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