Made it possible to turn new hulls into drones which can then be outfitted and activated for service Missing blueprint ingredients no longer crash the game and gracefully log what's broken Loadout cargo is now stored entirely separate from gear
30 lines
894 B
C#
30 lines
894 B
C#
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 MessagePack;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[MessagePackObject]
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public class Ship : Entity
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{
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// [Key("bindings")] public Dictionary<KeyCode,Guid> Bindings = new Dictionary<KeyCode,Guid>();
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//[IgnoreMember] public int HullHardpointCount;
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// [IgnoreMember] public Dictionary<Targetable, float> Contacts = new Dictionary<Targetable, float>();
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// [IgnoreMember] public Targetable Target;
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public Ship(GameContext context, Guid hull, IEnumerable<Guid> gear, IEnumerable<Guid> cargo, Guid zone, Guid corporation) : base(context, hull, gear, cargo, zone, corporation)
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{
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}
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public override void Update(float delta)
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{
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Position += Velocity * delta;
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base.Update(delta);
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}
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}
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