Aetheria/Assets/Scripts/ServerShared/Behaviors/Capacitor.cs
Reinier Vens fddd485262 Hellfire
Targeting
Target locking
Crosshairs
Improved HUD schematic feedback
Equipment Heat Damage
Equipment Disabling
2021-01-10 03:59:47 +00:00

60 lines
No EOL
1.9 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 System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class CapacitorData : BehaviorData
{
[InspectableField, JsonProperty("capacity"), Key(1), RuntimeInspectable]
public PerformanceStat Capacity = new PerformanceStat();
[InspectableField, JsonProperty("efficiency"), Key(2), RuntimeInspectable]
public PerformanceStat Efficiency = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Capacitor(context, this, entity, item);
}
}
public class Capacitor : IBehavior
{
private CapacitorData _data;
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public BehaviorData Data => _data;
public float Charge { get; private set; }
public float Capacity { get; private set; }
public float Efficiency { get; private set; } = 1;
public void AddCharge(float charge)
{
Charge = clamp(Charge + charge, 0, Capacity);
Item.AddHeat(abs(charge) * (1-Efficiency));
}
public Capacitor(ItemManager context, CapacitorData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
}
public bool Execute(float delta)
{
Capacity = Context.Evaluate(_data.Capacity, Item.EquippableItem, Entity);
Efficiency = Context.Evaluate(_data.Efficiency, Item.EquippableItem, Entity);
return true;
}
}