Aetheria/Assets/Scripts/ServerShared/Behaviors/MiningTool.cs
Reinier Vens d12d7c5c45 Initial ARPG Port
ARPG scene assets from old project are now correctly visualizing sectors generated by ZoneGenerator and updated by GameContext
2020-11-27 22:47:33 +00:00

71 lines
No EOL
2.2 KiB
C#

using System;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(10)]
public class MiningToolData : BehaviorData
{
[InspectableField, JsonProperty("dps"), Key(1)]
public PerformanceStat DamagePerSecond = new PerformanceStat();
[InspectableField, JsonProperty("efficiency"), Key(2)]
public PerformanceStat Efficiency = new PerformanceStat();
[InspectableField, JsonProperty("penetration"), Key(3)]
public PerformanceStat Penetration = new PerformanceStat();
[InspectableField, JsonProperty("range"), Key(4)]
public PerformanceStat Range = new PerformanceStat();
public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
{
return new MiningTool(context, this, entity, item);
}
}
public class MiningTool : IBehavior
{
public Guid AsteroidBelt;
public int Asteroid;
private MiningToolData _data;
private Entity Entity { get; }
private Gear Item { get; }
private GameContext Context { get; }
public BehaviorData Data => _data;
public float Range { get; private set; }
public MiningTool(GameContext context, MiningToolData data, Entity entity, Gear item)
{
_data = data;
Entity = entity;
Item = item;
Context = context;
}
public bool Update(float delta)
{
Range = Context.Evaluate(_data.Range, Item, Entity);
var asteroidTransform = Entity.Zone.GetAsteroidTransform(AsteroidBelt, Asteroid);
if (AsteroidBelt != Guid.Empty &&
Entity.Zone.AsteroidExists(AsteroidBelt, Asteroid) &&
length(Entity.Position - asteroidTransform.xy) - asteroidTransform.w < Range)
{
Entity.Zone.MineAsteroid(
Entity,
AsteroidBelt,
Asteroid,
Context.Evaluate(_data.DamagePerSecond, Item, Entity) * delta,
Context.Evaluate(_data.Efficiency, Item, Entity),
Context.Evaluate(_data.Penetration, Item, Entity));
return true;
}
return false;
}
}