Aetheria/Assets/Scripts/ServerShared/Behaviors/Cooldown.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

61 lines
No EOL
1.7 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 System.Linq;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(-10), RuntimeInspectable]
public class CooldownData : BehaviorData
{
[InspectableField, JsonProperty("cooldown"), Key(1), RuntimeInspectable]
public PerformanceStat Cooldown = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Cooldown(context, this, entity, item);
}
}
public class Cooldown : IBehavior, IAlwaysUpdatedBehavior, IProgressBehavior
{
private CooldownData _data;
public BehaviorData Data => _data;
private Entity Entity { get; }
private EquippedItem Item { get; }
private ItemManager Context { get; }
private float _cooldown; // Normalized
public float Progress => saturate(_cooldown);
public Cooldown(ItemManager context, CooldownData data, Entity entity, EquippedItem item)
{
_data = data;
Entity = entity;
Item = item;
Context = context;
}
public bool Execute(float delta)
{
if (_cooldown < 0)
{
_cooldown = 1;
return true;
}
return false;
}
public void Update(float delta)
{
_cooldown -= delta / Context.Evaluate(_data.Cooldown, Item.EquippableItem, Entity);
}
}