Damage System Rewrite
New damage system, much easier to understand Splash damage support Hardpoint armor consolidated with hull armor Minimap shows view cone New industry standard palette for temperature display Temperature range display contains palette Restoring loadouts now ignores temperature and armor Items can ignore thermal mass when adding heat Burst weapons can consume single ammo (mainly shotguns) New missile type that follows crosshairs New airburst projectile type that deals splash damage Auto Shotgun and Charged Shotgun
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55 changed files with 14253 additions and 2206 deletions
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7
Assets/Resources/Prefabs/Weapons/Revolver.prefab.meta
Normal file
7
Assets/Resources/Prefabs/Weapons/Revolver.prefab.meta
Normal file
|
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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5093
Assets/Resources/Prefabs/Weapons/SRM.prefab
Normal file
5093
Assets/Resources/Prefabs/Weapons/SRM.prefab
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/Resources/Prefabs/Weapons/SRM.prefab.meta
Normal file
7
Assets/Resources/Prefabs/Weapons/SRM.prefab.meta
Normal file
|
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@ -0,0 +1,7 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load diff
|
|
@ -330,31 +330,31 @@ public class DatabaseInspector : EditorWindow
|
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field.SetValue(obj, list);
|
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GUI.changed = true;
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}
|
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// else
|
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// {
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// var sorted = true;
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// var order = int.MinValue;
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// foreach(var element in list)
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// {
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// var elementType = element.GetType();
|
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// var elementOrder = elementType.GetCustomAttribute<OrderAttribute>()?.Order ?? 0;
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// if (elementOrder < order)
|
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// sorted = false;
|
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// order = elementOrder;
|
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// }
|
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//
|
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// if (!sorted)
|
||||
// {
|
||||
// var sortedList = list
|
||||
// .Cast<object>()
|
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// .OrderBy(o => o.GetType().GetCustomAttribute<OrderAttribute>()?.Order ?? 0);
|
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// list = (IList) Activator.CreateInstance(type);
|
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// foreach (var o in sortedList)
|
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// list.Add(o);
|
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// field.SetValue(obj, list);
|
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// GUI.changed = true;
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// }
|
||||
// }
|
||||
else
|
||||
{
|
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var sorted = true;
|
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var order = int.MinValue;
|
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foreach(var element in list)
|
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{
|
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var elementType = element.GetType();
|
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var elementOrder = elementType.GetCustomAttribute<OrderAttribute>()?.Order ?? 0;
|
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if (elementOrder < order)
|
||||
sorted = false;
|
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order = elementOrder;
|
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}
|
||||
|
||||
if (!sorted)
|
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{
|
||||
var sortedList = list
|
||||
.Cast<object>()
|
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.OrderBy(o => o.GetType().GetCustomAttribute<OrderAttribute>()?.Order ?? 0);
|
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list = (IList) Activator.CreateInstance(type);
|
||||
foreach (var o in sortedList)
|
||||
list.Add(o);
|
||||
field.SetValue(obj, list);
|
||||
GUI.changed = true;
|
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}
|
||||
}
|
||||
foreach (var o in list)
|
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{
|
||||
if (o == null)
|
||||
|
|
|
|||
|
|
