Targeting Target locking Crosshairs Improved HUD schematic feedback Equipment Heat Damage Equipment Disabling
71 lines
No EOL
1.8 KiB
C#
71 lines
No EOL
1.8 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using MessagePack;
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using Newtonsoft.Json;
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class ConstantWeaponData : WeaponData
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{
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new ConstantWeapon(context, this, entity, item);
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}
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}
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public class ConstantWeapon : IBehavior, IAlwaysUpdatedBehavior
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{
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private ConstantWeaponData _data;
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private Entity Entity { get; }
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private EquippedItem Item { get; }
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private ItemManager Context { get; }
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public BehaviorData Data => _data;
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public event Action OnStartFiring;
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public event Action OnStopFiring;
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private bool _firing;
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private bool _stoppedFiring;
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public ConstantWeapon(ItemManager context, ConstantWeaponData c, Entity entity, EquippedItem item)
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{
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Context = context;
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_data = c;
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Entity = entity;
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Item = item;
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}
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public bool Execute(float delta)
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{
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if (!_firing)
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{
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_firing = true;
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OnStartFiring?.Invoke();
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}
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_stoppedFiring = false;
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return true;
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}
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public void Update(float delta)
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{
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// Update executes after AlwaysUpdate,
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// so if the stop flag didn't get disabled previous frame,
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// we know the weapon has stopped firing
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if (_firing)
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{
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if (_stoppedFiring)
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{
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_firing = false;
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_stoppedFiring = false;
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OnStopFiring?.Invoke();
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}
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else
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_stoppedFiring = true;
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}
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}
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} |