Aetheria/Assets/Scripts/ServerShared/Behaviors/Shield.cs
Reinier Vens f643f6cc8a New Inventory System + Overhaul
Removed universal GameContext references
Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager
GlobalData is gone, relevant settings are distributed amongst specialized settings classes
Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks
Controller subtypes are now generic classes, class argument is task type
Inventory is now a 2D grid instead of a list
Entity temperature is now a 2D grid instead of a number
Item sizes are now arbitrary shapes instead of a number
Hardpoints are now arbitrary shapes instead
Equipped items have their own temperatures
Map view now displays sunlight colors
Integrated Allegorithmic Substance Plugin
Imported Djinni ship and assigned Substance materials
Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
2020-12-10 23:20:38 +00:00

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1.3 KiB
C#

using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class ShieldData : BehaviorData
{
[InspectableField, JsonProperty("efficiency"), Key(1), RuntimeInspectable]
public PerformanceStat Efficiency = new PerformanceStat();
[InspectableField, JsonProperty("shielding"), Key(2), RuntimeInspectable]
public PerformanceStat Shielding = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Shield(context, this, entity, item);
}
}
public class Shield : IBehavior
{
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public BehaviorData Data => _data;
private ShieldData _data;
public Shield(ItemManager context, ShieldData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
// TODO: Detect hits on Ship, keep a list of callbacks that modify the hit by reference
}
public bool Update(float delta)
{
return true;
}
}