Anomalies behaviours (#24683)
* Added new anomaly particle * Add basic anomaly behaviour * +2 parametres * add functional to new particle * add components to behaviours * big content * add shuffle, moved thing to server * clean up * fixes * random pick redo * bonjour behavioUr * fix AJCM * fix * add some new behaviours * power modifier behaviour * rmeove timer * new event for update ui fix * refactor! * fixes * enum * Fix mapinit * Minor touches --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -28,7 +28,7 @@ public sealed class ElectricityAnomalySystem : EntitySystem
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private void OnPulse(Entity<ElectricityAnomalyComponent> anomaly, ref AnomalyPulseEvent args)
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{
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var range = anomaly.Comp.MaxElectrocuteRange * args.Stability;
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var range = anomaly.Comp.MaxElectrocuteRange * args.Stability * args.PowerModifier;
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int boltCount = (int)MathF.Floor(MathHelper.Lerp((float)anomaly.Comp.MinBoltCount, (float)anomaly.Comp.MaxBoltCount, args.Severity));
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@@ -37,7 +37,7 @@ public sealed class ElectricityAnomalySystem : EntitySystem
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private void OnSupercritical(Entity<ElectricityAnomalyComponent> anomaly, ref AnomalySupercriticalEvent args)
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{
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var range = anomaly.Comp.MaxElectrocuteRange * 3;
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var range = anomaly.Comp.MaxElectrocuteRange * 3 * args.PowerModifier;
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_emp.EmpPulse(_transform.GetMapCoordinates(anomaly), range, anomaly.Comp.EmpEnergyConsumption, anomaly.Comp.EmpDisabledDuration);
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_lightning.ShootRandomLightnings(anomaly, range, anomaly.Comp.MaxBoltCount * 3, arcDepth: 3);
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