ActivatedBehavior replaces IActivatedBehavior so Activate/Deactivate can be internal under Unity's C# 9. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
52 lines
No EOL
1.2 KiB
C#
52 lines
No EOL
1.2 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.Linq;
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using MessagePack;
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using Newtonsoft.Json;
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class SwitchData : BehaviorData
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{
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Switch(this, item);
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}
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public override Behavior CreateInstance(ConsumableItemEffect item)
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{
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return new Switch(this, item);
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}
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}
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public class Switch : ActivatedBehavior
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{
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private SwitchData _data;
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public bool Activated { get; private set; }
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public Switch(SwitchData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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public Switch(SwitchData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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public override bool Execute(float dt)
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{
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return Activated;
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}
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internal override void Activate()
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{
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Activated = true;
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}
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internal override void Deactivate()
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{
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Activated = false;
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}
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} |