Aetheria/Assets/Scripts/Gameplay/EntityInstance.cs

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C#
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using GameCult.Aetheria.State.Unity;
using UniRx;
using UnityEngine;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
public class EntityInstance : MonoBehaviour
{
public MeshRenderer MapIcon;
public Transform InfluencePrefab;
public Transform PingPrefab;
public Material InvisibleMaterial;
public static Transform EffectManagerParent;
public ShieldManager Shield;
public HullCollider[] HullColliders;
public Transform[] EquipmentHardpoints;
public RadiatorHardpoint[] RadiatorHardpoints;
public ThrusterHardpoint[] ThrusterHardpoints;
public WeaponHardpoint[] WeaponHardpoints;
public ArticulationPoint[] ArticulationPoints;
public GameObject DestroyEffect;
public event Action OnFadedOut;
public event Action OnFadedIn;
private List<Material> _fadeMaterials = new List<Material>();
private Dictionary<MeshRenderer, Material[]> _meshes = new Dictionary<MeshRenderer, Material[]>();
private List<(MeshRenderer mesh, int submesh, Material material)> _nonFadedSubmeshes = new List<(MeshRenderer mesh, int submesh, Material material)>();
private List<IDisposable> _subscriptions = new List<IDisposable>();
private float _fade = 0;
private bool _fading;
private bool _fadingIn;
private bool _fadedElementsVisible = false;
private bool _unfadedElementsVisible = false;
private float _fadeTime;
private bool _destroyed;
private (Transform transform, MeshRenderer meshRenderer) _currentPing;
private float _pingBrightness;
private Sensor _sensor;
private Transform _influenceInstance;
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//private List<(GameObject source, EquippedItem item)> _audioSources = new List<(GameObject source, EquippedItem item)>();
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// private (Reactor reactor, GameObject sfxSource) _reactor;
// private Dictionary<Radiator, GameObject> _radiatorSfx = new Dictionary<Radiator, GameObject>();
private static Dictionary<string, InstantWeaponEffectManager> _instantWeaponManagers = new Dictionary<string, InstantWeaponEffectManager>();
private static Dictionary<string, ConstantWeaponEffectManager> _constantWeaponManagers = new Dictionary<string, ConstantWeaponEffectManager>();
public static void ClearWeaponManagers()
{
_instantWeaponManagers.Clear();
_constantWeaponManagers.Clear();
}
private static AetheriaRuntimeCatalogItem FindTypedHull(ItemInstance hull)
{
return ActionGameManager.RuntimeCatalog?.FindItem(hull?.ItemKey ?? "");
}
private static Shape ToShape(int width, int height, IReadOnlyList<AetheriaRuntimeShapeCell> cells)
{
var shape = new Shape(width, height);
foreach (var cell in cells)
{
if (cell.X >= 0 && cell.Y >= 0 && cell.X < width && cell.Y < height)
shape[int2(cell.X, cell.Y)] = true;
}
return shape;
}
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public CompassIcon CompassIcon { get; set; }
public Dictionary<HardpointData, Transform[]> Barrels { get; private set; }
public Dictionary<HardpointData, int> BarrelIndices { get; private set; }
public Dictionary<Radiator, MeshRenderer> RadiatorMeshes { get; private set; }
public Transform LookAtPoint { get; private set; }
public Entity Entity { get; private set; }
public ZoneRenderer ZoneRenderer { get; private set; }
public Transform LocalSpace { get; private set; }
public bool Visible
{
get => _fade > 0.01f;
}
private void Awake()
{
LocalSpace = new GameObject().transform;
var meshes = gameObject.GetComponentsInChildren<MeshRenderer>();
var materials = new List<(Material material, List<(MeshRenderer renderer, int index)> submeshes)>();
foreach (var mesh in meshes)
{
_meshes.Add(mesh, mesh.sharedMaterials);
for (var i = 0; i < mesh.sharedMaterials.Length; i++)
{
var material = mesh.sharedMaterials[i];
if (material.shader.FindPropertyIndex("_Fade") >= 0)
{
var match = materials.FirstOrDefault(lm => lm.material == material);
