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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@@ -29,12 +29,12 @@ public sealed class InjectionAnomalySystem : EntitySystem
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private void OnPulse(Entity<InjectionAnomalyComponent> entity, ref AnomalyPulseEvent args)
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{
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PulseScalableEffect(entity, entity.Comp.InjectRadius, entity.Comp.MaxSolutionInjection * args.Severity);
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PulseScalableEffect(entity, entity.Comp.InjectRadius * args.PowerModifier, entity.Comp.MaxSolutionInjection * args.Severity * args.PowerModifier);
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}
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private void OnSupercritical(Entity<InjectionAnomalyComponent> entity, ref AnomalySupercriticalEvent args)
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{
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PulseScalableEffect(entity, entity.Comp.SuperCriticalInjectRadius, entity.Comp.SuperCriticalSolutionInjection);
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PulseScalableEffect(entity, entity.Comp.SuperCriticalInjectRadius * args.PowerModifier, entity.Comp.SuperCriticalSolutionInjection * args.PowerModifier);
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}
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private void PulseScalableEffect(Entity<InjectionAnomalyComponent> entity, float injectRadius, float maxInject)
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