public float MinRange { get; protected set; }
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public float Range { get; protected set; }
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public float Energy { get; protected set; }
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public float Heat { get; protected set; }
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public float Visibility { get; protected set; }
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public float Spread { get; protected set; }
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public float Velocity { get; protected set; }
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protected bool _firing;
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public bool Firing
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{
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get => _firing;
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}
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public Weapon(ItemManager context, WeaponData data, Entity entity, EquippedItem item)
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{
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Context = context;
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Entity = entity;
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Item = item;
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_data = data;
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_itemData = context.GetData(item.EquippableItem);
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}
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protected virtual void UpdateStats()
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{
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Damage = Item.Evaluate(_data.Damage);
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Penetration = Item.Evaluate(_data.Penetration);
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DamageSpread = Item.Evaluate(_data.DamageSpread);
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MinRange = Item.Evaluate(_data.MinRange);
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Range = Item.Evaluate(_data.Range);
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Energy = Item.Evaluate(_data.Energy);
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Heat = Item.Evaluate(_data.Heat);
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Visibility = Item.Evaluate(_data.Visibility);
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Spread = Item.Evaluate(_data.Spread);
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Velocity = Item.Evaluate(_data.Velocity);
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}
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public virtual bool Execute(float delta)
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{
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UpdateStats();
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return true;
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}
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public virtual void Activate()
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{
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_firing = true;
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}
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public virtual void Deactivate()
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{
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_firing = false;
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}
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}
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