@ -63,6 +63,7 @@ public class ActionGameManager : MonoBehaviour
|
|||
private (LockWeapon targetLock, PlaceUIElementWorldspace indicator, Rotate spin)[] _lockingIndicators;
|
||||
public List<Ship> PlayerShips { get; } = new List<Ship>();
|
||||
public EquippedDockingBay DockingBay { get; private set; }
|
||||
public Entity DockedEntity { get; private set; }
|
||||
|
||||
public Ship CurrentShip { get; set; }
|
||||
public DatabaseCache ItemData { get; private set; }
|
||||
|
|
@ -348,8 +349,9 @@ public class ActionGameManager : MonoBehaviour
|
|||
station.Active = true;
|
||||
|
||||
var reactorData = ItemData.GetAll<GearData>().First(x => x.HardpointType == HardpointType.Reactor && x.Shape.Height == 2);
|
||||
var radiatorData = ItemData.GetAll<GearData>().First(x => x.Name == "Long Radiator");
|
||||
var autocannonData = ItemData.GetAll<GearData>().First(x => x.Name == "Autocannon");
|
||||
var ammoData = ItemData.GetAll<SimpleCommodityData>().First(x => x.Name == "AC2 Ammo");
|
||||
var ammoData = ItemData.GetAll<SimpleCommodityData>().First(x => x.Name == "Autocannon Ammo");
|
||||
|
||||
var turretType = ItemData.GetAll<HullData>().First(x=>x.HullType==HullType.Turret);
|
||||
var controlModuleData = ItemData.GetAll<GearData>().First(x => x.Name == "Murder Module");
|
||||
|
|
@ -364,65 +366,31 @@ public class ActionGameManager : MonoBehaviour
|
|||
var turretOrbit = Zone.CreateOrbit(turretParentOrbit, turretPos);
|
||||
var turret = new OrbitalEntity(ItemManager, Zone, ItemManager.CreateInstance(turretType, 0, 1) as EquippableItem, turretOrbit.ID);
|
||||
turret.TryEquip(ItemManager.CreateInstance(reactorData, .5f, 1) as EquippableItem);
|
||||
turret.TryEquip(ItemManager.CreateInstance(radiatorData, .5f, 1) as EquippableItem);
|
||||
turret.TryEquip(ItemManager.CreateInstance(radiatorData, .5f, 1) as EquippableItem);
|
||||
turret.TryEquip(ItemManager.CreateInstance(controlModuleData, .5f, 1) as EquippableItem);
|
||||
turret.TryEquip(ItemManager.CreateInstance(autocannonData, .5f, 1) as EquippableItem);
|
||||
turret.TryEquip(ItemManager.CreateInstance(autocannonData, .5f, 1) as EquippableItem);
|
||||
turret.TryEquip(ItemManager.CreateInstance(cargo1Data, .5f, 1) as EquippableItem);
|
||||
turret.CargoBays.First().TryStore(ItemManager.CreateInstance(ammoData, 400));
|
||||
foreach (var v in turretType.Shape.Coordinates)
|
||||
turret.HullConductivity[v.x, v.y] = bool2(true);
|
||||
turret.Active = true;
|
||||
Zone.Entities.Add(turret);
|
||||
}
|
||||
|
||||
var hullType = ItemData.GetAll<HullData>().First(x=>x.Name == "Djinni");
|
||||
var shipHull = ItemManager.CreateInstance(hullType, 0, 1) as EquippableItem;
|
||||
var ship = new Ship(ItemManager, Zone, shipHull);
|
||||
PlayerShips.Add(ship);
|
||||
CurrentShip = ship;
|
||||
ship.ArmorDamage.Subscribe(hit =>
|
||||
{
|
||||
var direction = _directions.MaxBy(d => dot(d.direction, normalize(hit.pos - hullType.Shape.CenterOfMass)));
|
||||
EventLog.LogMessage(
|
||||
$"{direction.name} armor hit for {hit.damage} damage, currently {((int) (ship.Armor[hit.pos.x, hit.pos.y] / hullType.Armor * 100)).ToString()}%",
|
||||
Settings.ArmorHitColor);
|
||||
});
|
||||
ship.HullDamage.Subscribe(hit => EventLog.LogMessage($"Hull Structure hit for {hit} damage"));
|
||||
ship.ItemDamage.Subscribe(hit =>
|
||||
{
|
||||
var data = ItemManager.GetData(hit.item.EquippableItem);
|
||||
EventLog.LogMessage(
|
||||
$"{hit.item.EquippableItem.Name} hit for {hit.damage} damage, currently {((int) (hit.item.EquippableItem.Durability / data.Durability * 100)).ToString()}%",
|
||||
Settings.GearHitColor);
|
||||
});
|
||||
ship.HardpointDamage.Subscribe(hit => EventLog.LogMessage(
|
||||
$"{Enum.GetName(typeof(HardpointType), hit.hardpoint.Type)} hardpoint hit for {hit.damage} damage, currently {((int) (ship.HardpointArmor[hit.hardpoint] / hit.hardpoint.Armor * 100)).ToString()}%",
|
||||
Settings.HardpointHitColor));
|
||||
|
||||
var thrusterData = ItemData.GetAll<GearData>().First(x => x.HardpointType == HardpointType.Thruster && x.Shape.Height == 1);
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
ship.TryEquip(ItemManager.CreateInstance(thrusterData, .5f, 1) as EquippableItem);
|
||||
//dockingCargo.TryStore(ItemManager.CreateInstance(thrusterData, .5f, 1));
|
||||
}
|
||||
|
||||
ship.TryEquip(ItemManager.CreateInstance(reactorData, .5f, 1) as EquippableItem);
|
||||
|
||||
var cockpitData = ItemData.GetAll<GearData>().First(x => x.Behaviors.Any(b=>b is CockpitData));
|
||||
ship.TryEquip(ItemManager.CreateInstance(cockpitData, .5f, 1) as EquippableItem);
|
||||
|
||||
ship.TryEquip(ItemManager.CreateInstance(autocannonData, .5f, 1) as EquippableItem);
|
||||
ship.TryEquip(ItemManager.CreateInstance(autocannonData, .5f, 1) as EquippableItem);
|
||||
|
||||
var lrmmData = ItemData.GetAll<GearData>().First(x => x.Name == "LRMM72");
|
||||
