Behaviors are now grouped, behaviors within a group can cancel execution of the rest of the group
54 lines
No EOL
1.1 KiB
C#
54 lines
No EOL
1.1 KiB
C#
using MessagePack;
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using Newtonsoft.Json;
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class ActivatedItemUsageData : BehaviorData
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{
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public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
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{
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return new ActivatedItemUsage(context, this, entity, item);
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}
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}
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public class ActivatedItemUsage : IActivatedBehavior
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{
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private ActivatedItemUsageData _data;
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private Entity Entity { get; }
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private Gear Item { get; }
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private GameContext Context { get; }
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public BehaviorData Data => _data;
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public ActivatedItemUsage(GameContext context, ActivatedItemUsageData data, Entity entity, Gear item)
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{
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_data = data;
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Entity = entity;
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Item = item;
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Context = context;
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}
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public void Initialize()
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{
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}
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public bool Activate()
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{
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throw new System.NotImplementedException();
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}
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public void Deactivate()
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{
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throw new System.NotImplementedException();
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}
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public bool Update(float delta)
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{
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return true;
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}
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public void Remove()
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{
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}
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} |