Aetheria/Assets/Scripts/ServerShared/Behaviors/VelocityLimit.cs
Reinier Vens 4489b18452 Action Bar (WIP)
Refactor item instance to use DatabaseLink
Labels now pop up when aiming at loot
Yeeted HUD trigger group UI into the abyss
Created rebindable action bar (missing: assigning actions)
Created Consumable Items
Refactored behaviors to work on consumable items
Implemented Velocity Conversion Behavior
2021-04-18 05:13:20 +01:00

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No EOL
1.5 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class VelocityLimitData : BehaviorData
{
[Inspectable, JsonProperty("topSpeed"), Key(1), RuntimeInspectable]
public PerformanceStat TopSpeed = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new VelocityLimit(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new VelocityLimit(this, item);
}
}
[Order(100)]
public class VelocityLimit : Behavior
{
public float Limit { get; private set; }
private VelocityLimitData _data;
public VelocityLimit(VelocityLimitData data, EquippedItem item) : base(data, item)
{
_data = data;
Limit = Evaluate(_data.TopSpeed);
}
public VelocityLimit(VelocityLimitData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
Limit = Evaluate(_data.TopSpeed);
}
public override bool Execute(float dt)
{
Limit = Evaluate(_data.TopSpeed);
if (length(Entity.Velocity) > Limit)
Entity.Velocity = normalize(Entity.Velocity) * Limit;
return true;
}
}