ship.TryEquip(ItemManager.CreateInstance(lrmmData, .5f, 1) as EquippableItem);
|
||||
ship.TryEquip(ItemManager.CreateInstance(lrmmData, .5f, 1) as EquippableItem);
|
||||
|
||||
var cargoData = ItemData.GetAll<CargoBayData>().First(x => x.Name == "Cargo Bay 4x4");
|
||||
ship.TryEquip(ItemManager.CreateInstance(cargoData, .5f, 1) as EquippableItem);
|
||||
|
||||
ship.CargoBays.First().TryStore(ItemManager.CreateInstance(ammoData, 200));
|
||||
//dockingCargo.TryStore(ItemManager.CreateInstance(reactorData, .5f, 1));
|
||||
|
||||
Dock();
|
||||
DockedEntity = station;
|
||||
DockingBay = station.DockingBays.First();
|
||||
DockCamera.enabled = true;
|
||||
FollowCamera.enabled = false;
|
||||
DockCamera.Follow = SectorRenderer.EntityInstances[station].Transform;
|
||||
var parentOrbit = Zone.Orbits[station.OrbitData].Data.Parent;
|
||||
var parentPlanet = SectorRenderer.Planets[Zone.Planets.FirstOrDefault(p => p.Value.Orbit == parentOrbit).Key];
|
||||
DockCamera.LookAt = parentPlanet.Body.transform;
|
||||
Menu.ShowTab(MenuTab.Inventory);
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
_input.Player.Disable();
|
||||
GameplayUI.SetActive(false);
|
||||
|
||||
// MapButton.onClick.AddListener(() =>
|
||||
// {
|
||||
|
|
@ -446,6 +414,7 @@ public class ActionGameManager : MonoBehaviour
|
|||
var bay = entity.TryDock(CurrentShip);
|
||||
if (bay != null)
|
||||
{
|
||||
DockedEntity = entity;
|
||||
DockingBay = bay;
|
||||
DockCamera.enabled = true;
|
||||
FollowCamera.enabled = false;
|
||||
|
|
@ -490,6 +459,7 @@ public class ActionGameManager : MonoBehaviour
|
|||
else if (CurrentShip.Parent.TryUndock(CurrentShip))
|
||||
{
|
||||
Menu.gameObject.SetActive(false);
|
||||
DockedEntity = null;
|
||||
DockingBay = null;
|
||||
CurrentShip.Active = true;
|
||||
//_shipInput = new ShipInput(_input.Player, _currentShip);
|
||||
|
|
@ -515,7 +485,8 @@ public class ActionGameManager : MonoBehaviour
|
|||
foreach (var group in _articulationGroups)
|
||||
group.crosshair.gameObject.SetActive(true);
|
||||
|
||||
_lockingIndicators = CurrentShip.GetBehaviors<LockWeapon>().Select(x =>
|
||||
_lockingIndicators = CurrentShip.GetBehaviors<LockWeapon>()
|
||||
.Select(x =>
|
||||
{
|
||||
var i = LockIndicator.Instantiate<PlaceUIElementWorldspace>();
|
||||
return (x, i, i.GetComponent<Rotate>());
|
||||
|
|
@ -574,15 +545,18 @@ public class ActionGameManager : MonoBehaviour
|
|||
|
||||
public IEnumerable<Ship> AvailableShips()
|
||||
{
|
||||
if (CurrentShip.Parent != null)
|
||||
if (CurrentShip != null)
|
||||
{
|
||||
foreach (var ship in PlayerShips)
|
||||
if (CurrentShip.Parent != null)
|
||||
{
|
||||
if (CurrentShip.Parent.Children.Contains(ship)) yield return ship;
|
||||
foreach (var ship in PlayerShips)
|
||||
{
|
||||
if (CurrentShip.Parent.Children.Contains(ship)) yield return ship;
|
||||
}
|
||||
}
|
||||
else
|
||||
yield return CurrentShip;
|
||||
}
|
||||
else
|
||||
yield return CurrentShip;
|
||||
}
|
||||
|
||||
void Update()
|
||||
|
|
@ -591,7 +565,7 @@ public class ActionGameManager : MonoBehaviour
|
|||
{
|
||||
_time += Time.deltaTime;
|
||||
ItemManager.Time = Time.time;
|
||||
if(CurrentShip.Parent==null)
|
||||
if(CurrentShip !=null && CurrentShip.Parent==null)
|
||||
{
|
||||
var look = _input.Player.Look.ReadValue<Vector2>();
|
||||
_shipYawPitch = float2(_shipYawPitch.x + look.x * Sensitivity.x, clamp(_shipYawPitch.y + look.y * Sensitivity.y, -.45f * PI, .45f * PI));
|
||||
|
|
|
|||
|
|
@ -9,6 +9,7 @@ using float2 = Unity.Mathematics.float2;
|
|||
public class HullCollider : MonoBehaviour
|
||||
{
|
||||
public Subject<HullHitEventArgs> Hit = new Subject<HullHitEventArgs>();
|
||||
public Subject<HullSplashEventArgs> Splash = new Subject<HullSplashEventArgs>();
|
||||
|
||||
public Entity Entity { get; set; }
|
||||
|
||||
|
|
@ -26,6 +27,17 @@ public class HullCollider : MonoBehaviour
|
|||
});
|
||||
}
|
||||
|
||||
public void SendSplash(float damage, DamageType damageType, Entity source, Vector3 direction)
|
||||
{
|
||||
Splash.OnNext(new HullSplashEventArgs
|
||||
{
|
||||
Damage = damage,
|
||||
DamageType = damageType,
|
||||
Source = source,
|
||||
Direction = direction
|
||||
});
|
||||
}
|
||||
|
||||
public class HullHitEventArgs
|
||||
{
|
||||
public float Damage;
|
||||
|
|
@ -36,4 +48,12 @@ public class HullCollider : MonoBehaviour
|
|||
public RaycastHit Hit;
|
||||
public float3 Direction;
|
||||
}
|
||||
|
||||
public class HullSplashEventArgs
|
||||
{
|
||||
public float Damage;
|
||||
public DamageType DamageType;
|
||||
public Entity Source;
|
||||
public float3 Direction;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,8 +1,8 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
using static Unity.Mathematics.noise;
|
||||
using Random = UnityEngine.Random;
|
||||
|
|
@ -12,6 +12,12 @@ public class GuidedProjectile : MonoBehaviour
|
|||
{
|
||||
public Prototype HitEffect;
|