if(match.material==null || material.shader.FindPropertyIndex("_EmissionFresnel") >= 0)
{
match = (material, new List<(MeshRenderer renderer, int index)>());
materials.Add(match);
}
match.submeshes.Add((mesh, i));
}
else
{
_nonFadedSubmeshes.Add((mesh, i, material));
_meshes[mesh][i] = InvisibleMaterial;
}
}
}
foreach (var (material, submeshes) in materials)
{
var materialInstance = Instantiate(material);
_fadeMaterials.Add(materialInstance);
foreach (var (mesh, index) in submeshes)
{
_meshes[mesh][index] = materialInstance;
}
materialInstance.SetFloat("_Fade", 0);
}
foreach (var mesh in _meshes.Keys) mesh.enabled = false;
foreach (var mesh in _meshes) mesh.Key.sharedMaterials = mesh.Value;
}
protected virtual void ShowUnfadedElements()
{
_unfadedElementsVisible = true;
foreach (var (mesh, submesh, material) in _nonFadedSubmeshes) _meshes[mesh][submesh] = material;
foreach (var mesh in _meshes) mesh.Key.sharedMaterials = mesh.Value;
}
protected virtual void HideUnfadedElements()
{
_unfadedElementsVisible = false;
foreach (var (mesh, submesh, material) in _nonFadedSubmeshes) _meshes[mesh][submesh] = InvisibleMaterial;
foreach (var mesh in _meshes) mesh.Key.sharedMaterials = mesh.Value;
}
public void FadeIn(float time)
{
if (_fade > .99f)
{
_fading = false;
return;
}
_fadeTime = time;
_fading = true;
_fadingIn = true;
}
public void FadeOut(float time)
{
if (_fade < .01f)
{
_fading = false;
return;
}
_fadeTime = time;
_fading = true;
_fadingIn = false;
}
public virtual void SetEntity(ZoneRenderer zoneRenderer, Entity entity)
{
gameObject.name = entity.Name;
LocalSpace.gameObject.name = $"{entity.Name} Sim Space";
LocalSpace.SetParent(transform.parent);
Entity = entity;
ZoneRenderer = zoneRenderer;
var typedHull = FindTypedHull(entity.Hull);
if (typedHull == null || typedHull.ShapeWidth <= 0 || typedHull.ShapeHeight <= 0 || typedHull.ShapeCells.Count == 0)
{
Debug.LogError($"Cannot bind entity instance for {entity.Name}: missing typed hull shape.");
return;
}
var hullShape = ToShape(typedHull.ShapeWidth, typedHull.ShapeHeight, typedHull.ShapeCells);
var typedHardpoints = typedHull.Hardpoints.ToArray();
if(Shield)
Shield.Entity = entity;
foreach (var hullCollider in HullColliders) hullCollider.Entity = entity;
foreach (var item in entity.Equipment)
{
foreach (var behavior in item.Behaviors)
{
if (behavior is Sensor sensor)
{
_sensor = sensor;
sensor.OnPingStart += () =>
{
var pingInstance = Instantiate(PingPrefab);
var pingMesh = pingInstance.GetComponent<MeshRenderer>();
pingInstance.position = entity.Position;
_pingBrightness = pingMesh.material.GetFloat("_Depth");
_currentPing = (pingInstance, pingMesh);
};
sensor.OnPingEnd += OnSensorPingEnd;
}
if (behavior is InstantWeapon instantWeapon)
{
var effectPrefab = instantWeapon.EffectPrefab;
if (!_instantWeaponManagers.ContainsKey(effectPrefab))
{
var managerPrefab = UnityHelpers.LoadAsset<InstantWeaponEffectManager>(effectPrefab);
if(managerPrefab)
{
_instantWeaponManagers.Add(effectPrefab, Instantiate(managerPrefab, EffectManagerParent));
}
else Debug.LogError($"No InstantWeaponEffectManager prefab found at path {effectPrefab}");
}
instantWeapon.OnFire += () =>
_instantWeaponManagers[effectPrefab].Fire(instantWeapon, item, this, entity.Target.Value != null && ZoneRenderer.EntityInstances.ContainsKey(entity.Target.Value) ? ZoneRenderer.EntityInstances[entity.Target.Value] : null);
if (behavior is ChargedWeapon chargedWeapon)
{
var chargeManager = _instantWeaponManagers[effectPrefab].GetComponent<ChargeEffectManager>();
if (chargeManager)
{
chargedWeapon.OnStartCharging += () => chargeManager.StartCharging(chargedWeapon, item, this);
chargedWeapon.OnStopCharging += () => chargeManager.StopCharging(chargedWeapon);
chargedWeapon.OnCharged += () => chargeManager.Charged(chargedWeapon);
chargedWeapon.OnFailed += () => chargeManager.Failed(chargedWeapon);
}
}
}
if (behavior is ConstantWeapon constantWeapon)
{
var effectPrefab = constantWeapon.EffectPrefab;
