Every Unity.Mathematics using, alias and qualified name under Assets\Scripts and tools now names CultMath. The nine `using static ...noise;` lines are gone: snoise lives on CultMath's math. UnityExtensions loses float4.ToColor and Color.ToFloat4, which duplicate the bridge's ToColor and ToCultMath; the float3 colour pair stays because the bridge has none. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
64 lines
No EOL
1.8 KiB
C#
64 lines
No EOL
1.8 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 MessagePack;
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using Newtonsoft.Json;
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using CultMath;
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using static CultMath.math;
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class ShieldData : BehaviorData
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{
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[Inspectable, JsonProperty("efficiency"), Key(1), RuntimeInspectable]
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public PerformanceStat Efficiency = new PerformanceStat();
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[Inspectable, JsonProperty("energy"), Key(2), RuntimeInspectable]
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public PerformanceStat EnergyUsage = new PerformanceStat();
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Shield(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 Shield(this, item);
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}
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}
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public class Shield : Behavior, IProgressBehavior
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{
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public float Efficiency { get; private set; }
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public float EnergyUsage { get; private set; }
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private ShieldData _data;
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public Shield(ShieldData 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 Shield(ShieldData 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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Efficiency = Evaluate(_data.Efficiency);
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EnergyUsage = Evaluate(_data.EnergyUsage);
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return true;
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}
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public bool CanTakeHit(DamageType type, float damage)
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{
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return Entity.CanConsumeEnergy(damage * EnergyUsage);
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}
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public void TakeHit(DamageType type, float damage)
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{
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Entity.TryConsumeEnergy(damage * EnergyUsage);
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AddHeat(damage / Efficiency);
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}
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public virtual float Progress => Item.ThermalPerformance;
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} |