Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/AbilityGroups/CharacterAbilityGroupInterval.cs
T
Markus Isberg 64db1a6a44 Build 0.18.4.0
2022-05-31 23:13:05 +09:00

57 lines
2.1 KiB
C#

namespace Barotrauma.Abilities
{
class CharacterAbilityGroupInterval : CharacterAbilityGroup
{
private float interval { get; set; }
public float TimeSinceLastUpdate { get; private set; }
private float effectDelay;
private float effectDelayTimer;
public CharacterAbilityGroupInterval(AbilityEffectType abilityEffectType, CharacterTalent characterTalent, ContentXElement abilityElementGroup) :
base(abilityEffectType, characterTalent, abilityElementGroup)
{
// too many overlapping intervals could cause hitching? maybe randomize a little
interval = abilityElementGroup.GetAttributeFloat("interval", 0f);
effectDelay = abilityElementGroup.GetAttributeFloat("effectdelay", 0f);
}
public void UpdateAbilityGroup(float deltaTime)
{
if (!IsActive) { return; }
TimeSinceLastUpdate += deltaTime;
if (TimeSinceLastUpdate >= interval)
{
bool conditionsMatched = IsApplicable();
effectDelayTimer = conditionsMatched ? effectDelayTimer + TimeSinceLastUpdate : 0f;
conditionsMatched &= effectDelayTimer >= effectDelay;
foreach (var characterAbility in characterAbilities)
{
if (characterAbility.IsViable())
{
characterAbility.UpdateCharacterAbility(conditionsMatched, TimeSinceLastUpdate);
}
}
if (conditionsMatched)
{
timesTriggered++;
}
TimeSinceLastUpdate = 0;
}
}
private bool IsApplicable()
{
if (timesTriggered >= maxTriggerCount) { return false; }
foreach (var abilityCondition in abilityConditions)
{
if (!abilityCondition.MatchesCondition())
{
return false;
}
}
return true;
}
}
}