||||
public Prototype ChildProjectile;
|
||||
public Prototype AirburstProjectile;
|
||||
public int AirburstCount;
|
||||
public float AirburstDirectionality;
|
||||
public float AirburstDistance;
|
||||
public float AirburstRange;
|
||||
public float AirburstVelocity;
|
||||
public int Children;
|
||||
public float SplitTime;
|
||||
public float SplitSeparationForwardness;
|
||||
|
|
@ -26,13 +32,13 @@ public class GuidedProjectile : MonoBehaviour
|
|||
public float TopSpeed;
|
||||
public Transform Source;
|
||||
public Transform Target;
|
||||
public Func<Vector3> TargetPosition;
|
||||
|
||||
private float _phase;
|
||||
private float _prevDist;
|
||||
private bool _active;
|
||||
private bool _alive;
|
||||
private List<GuidedProjectile> _children = new List<GuidedProjectile>();
|
||||
|
||||
|
||||
public float3 StartPosition { get; set; }
|
||||
public float Range { get; set; }
|
||||
public Vector3 Velocity { get; set; }
|
||||
|
|
@ -63,18 +69,20 @@ public class GuidedProjectile : MonoBehaviour
|
|||
|
||||
if (_active)
|
||||
{
|
||||
if (!Target)
|
||||
if (TargetPosition == null && !Target)
|
||||
{
|
||||
StartCoroutine(FadeOut());
|
||||
return;
|
||||
}
|
||||
|
||||
var diff = Target.position - transform.position;
|
||||
var targetPosition = TargetPosition?.Invoke() ?? Target.position;
|
||||
|
||||
var diff = targetPosition - transform.position;
|
||||
var targetDist = diff.magnitude;
|
||||
var position = (float3) t.position;
|
||||
var sourceDist = length(StartPosition.xz - position.xz);
|
||||
|
||||
if (sourceDist > Range || _prevDist < targetDist)
|
||||
if (sourceDist > Range || dot(diff,Velocity) < 0 || AirburstCount > 0 && targetDist < AirburstDistance)
|
||||
{
|
||||
StartCoroutine(FadeOut());
|
||||
if (HitEffect != null)
|
||||
|
|
@ -82,6 +90,27 @@ public class GuidedProjectile : MonoBehaviour
|
|||
var ht = HitEffect.Instantiate<Transform>();
|
||||
ht.position = t.position;
|
||||
}
|
||||
|
||||
if (AirburstCount > 0 && AirburstProjectile)
|
||||
{
|
||||
var targetDiff = Target.position - transform.position;
|
||||
if (targetDiff.magnitude < AirburstRange)
|
||||
{
|
||||
for (int i = 0; i < AirburstCount; i++)
|
||||
{
|
||||
var child = AirburstProjectile.Instantiate<Projectile>();
|
||||
child.StartPosition = child.transform.position = t.position;
|
||||
var randomDirection = Random.onUnitSphere;
|
||||
child.Velocity = Vector3.Lerp(randomDirection, targetDiff.normalized, AirburstDirectionality).normalized * AirburstVelocity;
|
||||
child.Range = AirburstRange;
|
||||
child.Damage = Damage / AirburstCount;
|
||||
child.Penetration = Penetration;
|
||||
child.Spread = Spread;
|
||||
child.DamageType = DamageType;
|
||||
child.SourceEntity = SourceEntity;
|
||||
}
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
_prevDist = targetDist;
|
||||
|
|
@ -99,7 +128,6 @@ public class GuidedProjectile : MonoBehaviour
|
|||
var child = ChildProjectile.Instantiate<GuidedProjectile>();
|
||||
child.transform.position = t.position;
|
||||
child.StartPosition = StartPosition;
|
||||
_children.Add(child);
|
||||
var randomDirection = normalize(Random.insideUnitCircle);
|
||||
var perpendicularRandom = randomDirection.x * right + randomDirection.y * up;
|
||||
child.Velocity = normalize(lerp(perpendicularRandom, dir, SplitSeparationForwardness)) * length(Velocity) * SplitSeparationVelocity;
|
||||
|
|
@ -108,14 +136,14 @@ public class GuidedProjectile : MonoBehaviour
|
|||
child.Penetration = Penetration;
|
||||
child.Spread = Spread;
|
||||
child.DamageType = DamageType;
|
||||
child.Source = Source;
|
||||
child.Target = Target;
|
||||
child.SourceEntity = SourceEntity;
|
||||
child.GuidanceCurve = GuidanceCurve;
|
||||
child.LiftCurve = LiftCurve;
|
||||
child.ThrustCurve = ThrustCurve;
|
||||
child.Thrust = Thrust;
|
||||
child.TopSpeed = TopSpeed;
|
||||
child.Source = Source;
|
||||
child.Target = Target;
|
||||
child.SourceEntity = SourceEntity;
|
||||
child.Frequency = Frequency;
|
||||
child.Thrust = Thrust;
|
||||
}
|
||||
|
|
@ -189,14 +217,8 @@ public class GuidedProjectile : MonoBehaviour
|
|||
Particles.Stop(true, ParticleSystemStopBehavior.StopEmitting);
|
||||
var startTime = Time.time;
|
||||
var lifetime = Particles.main.startLifetime.constant;
|
||||
while (Time.time - startTime < lifetime || _children.Count > 0)
|
||||
while (Time.time - startTime < lifetime)
|
||||
{
|
||||
for (var index = 0; index < _children.Count; index++)
|
||||
{
|
||||
if (!_children[index].gameObject.activeSelf)
|
||||
_children.RemoveAt(index--);
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
GetComponent<Prototype>().ReturnToPool();
|
||||
|
|
|
|||
|
|
@ -1,6 +1,8 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
using static Unity.Mathematics.math;
|
||||
|
||||
public class GuidedProjectileManager : InstantWeaponEffectManager
|
||||
{
|
||||
|
|