if (!_constantWeaponManagers.ContainsKey(effectPrefab))
{
var managerPrefab = UnityHelpers.LoadAsset<ConstantWeaponEffectManager>(effectPrefab);
if(managerPrefab)
{
_constantWeaponManagers.Add(effectPrefab, Instantiate(managerPrefab, EffectManagerParent));
}
else Debug.LogError($"No ConstantWeaponEffectManager prefab found at path {effectPrefab}");
}
constantWeapon.OnStartFiring += () =>
_constantWeaponManagers[effectPrefab].StartFiring(constantWeapon, item, this, entity.Target.Value != null ? ZoneRenderer.EntityInstances[entity.Target.Value] : null);
constantWeapon.OnStopFiring += () =>
_constantWeaponManagers[effectPrefab].StopFiring(item);
}
}
}
RadiatorMeshes = new Dictionary<Radiator, MeshRenderer>();
Barrels = new Dictionary<HardpointData, Transform[]>();
BarrelIndices = new Dictionary<HardpointData, int>();
foreach (var radiator in entity.GetBehaviors<Radiator>())
{
var hp = Entity.Hardpoints[radiator.Item.Position.x, radiator.Item.Position.y];
if (hp != null && hp.Type == HardpointType.Radiator)
{
var mesh = RadiatorHardpoints.FirstOrDefault(x => x.name == hp.Transform);
if (mesh)
{
RadiatorMeshes.Add(radiator, mesh.Mesh);
}
}
}
foreach (var hp in Entity.Hardpoints.Cast<HardpointData>().Where(hp => hp != null).Distinct())
{
if(hp.Type == HardpointType.Ballistic || hp.Type == HardpointType.Energy || hp.Type == HardpointType.Launcher)
{
var whp = WeaponHardpoints.FirstOrDefault(x => x.name == hp.Transform);
if (whp)
{
Barrels.Add(hp, whp.FiringPoint);
BarrelIndices.Add(hp, 0);
}
}
}
void DamageSchematic(float damage, Shape hitShape)
{
foreach (var v in hitShape.Coordinates)
hitShape[v] = hitShape[v] && hullShape[v];
float hullDamage = 0;
var damagePerCell = damage / hitShape.Coordinates.Length;
foreach (var v in hitShape.Coordinates)
{
var d = damagePerCell;
// Subtract surface damage from armor, passing on the remainder to the item and then to the hull
var prev = entity.Armor[v.x, v.y];
entity.Armor[v.x, v.y] = max(prev - d, 0);
entity.ArmorDamage.OnNext((v, d));
d = max(d - prev, 0);
if (d > 0.1f)
{
var item = entity.GearOccupancy[v.x, v.y];
if (item != null)
{
prev = item.EquippableItem.Durability;
item.EquippableItem.Durability = max(prev - d, 0);
entity.ItemDamage.OnNext((item, d));
d = max(d - prev, 0);
}
}
hullDamage += d;
}
if(hullDamage > .1f)
{
entity.Hull.Durability -= hullDamage;
entity.HullDamage.OnNext(hullDamage);
}
}
foreach (var collider in HullColliders)
{
collider.Splash.Subscribe(splash =>
{
var hitShape = new Shape(hullShape.Width, hullShape.Height);
foreach (var v in hullShape.Coordinates)
{
var localHitDirection = transform.InverseTransformDirection(splash.Direction);
var direction = normalize(float2(localHitDirection.x, localHitDirection.z));
var cellDot = dot(normalize(v - hullShape.CenterOfMass), direction);
if (cellDot < 0) hitShape[v] = true;
}
DamageSchematic(splash.Damage, hitShape);
});
collider.Hit.Subscribe(hit =>
{
Entity.IncomingHit.OnNext(hit.Source);
var hardpointIndex = (int) hit.TexCoord.x - 1;
var hitShape = new Shape(hullShape.Width, hullShape.Height);
// U coordinate between 0-1 indicates a hit that didn't land directly on a hardpoint
// Find the 2D position of the hit scaled to the schematic
float2 hitPos = float2.zero;
if (hardpointIndex < 0 || hardpointIndex >= typedHardpoints.Length)
{
hitPos = float2(hit.TexCoord.x * hullShape.Width, hit.TexCoord.y * hullShape.Height);
// Search all schematic border cells for the cell which is closest to the hit position
var hitCell = int2(-1);
var distance = float.MaxValue;
foreach (var v in hullShape.Coordinates)
{
var cellDist = lengthsq(hitPos - v);
if (cellDist < distance)
{
distance = cellDist;
hitCell = v;
hitPos = v + float2(.5f);
}
}
hitShape[hitCell] = true;
}
else
{
// Collider UV coordinates starting with 1 correspond to hardpoint index
var hardpoint = typedHardpoints[hardpointIndex];
// Obtain the hull coordinates of all cells occupied by the hardpoint
var hardpointShape = ToShape(hardpoint.ShapeWidth, hardpoint.ShapeHeight, hardpoint.ShapeCells);
