Aetheria/Assets/Scripts/ServerShared/Behaviors/ConstantWeapon.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

71 lines
No EOL
1.8 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;
using MessagePack;
using Newtonsoft.Json;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ConstantWeaponData : WeaponData
{
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new ConstantWeapon(context, this, entity, item);
}
}
public class ConstantWeapon : IBehavior, IAlwaysUpdatedBehavior
{
private ConstantWeaponData _data;
private Entity Entity { get; }
private EquippedItem Item { get; }
private ItemManager Context { get; }
public BehaviorData Data => _data;
public event Action OnStartFiring;
public event Action OnStopFiring;
private bool _firing;
private bool _stoppedFiring;
public ConstantWeapon(ItemManager context, ConstantWeaponData c, Entity entity, EquippedItem item)
{
Context = context;
_data = c;
Entity = entity;
Item = item;
}
public bool Execute(float delta)
{
if (!_firing)
{
_firing = true;
OnStartFiring?.Invoke();
}
_stoppedFiring = false;
return true;
}
public void Update(float delta)
{
// Update executes after AlwaysUpdate,
// so if the stop flag didn't get disabled previous frame,
// we know the weapon has stopped firing
if (_firing)
{
if (_stoppedFiring)
{
_firing = false;
_stoppedFiring = false;
OnStopFiring?.Invoke();
}
else
_stoppedFiring = true;
}
}
}