Optimize for Update Calls (Every 60 frames)
This commit is contained in:
40
Component.cs
40
Component.cs
@@ -29,6 +29,8 @@ namespace armorMod
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private static float timeSinceLastHit = 0f;
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private static Slot tempSlot;
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private int frameCount = 0;
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private static Dictionary<EquipmentSlot, List<Item>> equipmentSlotDictionary = new Dictionary<EquipmentSlot, List<Item>>
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{
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{ EquipmentSlot.ArmorVest, new List<Item>() },
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@@ -76,38 +78,46 @@ namespace armorMod
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private void Update()
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{
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timeSinceLastHit += Time.deltaTime;
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frameCount++;
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if (AssPlugin.ArmorServiceMode.Value && timeSinceLastHit >= AssPlugin.TimeDelayRepairInSec.Value)
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// Perform actions every 60 frames
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if (frameCount >= 60)
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{
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var armorItems = equipmentSlotDictionary.Values.SelectMany(slot => slot).SelectMany(slot => slot.GetAllItems());
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RepairItems(armorItems, isWeapon: false);
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}
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frameCount = 0; // Reset frame count
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if (AssPlugin.WeaponServiceMode.Value && timeSinceLastHit >= AssPlugin.weaponTimeDelayRepairInSec.Value)
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{
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var weaponItems = weaponSlotDictionary.Values.SelectMany(slot => slot).SelectMany(slot => slot.GetAllItems());
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RepairItems(weaponItems, isWeapon: true);
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// Assuming Time.deltaTime accumulates over 60 frames for calculations
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float accumulatedDeltaTime = Time.deltaTime * 60;
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timeSinceLastHit += accumulatedDeltaTime;
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if (AssPlugin.ArmorServiceMode.Value && timeSinceLastHit >= AssPlugin.TimeDelayRepairInSec.Value)
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{
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var armorItems = equipmentSlotDictionary.Values.SelectMany(slot => slot).SelectMany(slot => slot.GetAllItems());
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RepairItems(armorItems, isWeapon: false, accumulatedDeltaTime);
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}
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if (AssPlugin.WeaponServiceMode.Value && timeSinceLastHit >= AssPlugin.weaponTimeDelayRepairInSec.Value)
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{
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var weaponItems = weaponSlotDictionary.Values.SelectMany(slot => slot).SelectMany(slot => slot.GetAllItems());
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RepairItems(weaponItems, isWeapon: true, accumulatedDeltaTime);
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}
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}
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}
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private void RepairItems(IEnumerable<Item> items, bool isWeapon)
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private void RepairItems(IEnumerable<Item> items, bool isWeapon, float accumulatedDeltaTime)
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{
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float repairRate = isWeapon ? AssPlugin.weaponRepairRateOverTime.Value * Time.deltaTime : AssPlugin.ArmorRepairRateOverTime.Value * Time.deltaTime;
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float maxDurabilityDrainRate = isWeapon ? AssPlugin.weaponMaxDurabilityDegradationRateOverTime.Value * Time.deltaTime : AssPlugin.MaxDurabilityDegradationRateOverTime.Value * Time.deltaTime;
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float repairRate = isWeapon ? AssPlugin.weaponRepairRateOverTime.Value * accumulatedDeltaTime : AssPlugin.ArmorRepairRateOverTime.Value * accumulatedDeltaTime;
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float maxDurabilityDrainRate = isWeapon ? AssPlugin.weaponMaxDurabilityDegradationRateOverTime.Value * accumulatedDeltaTime : AssPlugin.MaxDurabilityDegradationRateOverTime.Value * accumulatedDeltaTime;
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foreach (var item in items)
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{
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if (!isWeapon)
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{
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// Specifically for face shields, if the item has a FaceShieldComponent.
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if (item.TryGetItemComponent<FaceShieldComponent>(out var faceShield) && AssPlugin.fixFaceShieldBullets.Value)
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{
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// Check if face shield has been hit and reset hits if so.
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if (faceShield.Hits > 0)
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{
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faceShield.Hits = 0;
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// Assuming faceShield has a method or event to notify changes. If not, adjust as necessary.
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faceShield.HitsChanged?.Invoke();
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}
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}
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