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)
39 lines
No EOL
915 B
C#
39 lines
No EOL
915 B
C#
using System;
|
|
using System.Linq;
|
|
using MessagePack;
|
|
using Newtonsoft.Json;
|
|
|
|
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(-25)]
|
|
public class SwitchData : BehaviorData
|
|
{
|
|
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
|
|
{
|
|
return new Switch(context, this, entity, item);
|
|
}
|
|
}
|
|
|
|
public class Switch : IBehavior
|
|
{
|
|
private SwitchData _data;
|
|
|
|
private Entity Entity { get; }
|
|
private EquippedItem Item { get; }
|
|
private ItemManager Context { get; }
|
|
|
|
public BehaviorData Data => _data;
|
|
|
|
public bool Activated { get; set; }
|
|
|
|
public Switch(ItemManager context, SwitchData data, Entity entity, EquippedItem item)
|
|
{
|
|
_data = data;
|
|
Entity = entity;
|
|
Item = item;
|
|
Context = context;
|
|
}
|
|
|
|
public bool Update(float delta)
|
|
{
|
|
return Activated;
|
|
}
|
|
} |