Aetheria/Assets/Scripts/ServerShared/Agents/VelocityMatch.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Mathematics;
using static Unity.Mathematics.math;
public class VelocityMatch : AgentBehavior
{
public event Action OnMatch;
public float2 TargetVelocity;
private Thruster _thrust;
private Turning _turning;
private const float TargetThreshold = .1f;
private GameContext _context;
public VelocityMatch(GameContext context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
{
_context = context;
_thrust = Entity.GetBehavior<Thruster>();
_turning = Entity.GetBehavior<Turning>();
}
public void Clear()
{
OnMatch = null;
}
public override void Update(float delta)
{
if (_thrust != null && _turning != null)
{
var deltaV = TargetVelocity - Entity.Velocity;
if(length(deltaV) < TargetThreshold)
OnMatch?.Invoke();
_turning.Axis = TurningInput(deltaV);
_thrust.Axis = ThrustInput(deltaV);
}
}
public float2 MatchDistanceTime
{
get
{
var velocity = length(Entity.Velocity);
var deltaV = TargetVelocity - Entity.Velocity;
var stoppingTime = length(deltaV) / (_thrust.Thrust / Entity.Mass);
var stoppingDistance = stoppingTime * (velocity / 2);
var angleDiff = Entity.Direction.AngleDiff(deltaV);
var turnaroundTime = angleDiff / (_turning.Torque / Entity.Mass);
var turnaroundDistance = turnaroundTime * velocity;
return float2(stoppingDistance + turnaroundDistance, stoppingTime + turnaroundTime);
}
}
}