Aetheria/Assets/Scripts/ServerShared/Behaviors/InstantWeapon.cs
Reinier Vens dbc522a224 Weapos Rejiggered
Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged
Added machine gun weapon & VFX
Moved third party code to Plugins folder to improve compile times
2021-01-31 03:52:32 +00:00

146 lines
No EOL
4.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class InstantWeaponData : WeaponData
{
[InspectableField, JsonProperty("count"), Key(15)]
public PerformanceStat Count = new PerformanceStat();
[InspectableField, JsonProperty("burstTime"), Key(16)]
public PerformanceStat BurstTime = new PerformanceStat();
[InspectableField, JsonProperty("cooldown"), Key(17), RuntimeInspectable]
public PerformanceStat Cooldown = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new InstantWeapon(context, this, entity, item);
}
}
public class InstantWeapon : Weapon, IProgressBehavior
{
private InstantWeaponData _data;
protected int _burstRemaining;
private float _burstTimer;
private float _burstInterval;
protected float _cooldown; // Normalized
private int _ammo = 1;
protected bool _coolingDown;
public float BurstCount { get; protected set; }
public float BurstTime { get; protected set; }
public float Cooldown { get; protected set; }
public override int Ammo
{
get => _ammo;
}
public virtual float Progress => saturate(_cooldown);
public event Action OnReloadBegin;
public event Action OnReloadComplete;
public event Action OnCooldownComplete;
public event Action OnFire;
public override void ResetEvents()
{
OnReloadBegin = null;
OnReloadComplete = null;
OnCooldownComplete = null;
OnFire = null;
}
public InstantWeapon(ItemManager context, InstantWeaponData data, Entity entity, EquippedItem item) : base(context,data,entity,item)
{
_data = data;
}
protected void Trigger()
{
_burstRemaining = (int) BurstCount;
_burstInterval = BurstTime / _burstRemaining;
_burstTimer = 0;
_cooldown = 1;
_coolingDown = true;
}
protected override void UpdateStats()
{
base.UpdateStats();
BurstCount = Context.Evaluate(_data.Count, Item.EquippableItem, Entity);
BurstTime = Context.Evaluate(_data.BurstTime, Item.EquippableItem, Entity);
Cooldown = Context.Evaluate(_data.Cooldown, Item.EquippableItem, Entity);
}
public override bool Execute(float delta)
{
base.Execute(delta);
if (_coolingDown)
{
_cooldown -= delta / (_ammo == 0 ? _data.ReloadTime : Cooldown);
if (_cooldown < 0)
{
_coolingDown = false;
if (_ammo == 0)
{
_ammo = _data.MagazineSize;
OnReloadComplete?.Invoke();
}
else
OnCooldownComplete?.Invoke();
}
}
_burstTimer += delta;
while (_burstRemaining > 0 && _burstTimer > 0)
{
if (_data.AmmoType != Guid.Empty)
{
if (_data.MagazineSize > 1 && _ammo > 0) _ammo--;
else
{
var cargo = Entity.FindItemInCargo(_data.AmmoType);
if (cargo != null)
{
var item = cargo.ItemsOfType[_data.AmmoType][0];
if (item is SimpleCommodity simpleCommodity)
cargo.Remove(simpleCommodity, 1);
if(_data.MagazineSize > 1)
{
OnReloadBegin?.Invoke();
_cooldown = 1;
_coolingDown = true;
_firing = false;
}
}
_burstRemaining = 0;
return false;
}
}
_burstRemaining--;
_burstTimer -= _burstInterval;
OnFire?.Invoke();
Item.AddHeat(Heat);
Entity.VisibilitySources[this] = Visibility;
Entity.Energy -= Energy;
}
return true;
}
public override void Activate()
{
if(!_coolingDown)
Trigger();
base.Activate();
}
}