2020-05-29 23:06:35 +01:00
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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public class Aim : AgentBehavior
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{
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public float2 Objective;
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private Thruster _thrust;
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private Turning _turning;
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private VelocityLimit _velocityLimit;
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2020-12-10 23:20:38 +00:00
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public Aim(ItemManager context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
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2020-05-29 23:06:35 +01:00
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{
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_velocityLimit = Entity.GetBehaviors<VelocityLimit>().FirstOrDefault();
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2020-06-05 04:16:33 +01:00
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_thrust = Entity.GetBehavior<Thruster>();
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_turning = Entity.GetBehavior<Turning>();
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2020-05-29 23:06:35 +01:00
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}
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public override void Update(float delta)
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{
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if (_thrust != null && _turning != null)
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{
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float2 diff = Objective - Entity.Position;
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2020-06-05 04:16:33 +01:00
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_turning.Axis = TurningInput(diff);
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_thrust.Axis = 0;
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2020-05-29 23:06:35 +01:00
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}
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}
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}
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