Optimize for Update Calls (Every 60 frames)

This commit is contained in:
dvize
2024-04-02 17:15:48 -07:00
parent bf1f049f53
commit 594896e75f

View File

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