Refactor item instance to use DatabaseLink Labels now pop up when aiming at loot Yeeted HUD trigger group UI into the abyss Created rebindable action bar (missing: assigning actions) Created Consumable Items Refactored behaviors to work on consumable items Implemented Velocity Conversion Behavior
67 lines
No EOL
2.2 KiB
C#
67 lines
No EOL
2.2 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;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using JsonKnownTypes;
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//using JM.LinqFaster;
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using MessagePack;
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using MessagePack.Formatters;
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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(SimpleCommodity)),
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Union(1, typeof(CompoundCommodity)),
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Union(2, typeof(EquippableItem)),
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Union(3, typeof(ConsumableItem)),
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JsonObject(MemberSerialization.OptIn),
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JsonConverter(typeof(JsonKnownTypesConverter<ItemInstance>))]
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public abstract class ItemInstance
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{
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[JsonProperty("data"), Key(0)] public DatabaseLink<ItemData> Data;
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[JsonProperty("rotation"), Key(1)] public ItemRotation Rotation;
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}
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[Union(0, typeof(CompoundCommodity)),
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Union(1, typeof(EquippableItem)),
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Union(2, typeof(ConsumableItem)),
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JsonObject(MemberSerialization.OptIn),
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JsonConverter(typeof(JsonKnownTypesConverter<CraftedItemInstance>))]
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public abstract class CraftedItemInstance : ItemInstance
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{
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[JsonProperty("quality"), Key(2)] public float Quality;
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//[JsonProperty("ingredients"), Key(3)] public List<ItemInstance> Ingredients = new List<ItemInstance>();
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//[JsonProperty("blueprint"), Key(4)] public Guid Blueprint;
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//[JsonProperty("name"), Key(3)] public string Name;
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//[JsonProperty("sourceEntity"), Key(4)] public Guid SourceEntity;
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}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class CompoundCommodity : CraftedItemInstance { }
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class SimpleCommodity : ItemInstance
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{
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[JsonProperty("quantity"), Key(2)] public int Quantity;
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}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class EquippableItem : CraftedItemInstance
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{
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[JsonProperty("durability"), Key(7)] public float Durability;
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[JsonProperty("override"), Key(8)] public bool OverrideShutdown;
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}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class ConsumableItem : CraftedItemInstance
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{
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} |