var hardpointCells = hullShape.Inset(hardpointShape, int2(hardpoint.PositionX, hardpoint.PositionY));
hitPos = hardpointCells.CenterOfMass;
foreach (var v in hardpointCells.Coordinates)
hitShape[v] = true;
}
for (int i = 0; i < Mathf.RoundToInt(hit.Spread); i++)
{
hitShape = hitShape.Expand();
}
if (hit.Penetration > .5f)
{
// Find the local 2D vector corresponding to the direction of the incoming hit
var localHitDirection = transform.InverseTransformDirection(hit.Direction);
var penetrationVector = normalize(float2(localHitDirection.x, localHitDirection.z));
// TODO: Bresenham's line algorithm
// March a ray through the ship from the hit position
var penetrationPoint = hitPos;
var penetrationDistance = 0f;
while (penetrationDistance < hit.Penetration && hullShape[int2(penetrationPoint)])
{
penetrationDistance += .5f;
hitShape[int2(penetrationPoint)] = true;
penetrationPoint += penetrationVector * .5f;
}
}
DamageSchematic(hit.Damage, hitShape);
});
}
LookAtPoint = new GameObject($"{entity.Name} Look Point").transform;
foreach (var articulationPoint in ArticulationPoints)
{
articulationPoint.Target = LookAtPoint;
}
_subscriptions.Add(Entity.HullDamage.Subscribe(_ =>
{
if (!_destroyed && Entity.Hull.Durability < .01f)
{
if (!this) return;
if (ActionGameManager.Instance?.CommitEntityDestroyed(entity, ZoneRenderer) != true)
return;
_destroyed = true;
if (DestroyEffect != null)
{
var t = Instantiate(DestroyEffect).transform;
t.position = transform.position;
}
}
}));
if (entity is OrbitalEntity orbital && orbital.IsSecureArea)
{
_influenceInstance = Instantiate(InfluencePrefab);
_influenceInstance.transform.localScale = Vector3.one * orbital.SecurityRadius;
}
}
private void OnSensorPingEnd()
{
Destroy(_currentPing.transform.gameObject);
}
public Transform GetBarrel(HardpointData hardpoint)
{
if (Barrels.ContainsKey(hardpoint))
{
var barrel = Barrels[hardpoint][BarrelIndices[hardpoint]];
BarrelIndices[hardpoint] = (BarrelIndices[hardpoint] + 1) % Barrels[hardpoint].Length;
return barrel;
}
return transform;
}
public virtual void Update()
{
if (_currentPing.transform)
{
_currentPing.transform.localScale = _sensor.PingRadius * Vector3.one;
_currentPing.meshRenderer.material.SetFloat("_Depth", _pingBrightness * _sensor.PingBrightness);
}
if (_fading)
{
if (_fadingIn)
{
_fade += Time.deltaTime / _fadeTime;
if (!_fadedElementsVisible && _fade > .01f)
{
_fadedElementsVisible = true;
foreach (var mesh in _meshes.Keys) mesh.enabled = true;
}
if (_fade > 1)
{
_fade = 1;
_fading = false;
OnFadedIn?.Invoke();
OnFadedIn = null;
ShowUnfadedElements();
}
foreach(var material in _fadeMaterials) material.SetFloat("_Fade", _fade);
}
else
{
_fade -= Time.deltaTime / _fadeTime;
if(_unfadedElementsVisible && _fade < .99f) HideUnfadedElements();
if (_fade < 0)
{
_fadedElementsVisible = false;
foreach (var mesh in _meshes.Keys) mesh.enabled = false;
_fade = 0;
_fading = false;
OnFadedOut?.Invoke();
OnFadedOut = null;
}
foreach(var material in _fadeMaterials) material.SetFloat("_Fade", _fade);
}
}
foreach (var x in RadiatorMeshes)
{
x.Value.material.SetFloat("_Emission", Entity.ItemManager.GameplaySettings.TemperatureEmissionCurve.Evaluate(x.Key.RadiatorTemperature));
}
foreach (var x in Barrels)
{
Entity.HardpointTransforms[x.Key] = (x.Value[0].position, x.Value[0].forward);
}
LookAtPoint.position = transform.position + (Vector3) Entity.LookDirection *
(Entity.Target.Value != null ? max(Entity.TargetRange,Entity.ItemManager.GameplaySettings.ConvergenceMinimumDistance) : 10000);
LocalSpace.localPosition = transform.position = Entity.Position;
if (_influenceInstance)
_influenceInstance.position = new Vector3(Entity.Position.x, 0, Entity.Position.z);
}
public virtual void OnDestroy()
{
if(_sensor!=null)
_sensor.OnPingEnd -= OnSensorPingEnd;
if (_influenceInstance) Destroy(_influenceInstance.gameObject);
Destroy(LocalSpace.gameObject);
foreach(var x in _subscriptions)
x.Dispose();
}
}