Aetheria/Assets/Scripts/ServerShared/Behaviors/Wear.cs
Reinier Vens 1092159063 Thermal Performance Threshold & Thermal Override
Items will switch themselves off below a customizable threshold to avoid damage
Player can toggle thermal override to disable safety shutdown
Selecting an item allows player to select whether the item will override
Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold)
Performance Stat evaluation has been moved to EquippedItem, slight performance improvement
Item online and active status are now reactive properties
Created player settings file to store e.g. shutdown threshold
Fixed crash when entering wormhole while enemies are visible
2021-03-07 01:10:31 +00:00

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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.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(1000), RuntimeInspectable]
public class WearData : BehaviorData
{
[TemperatureInspectable, JsonProperty("perSecond"), Key(1)]
public bool PerSecond = true;
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Wear(context, this, entity, item);
}
}
public class Wear : IBehavior
{
private WearData _data;
private EquippableItemData _itemData;
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public BehaviorData Data => _data;
public Wear(ItemManager context, WearData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
_itemData = context.GetData(item.EquippableItem);
}
public bool Execute(float delta)
{
if (_data.PerSecond)
Item.EquippableItem.Durability -= Item.Wear * delta;
else Item.EquippableItem.Durability -= Item.Wear;
return true;
}
}