@ -30,6 +32,29 @@ public class GuidedProjectileManager : InstantWeaponEffectManager
|
|||
p.Thrust = source.Entity.ItemManager.Evaluate(launcher.Thrust, item.EquippableItem, source.Entity);
|
||||
p.TopSpeed = source.Entity.ItemManager.Evaluate(launcher.MissileVelocity, item.EquippableItem, source.Entity);
|
||||
}
|
||||
else if(weapon.Data is GuidedWeaponData guidance)
|
||||
{
|
||||
var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
|
||||
p.Source = source.Transform;
|
||||
p.SourceEntity = source.Entity;
|
||||
p.Target = target?.Transform;
|
||||
p.Frequency = guidance.DodgeFrequency;
|
||||
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
|
||||
var barrel = source.GetBarrel(hp);
|
||||
p.StartPosition = p.transform.position = barrel.position;
|
||||
p.Damage = weapon.Damage;
|
||||
p.Range = weapon.Range;
|
||||
p.Penetration = weapon.Penetration;
|
||||
p.Spread = weapon.DamageSpread;
|
||||
p.DamageType = weapon.WeaponData.DamageType;
|
||||
p.GuidanceCurve = guidance.GuidanceCurve.ToCurve();
|
||||
p.LiftCurve = guidance.LiftCurve.ToCurve();
|
||||
p.ThrustCurve = guidance.ThrustCurve.ToCurve();
|
||||
p.Velocity = barrel.forward * weapon.Velocity;
|
||||
p.Thrust = source.Entity.ItemManager.Evaluate(guidance.Thrust, item.EquippableItem, source.Entity);
|
||||
p.TopSpeed = source.Entity.ItemManager.Evaluate(guidance.MissileVelocity, item.EquippableItem, source.Entity);
|
||||
p.TargetPosition = () => source.Entity.Position + length( (float3)source.LookAtPoint.position - source.Entity.Position) * source.Entity.LookDirection;
|
||||
}
|
||||
else Debug.LogError($"Weapon {item.EquippableItem.Name} linked to {name} effect, but is not a Launcher!");
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,13 +4,20 @@ using System.Collections.Generic;
|
|||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
public class Projectile : MonoBehaviour
|
||||
{
|
||||
public TrailRenderer Trail;
|
||||
public float Gravity;
|
||||
public float Drag = .1f;
|
||||
public Prototype HitEffect;
|
||||
|
||||
public float AirburstDistance;
|
||||
public float AirburstRange;
|
||||
public float AirburstVelocity;
|
||||
public float DirectHitDamageMultiplier = 1;
|
||||
|
||||
private bool _alive;
|
||||
|
||||
public Zone Zone { get; set; }
|
||||
|
|
@ -45,6 +52,7 @@ public class Projectile : MonoBehaviour
|
|||
var t = transform;
|
||||
var position = t.position;
|
||||
Velocity += Vector3.up * (Gravity * Time.deltaTime);
|
||||
Velocity *= max(0, 1 - Drag * Time.deltaTime);
|
||||
var forward = Velocity.normalized;
|
||||
t.forward = forward;
|
||||
var ray = new Ray(position, Velocity);
|
||||
|
|
@ -55,7 +63,7 @@ public class Projectile : MonoBehaviour
|
|||
{
|
||||
if (hull.Entity != SourceEntity)
|
||||
{
|
||||
hull.SendHit(Damage, Penetration, Spread, DamageType, SourceEntity, hit, forward);
|
||||
hull.SendHit(Damage*DirectHitDamageMultiplier, Penetration, Spread, DamageType, SourceEntity, hit, forward);
|
||||
transform.position = hit.point;
|
||||
StartCoroutine(Kill());
|
||||
}
|
||||
|
|
@ -76,8 +84,23 @@ public class Projectile : MonoBehaviour
|
|||
}
|
||||
|
||||
transform.position += Velocity * Time.deltaTime;
|
||||
if((transform.position - StartPosition).magnitude > Range)
|
||||
var distanceTraveled = (transform.position - StartPosition).magnitude;
|
||||
if(distanceTraveled > Range)
|
||||
StartCoroutine(Kill());
|
||||
if (AirburstDistance > 1 && distanceTraveled > AirburstDistance)
|
||||
{
|
||||
StartCoroutine(Kill());
|
||||
var ht = HitEffect.Instantiate<Transform>();
|
||||
ht.position = t.position;
|
||||
foreach (var collider in Physics.OverlapSphere(t.position, AirburstRange, 1))
|
||||
{
|
||||
var hull = collider.GetComponent<HullCollider>();
|
||||
if (hull)
|
||||
{
|
||||
hull.SendSplash(Damage, DamageType, SourceEntity, (collider.transform.position - t.position).normalized);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,9 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
public class ProjectileManager : InstantWeaponEffectManager
|
||||
{
|
||||
|
|
@ -27,6 +30,7 @@ public class ProjectileManager : InstantWeaponEffectManager
|
|||
p.Spread = weapon.DamageSpread;
|
||||
p.DamageType = weapon.WeaponData.DamageType;
|
||||
p.Zone = source.Entity.Zone;
|
||||
p.AirburstDistance = target != null ? length(source.Entity.Position - target.Entity.Position) : (weapon.Range * .75f);
|
||||
p.Trail.Clear();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -12,6 +12,7 @@ using UnityEngine;
|
|||
using static Unity.Mathematics.math;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine.Serialization;
|
||||
using float2 = Unity.Mathematics.float2;
|
||||
using Object = UnityEngine.Object;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
|
|
@ -278,82 +279,39 @@ public class SectorRenderer : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
void DamageSchematic(float damage, float spread, Shape hitShape)
