Add DPS calculations and columns to WeaponTable
Introduced new methods in `EntityWeaponModel` to calculate DPS for normal, light, medium, and heavy damage types. Updated `WeaponTable.razor` to display these new DPS values as additional columns for better weapon performance insights. Also fixed missing initialization of the base `Damage` property in test data.
This commit is contained in:
@@ -1376,7 +1376,7 @@ public class DATA
|
||||
.AddPart(new EntityMovementModel { Speed = 532, Movement = MovementType.Air })
|
||||
.AddPart(new EntityWeaponModel
|
||||
{
|
||||
LightDamage = 100, MediumDamage = 130, HeavyDamage = 160, Range = 20, AttacksPerSecond = 1,
|
||||
Damage = 100, LightDamage = 100, MediumDamage = 130, HeavyDamage = 160, Range = 20, AttacksPerSecond = 1,
|
||||
Targets =
|
||||
TargetType.Air
|
||||
})
|
||||
|
||||
@@ -12,6 +12,52 @@ public class EntityWeaponModel : IEntityPartInterface
|
||||
public float AttacksPerSecond { get; set; } = 0;
|
||||
public float SecondsBetweenAttacks { get; set; } = 0;
|
||||
|
||||
public float DamagePerSecond()
|
||||
{
|
||||
if (SecondsBetweenAttacks == 0)
|
||||
{
|
||||
return Damage * AttacksPerSecond;
|
||||
}
|
||||
|
||||
return Damage / SecondsBetweenAttacks;
|
||||
}
|
||||
|
||||
public float DamagePerSecondLight()
|
||||
{
|
||||
var damage = LightDamage != 0 ? LightDamage : Damage;
|
||||
|
||||
if (SecondsBetweenAttacks == 0)
|
||||
{
|
||||
return damage * AttacksPerSecond;
|
||||
}
|
||||
|
||||
return damage / SecondsBetweenAttacks;
|
||||
}
|
||||
|
||||
public float DamagePerSecondMedium()
|
||||
{
|
||||
var damage = MediumDamage != 0 ? MediumDamage : Damage;
|
||||
|
||||
if (SecondsBetweenAttacks == 0)
|
||||
{
|
||||
return damage * AttacksPerSecond;
|
||||
}
|
||||
|
||||
return damage / SecondsBetweenAttacks;
|
||||
}
|
||||
|
||||
public float DamagePerSecondHeavy()
|
||||
{
|
||||
var damage = HeavyDamage != 0 ? HeavyDamage : Damage;
|
||||
|
||||
if (SecondsBetweenAttacks == 0)
|
||||
{
|
||||
return damage * AttacksPerSecond;
|
||||
}
|
||||
|
||||
return damage / SecondsBetweenAttacks;
|
||||
}
|
||||
|
||||
public float Cooldown { get; set; } = 0;
|
||||
public float Charges { get; set; } = 0;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user