Sync daemon authority migration

This commit is contained in:
Meta Vens 2026-06-21 09:37:54 +01:00
commit 39a0dc8737
295 changed files with 25121 additions and 7360 deletions

View file

@ -1,13 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using static Unity.Mathematics.noise;
using Random = UnityEngine.Random;
using static Noise1D;
using float3 = Unity.Mathematics.float3;
public class GuidedProjectile : MonoBehaviour
{
@ -36,7 +31,7 @@ public class GuidedProjectile : MonoBehaviour
private Vector3 _previousTargetPosition;
public Transform Target { get; set; }
public float3 StartPosition { get; set; }
public Vector3 StartPosition { get; set; }
public float Range { get; set; }
public Vector3 Velocity { get; set; }
public float Damage { get; set; }
@ -52,9 +47,7 @@ public class GuidedProjectile : MonoBehaviour
_active = _alive = true;
_phase = Random.value * 100;
_prevDist = Single.MaxValue;
Particles.startColor = Color.white;
//var main = Particles.main;
//main.startColor = new ParticleSystem.MinMaxGradient { mode = ParticleSystemGradientMode.Color, color = Color.white };
SetParticleColor(Color.white);
Particles.Clear(true);
Particles.Play(true);
}
@ -72,18 +65,18 @@ public class GuidedProjectile : MonoBehaviour
StartCoroutine(FadeOut());
return;
}
var position = (float3) t.position;
var position = t.position;
var targetPosition = TargetPosition?.Invoke() ?? Target.position;
_targetVelocity = lerp(_targetVelocity, targetPosition - _previousTargetPosition, saturate(Time.deltaTime * 5));
_targetVelocity = Vector3.Lerp(_targetVelocity, targetPosition - _previousTargetPosition, Mathf.Clamp01(Time.deltaTime * 5));
_previousTargetPosition = targetPosition;
targetPosition = AetheriaMath.FirstOrderIntercept(position,float3.zero, TopSpeed, targetPosition, _targetVelocity);
targetPosition = AetheriaMath.FirstOrderIntercept(position, Vector3.zero, TopSpeed, targetPosition, _targetVelocity);
var diff = targetPosition - transform.position;
var targetDist = diff.magnitude;
var sourceDist = length(StartPosition.xz - position.xz);
var sourceDist = Vector2.Distance(new Vector2(StartPosition.x, StartPosition.z), new Vector2(position.x, position.z));
if (sourceDist > Range || dot(diff,Velocity) < 0)
if (sourceDist > Range || Vector3.Dot(diff, Velocity) < 0)
{
StartCoroutine(FadeOut());
if (HitEffect != null)
@ -98,8 +91,8 @@ public class GuidedProjectile : MonoBehaviour
var targetDistFlat = diff.Flatland().magnitude;
var curveLerp = 1 - targetDistFlat / (sourceDist + targetDistFlat);
var dir = diff.normalized;
var right = cross(dir, float3(0, 1, 0));
var up = cross(dir, right);
var right = Vector3.Cross(dir, Vector3.up);
var up = Vector3.Cross(dir, right);
if (Children > 0 && SplitTime < curveLerp)
{
@ -108,9 +101,9 @@ public class GuidedProjectile : MonoBehaviour
var child = ChildProjectile.Instantiate<GuidedProjectile>();
child.transform.position = t.position;
child.StartPosition = StartPosition;
var randomDirection = normalize(Random.insideUnitCircle);
var randomDirection = Random.insideUnitCircle.normalized;
var perpendicularRandom = randomDirection.x * right + randomDirection.y * up;
child.Velocity = normalize(lerp(perpendicularRandom, dir, SplitSeparationForwardness)) * length(Velocity) * SplitSeparationVelocity;