|
||||
void DamageSchematic(float damage, Shape hitShape)
|
||||
{
|
||||
// Spread indicates proportion of penetrating damage which is divided among neighboring schematic cells
|
||||
var directDamage = damage * (1 - spread);
|
||||
foreach (var v in hitShape.Coordinates)
|
||||
hitShape[v] = hitShape[v] && hullData.Shape[v];
|
||||
|
||||
// Search all cells occupied by target cells for equipped gear
|
||||
EquippedItem equippedGear = null;
|
||||
foreach (var hullCoord in hitShape.Coordinates)
|
||||
float hullDamage = 0;
|
||||
var damagePerCell = damage / hitShape.Coordinates.Length;
|
||||
foreach (var v in hitShape.Coordinates)
|
||||
{
|
||||
if (entity.GearOccupancy[hullCoord.x, hullCoord.y] != null)
|
||||
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)
|
||||
{
|
||||
equippedGear = entity.GearOccupancy[hullCoord.x, hullCoord.y];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float remainder = 0;
|
||||
|
||||
// Direct damage is divided between gear and thermal equipment (if present)
|
||||
if (equippedGear != null)
|
||||
{
|
||||
remainder = max(directDamage / 2 - equippedGear.EquippableItem.Durability, 0);
|
||||
equippedGear.EquippableItem.Durability = max(equippedGear.EquippableItem.Durability - directDamage / 2, 0);
|
||||
entity.ItemDamage.OnNext((equippedGear, directDamage / 2));
|
||||
}
|
||||
else if (equippedGear != null)
|
||||
{
|
||||
remainder = max(directDamage - equippedGear.EquippableItem.Durability, 0);
|
||||
equippedGear.EquippableItem.Durability = max(equippedGear.EquippableItem.Durability - directDamage, 0);
|
||||
entity.ItemDamage.OnNext((equippedGear, directDamage));
|
||||
}
|
||||
else remainder = directDamage;
|
||||
|
||||
// Direct damage remaining after all items are destroyed damages the hull
|
||||
var hullDamage = remainder;
|
||||
|
||||
// Spread damage is divided among components surrounding the hardpoint which has been hit
|
||||
var spreadDamage = damage * spread;
|
||||
|
||||
if (spreadDamage > .01f)
|
||||
{
|
||||
// Find the cells surrounding the target cells
|
||||
var surroundingCells = hitShape.Expand();
|
||||
|
||||
// Exclude cells contained by the original shape or not within the ship interior
|
||||
foreach (var cell in surroundingCells.Coordinates.ToArray())
|
||||
if (hitShape[cell] || !hullData.InteriorCells[cell])
|
||||
surroundingCells[cell] = false;
|
||||
|
||||
if (surroundingCells.Coordinates.Length > 0)
|
||||
{
|
||||
// Find all equipment occupying surrounding cells
|
||||
var surroundingEquipment = new List<EquippedItem>();
|
||||
foreach (var hullCoord in surroundingCells.Coordinates)
|
||||
var item = entity.GearOccupancy[v.x, v.y];
|
||||
if (item != null)
|
||||
{
|
||||
if (entity.GearOccupancy[hullCoord.x, hullCoord.y] != null)
|
||||
surroundingEquipment.Add(entity.GearOccupancy[hullCoord.x, hullCoord.y]);
|
||||
prev = item.EquippableItem.Durability;
|
||||
item.EquippableItem.Durability = max(prev - d, 0);
|
||||
entity.ItemDamage.OnNext((item, d));
|
||||
d = max(d - prev, 0);
|
||||
}
|
||||
|
||||
// Divide spread damage among all surrounding cells
|
||||
remainder = 0;
|
||||
foreach (var e in surroundingEquipment)
|
||||
{
|
||||
remainder += max(spreadDamage / surroundingCells.Coordinates.Length - e.EquippableItem.Durability, 0);
|
||||
e.EquippableItem.Durability = max(e.EquippableItem.Durability - spreadDamage / surroundingCells.Coordinates.Length, 0);
|
||||
entity.ItemDamage.OnNext((e, spreadDamage / surroundingCells.Coordinates.Length));
|
||||
}
|
||||
|
||||
// Remaining damage plus spread damage for empty cells is dealt to the hull
|
||||
hullDamage += remainder + spreadDamage / surroundingCells.Coordinates.Length *
|
||||
(surroundingCells.Coordinates.Length - surroundingEquipment.Count);
|
||||
}
|
||||
else hullDamage += spreadDamage;
|
||||
|
||||
hullDamage += d;
|
||||
}
|
||||
|
||||
if(hullDamage > .01f)
|
||||
if(hullDamage > .1f)
|
||||
{
|
||||
entity.Hull.Durability -= hullDamage;
|
||||
entity.HullDamage.OnNext(hullDamage);
|
||||
|
|
@ -362,99 +320,80 @@ public class SectorRenderer : MonoBehaviour
|
|||
|
||||
foreach (var collider in instance.Prefab.HullColliders)
|
||||
{
|
||||
collider.Splash.Subscribe(splash =>
|
||||
{
|
||||
var hitShape = new Shape(hullData.Shape.Width, hullData.Shape.Height);
|
||||
foreach (var v in hullData.Shape.Coordinates)
|
||||
{
|
||||
var localHitDirection = instance.Prefab.transform.InverseTransformDirection(splash.Direction);
|
||||
var direction = normalize(float2(localHitDirection.x, localHitDirection.z));
|
||||
var cellDot = dot(normalize(v - hullData.Shape.CenterOfMass), direction);
|
||||
if (cellDot < 0) hitShape[v] = true;
|
||||
}
|
||||
DamageSchematic(splash.Damage, hitShape);
|
||||
});
|
||||
|
||||
collider.Hit.Subscribe(hit =>
|
||||
{
|
||||
var hardpointIndex = (int) hit.Hit.textureCoord.x;
|
||||
