Aetheria/Assets/Scripts/ServerShared/Behaviors/Switch.cs
soul bc05417450 Command seam fixes: the player's switches, ping and stance flips are PilotCommand presses; triggers, switches and ping are internal
ActivatedBehavior replaces IActivatedBehavior so Activate/Deactivate can be internal under Unity's C# 9.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 04:33:20 +02:00

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1.2 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class SwitchData : BehaviorData
{
public override Behavior CreateInstance(EquippedItem item)
{
return new Switch(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new Switch(this, item);
}
}
public class Switch : ActivatedBehavior
{
private SwitchData _data;
public bool Activated { get; private set; }
public Switch(SwitchData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public Switch(SwitchData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
public override bool Execute(float dt)
{
return Activated;
}
internal override void Activate()
{
Activated = true;
}
internal override void Deactivate()
{
Activated = false;
}
}