child.Velocity = Vector3.Lerp(perpendicularRandom, dir, SplitSeparationForwardness).normalized * Velocity.magnitude * SplitSeparationVelocity;
child.Range = Range;
child.Damage = Damage / Children;
child.Penetration = Penetration;
@ -135,56 +128,53 @@ public class GuidedProjectile : MonoBehaviour
}
}
var dodge = normalize(lerp(
normalize(right * noise(Time.time * Frequency + _phase) + up * noise(Time.time * Frequency + (100 + _phase))),
Vector3.up, LiftCurve.Evaluate(curveLerp)));
var dodge = Vector3.Lerp(
(right * noise(Time.time * Frequency + _phase) + up * noise(Time.time * Frequency + (100 + _phase))).normalized,
Vector3.up,
LiftCurve.Evaluate(curveLerp)).normalized;
var desired = Vector3.Slerp(dodge, dir, GuidanceCurve.Evaluate(curveLerp)).normalized * TopSpeed;
var thrustCurve = ThrustCurve.Evaluate(curveLerp);
var thrust = Thrust * thrustCurve;
var c = Color.white * thrustCurve;
c.a = 1;
Particles.startColor = c;
SetParticleColor(c);
Velocity += (desired-Velocity).normalized * (thrust * Time.deltaTime);
}
if(_alive)
{
var ray = new Ray(t.position, Velocity);
foreach (var hit in Physics.RaycastAll(ray, Velocity.magnitude * Time.deltaTime, 1 | (1 << 17)))
if (AetheriaYmirPhysicsBridge.Instance.TryCastZoneHulls(
ActionGameManager.Instance?.ZoneRenderer,
SourceEntity,
t.position,
Velocity,
Velocity.magnitude * Time.deltaTime,
0,
out var hits) &&
hits.Count > 0)
{
var shield = hit.collider.GetComponent<ShieldManager>();
if (shield)
var hit = hits[0];
var hull = hit.Hull;
var entity = hull.Entity;
if (entity.Shield != null && entity.Shield.Item.Active.Value)
{
if (!(shield.Entity.Shield != null && shield.Entity.Shield.Item.Active.Value && shield.Entity.Shield.CanTakeHit(DamageType, Damage))) continue;
if (shield.Entity != SourceEntity)
{
shield.Entity.Shield.TakeHit(DamageType, Damage);
shield.ShowHit(hit.point, sqrt(Damage));
}
hit.Shield?.ShowHit(hit.Point, Mathf.Sqrt(Damage));
}
var hull = hit.collider.GetComponent<HullCollider>();
if (hull && !(hull.Entity.Shield != null && hull.Entity.Shield.Item.Active.Value && hull.Entity.Shield.CanTakeHit(DamageType, Damage)))
else
{
if (hull.Entity != SourceEntity)
{
hull.SendHit(Damage, Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, transform.forward);
transform.position = hit.point;
StartCoroutine(Kill());
}
}
else// if (hit.transform.gameObject.layer == 1)
{
StartCoroutine(Kill());
return;
}
transform.position = hit.Point;
StartCoroutine(Kill());
if (HitEffect != null)
{
var ht = HitEffect.Instantiate<Transform>();
ht.SetParent(hit.collider.transform);
ht.position = hit.point;
return;
ht.SetParent(hull.transform);
ht.position = hit.Point;
}
return;
}
t.position += Velocity * Time.deltaTime;
@ -200,15 +190,19 @@ public class GuidedProjectile : MonoBehaviour
var lerp = 1 - (Time.time - startTime) / FadeOutTime;
var c = Color.white * lerp;
c.a = 1;
Particles.startColor = c;
//var main = Particles.main;
//main.startColor = new ParticleSystem.MinMaxGradient { mode = ParticleSystemGradientMode.Color, color = Color.white * lerp };
SetParticleColor(c);
yield return null;
}
StartCoroutine(Kill());
}
private void SetParticleColor(Color color)
{
var main = Particles.main;
main.startColor = color;
}
IEnumerator Kill()
{
_active = false;
@ -223,4 +217,4 @@ public class GuidedProjectile : MonoBehaviour
OnKill?.Invoke();
GetComponent<Prototype>().ReturnToPool();
}
}
}