var hardpointIndex = (int) hit.Hit.textureCoord.x - 1;
|
||||
|
||||
var hitShape = new Shape(hullData.Shape.Width, hullData.Shape.Height);
|
||||
|
||||
// U coordinate between 0-1 indicates a hit that didn't land directly on a hardpoint
|
||||
if (hardpointIndex <= 0)
|
||||
// Find the 2D position of the hit scaled to the schematic
|
||||
float2 hitPos = float2.zero;
|
||||
if (hardpointIndex < 0)
|
||||
{
|
||||
// Penetration indicates proportion of damage which passes through the hull armor
|
||||
var surfaceDamage = hit.Damage * (1 - hit.Penetration);
|
||||
|
||||
// Find the 2D position of the hit relative to the entity's pivot point
|
||||
var hitPos3 = instance.Transform.InverseTransformPoint(hit.Hit.point);
|
||||
var hitDirection = normalize(float2(hitPos3.x, hitPos3.z));
|
||||
|
||||
hitPos = float2(hit.Hit.textureCoord.x * hullData.Shape.Width, hit.Hit.textureCoord.y * hullData.Shape.Height);
|
||||
// Search all schematic border cells for the cell which is closest to the hit position
|
||||
var hitCell = int2(-1);
|
||||
var maxDot = -1f;
|
||||
var distance = float.MaxValue;
|
||||
foreach (var v in hullData.Shape.Coordinates)
|
||||
{
|
||||
if (!hullData.InteriorCells[v])
|
||||
var cellDist = lengthsq(hitPos - v);
|
||||
if (cellDist < distance)
|
||||
{
|
||||
// Take the dot product of the vector from the center to each border cell,
|
||||
// and the vector from the center to the impact point
|
||||
var cellDot = dot(normalize(v - hullData.Shape.CenterOfMass), hitDirection);
|
||||
if (cellDot > maxDot)
|
||||
{
|
||||
maxDot = cellDot;
|
||||
hitCell = v;
|
||||
}
|
||||
distance = cellDist;
|
||||
hitCell = v;
|
||||
}
|
||||
}
|
||||
|
||||
// Extra damage remaining after depleting hull armor is added to penetrating damage
|
||||
var remainder = max(surfaceDamage - entity.Armor[hitCell.x,hitCell.y], 0);
|
||||
var penetratingDamage = remainder + hit.Damage * hit.Penetration;
|
||||
|
||||
// Subtract surface damage from hull armor
|
||||
entity.Armor[hitCell.x,hitCell.y] = max(entity.Armor[hitCell.x,hitCell.y] - surfaceDamage, 0);
|
||||
entity.ArmorDamage.OnNext((hitCell, surfaceDamage));
|
||||
|
||||
// Find the local 2D vector corresponding to the direction of the incoming hit
|
||||
var localHitDirection = instance.Prefab.transform.InverseTransformDirection(hit.Direction);
|
||||
var penetrationVector = normalize(float2(localHitDirection.x, localHitDirection.z));
|
||||
|
||||
// March a ray through the ship from the hit position until we reach an item or pass all the way through
|
||||
var penetrationPoint = float2(hitCell);
|
||||
var penetrationCell = hitCell;
|
||||
while (hullData.Shape[penetrationCell] &&
|
||||
entity.GearOccupancy[penetrationCell.x, penetrationCell.y] == null)
|
||||
{
|
||||
penetrationPoint += penetrationVector * .5f;
|
||||
penetrationCell = int2(penetrationPoint);
|
||||
}
|
||||
|
||||
// If we have passed all the way through the ship without touching an item, just damage the hull
|
||||
if (!hullData.Shape[penetrationCell])
|
||||
{
|
||||
entity.Hull.Durability -= penetratingDamage;
|
||||
entity.HullDamage.OnNext(penetratingDamage);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Create a shape containing only the cell which the hit penetrated to
|
||||
var hitShape = new Shape(hullData.Shape.Width, hullData.Shape.Height);
|
||||
hitShape[penetrationCell] = true;
|
||||
|
||||
// Continue with the damage calculation, damaging the item and spreading some damage to the cells around it
|
||||
DamageSchematic(penetratingDamage, hit.Spread, hitShape);
|
||||
}
|
||||
hitShape[hitCell] = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Collider UV coordinates starting with 1 correspond to hardpoint index
|
||||
var hardpoint = hullData.Hardpoints[hardpointIndex - 1];
|
||||
|
||||
// Penetration indicates proportion of damage which passes directly to the item
|
||||
var surfaceDamage = hit.Damage * (1 - hit.Penetration);
|
||||
|
||||
// Extra damage remaining after depleting hardpoint armor is added to penetrating damage
|
||||
var remainder = max(surfaceDamage - entity.HardpointArmor[hardpoint], 0);
|
||||
|
||||
// Subtract surface damage from hardpoint armor
|
||||
entity.HardpointArmor[hardpoint] = max(entity.HardpointArmor[hardpoint] - surfaceDamage, 0);
|
||||
entity.HardpointDamage.OnNext((hardpoint, surfaceDamage));
|
||||
|
||||
var penetratingDamage = remainder + hit.Damage * hit.Penetration;
|
||||
|
||||
var hardpoint = hullData.Hardpoints[hardpointIndex];
|
||||
|
||||
// Obtain the hull coordinates of all cells occupied by the hardpoint
|
||||
var hardpointCells = hullData.Shape.Inset(hardpoint.Shape, hardpoint.Position);
|
||||
|
||||
// Continue with the damage calculation, damaging the hardpoint and spreading some damage to the cells around it
|
||||
DamageSchematic(penetratingDamage, hit.Spread, hardpointCells);
|
||||
hitPos = hardpointCells.CenterOfMass;
|
||||
foreach (var v in hardpointCells.Coordinates)
|
||||
hitShape[v] = true;
|
||||
}
|
||||
|
||||
for (int i = 0; i < hit.Spread - 1; i++)
|
||||
{
|
||||
hitShape.Expand();
|
||||
}
|
||||
|
||||
if (hit.Penetration > .5f)
|
||||
{
|
||||
// Find the local 2D vector corresponding to the direction of the incoming hit
|
||||
var localHitDirection = instance.Prefab.transform.InverseTransformDirection(hit.Direction);
|
||||
var penetrationVector = normalize(float2(localHitDirection.x, localHitDirection.z));
|
||||
|
||||
// March a ray through the ship from the hit position
|
||||
var penetrationPoint = hitPos;
|
||||
var penetrationDistance = 0;
|
||||
while (penetrationDistance < hit.Penetration)
|
||||
{
|
||||
penetrationPoint += penetrationVector * .5f;
|
||||
hitShape[int2(penetrationPoint)] = true;
|
||||
}
|
||||
}
|
||||
|
||||
DamageSchematic(hit.Damage, hitShape);
|
||||
});
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -88,7 +88,7 @@ public abstract class PersistentBehaviorData
|
|||
}
|
||||
|
||||
[InspectableField,
|
||||
// Union(0, typeof(ProjectileWeaponData)),
|
||||
Union(0, typeof(GuidedWeaponData)),
|
||||
Union(1, typeof(LauncherData)),
|
||||
Union(2, typeof(ReactorData)),
|
||||
Union(3, typeof(RadiatorData)),
|
||||
|
|
|
|||
|
|
@ -9,38 +9,41 @@ using static Unity.Mathematics.math;
|
|||
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
|
||||
public class ChargedWeaponData : InstantWeaponData
|
||||
{
|
||||
[InspectableField, JsonProperty("chargeTime"), Key(18), RuntimeInspectable]
|
||||
[InspectableField, JsonProperty("chargeTime"), Key(19), RuntimeInspectable]
|
||||
public PerformanceStat ChargeTime = new PerformanceStat();
|
||||
|
||||
[InspectableField, JsonProperty("chargeEnergy"), Key(19), RuntimeInspectable]
|
||||
[InspectableField, JsonProperty("chargeEnergy"), Key(20), RuntimeInspectable]
|
||||
public PerformanceStat ChargeEnergy = new PerformanceStat();
|
||||
|
||||
[InspectableField, JsonProperty("chargeHeat"), Key(20), RuntimeInspectable]
|
||||
[InspectableField, JsonProperty("chargeHeat"), Key(21), RuntimeInspectable]
|
||||
public PerformanceStat ChargeHeat = new PerformanceStat();
|
||||
|
||||
[InspectableField, JsonProperty("canFireEarly"), Key(21)]
|
||||
[InspectableField, JsonProperty("canFireEarly"), Key(22)]
|
||||
public bool CanFireEarly;
|
||||
|
||||
[InspectableField, JsonProperty("failureCharge"), Key(22)]
|
||||
[InspectableField, JsonProperty("failureCharge"), Key(23)]
|
||||
public float FailureCharge;
|
||||
|
||||
[InspectableField, JsonProperty("failureDamage"), Key(23)]
|
||||
[InspectableField, JsonProperty("failureDamage"), Key(24)]
|
||||
public float FailureDamage = 1;
|
||||
|
||||
[InspectableField, JsonProperty("chargeDamage"), Key(24)]
|
||||
public float ChargeDamage = 1;
|
||||
[InspectableField, JsonProperty("chargeDamage"), Key(25)]
|
||||
public float ChargeFiringDamageMultiplier = 1;
|
||||
|
||||
[InspectableField, JsonProperty("chargeSpread"), Key(25)]
|
||||
public float ChargeSpread = 1;
|
||||
[InspectableField, JsonProperty("chargeSpread"), Key(26)]
|
||||
public float ChargeFiringSpreadMultiplier = 1;
|
||||
|
||||
[InspectableField, JsonProperty("chargeBurstCount"), Key(26)]
|
||||
public float ChargeBurstCount = 1;
|
||||
[InspectableField, JsonProperty("chargeBurstCount"), Key(27)]
|
||||
public float ChargeFiringBurstCountMultiplier = 1;
|
||||
|
||||
[InspectableField, JsonProperty("chargeVisibility"), Key(27)]
|
||||
public float ChargeVisibility = 1;
|
||||
[InspectableField, JsonProperty("chargeVisibility"), Key(28)]
|
||||
public float ChargeFiringVisibilityMultiplier = 1;
|
||||
|
||||
[InspectableField, JsonProperty("chargeVelocity"), Key(28)]
|
||||
public float ChargeVelocity = 1;
|
||||
[InspectableField, JsonProperty("chargeVelocity"), Key(29)]
|
||||
public float ChargeFiringVelocityMultiplier = 1;
|
||||
|
||||
[InspectableField, JsonProperty("chargeHeatMul"), Key(30)]
|
||||
public float ChargeFiringHeatMultiplier = 1;
|
||||
|
||||
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
|
||||
{
|
||||
|
|
@ -91,11 +94,12 @@ public class ChargedWeapon : InstantWeapon
|
|||
ChargeTime = Context.Evaluate(_data.ChargeTime, Item.EquippableItem, Entity);
|
||||
ChargeEnergy = Context.Evaluate(_data.ChargeEnergy, Item.EquippableItem, Entity);
|
||||
ChargeHeat = Context.Evaluate(_data.ChargeHeat, Item.EquippableItem, Entity);
|
||||
Damage *= lerp(1, _data.ChargeDamage, saturate(_charge));
|
||||
Spread *= lerp(1, _data.ChargeSpread, saturate(_charge));
|
||||
BurstCount *= lerp(1, _data.ChargeBurstCount, saturate(_charge));
|
||||
Visibility *= lerp(1, _data.ChargeVisibility, saturate(_charge));
|
||||
Velocity *= lerp(1, _data.ChargeVelocity, saturate(_charge));
|
||||
Damage *= lerp(1, _data.ChargeFiringDamageMultiplier, saturate(_charge));
|
||||
Heat *= lerp(1, _data.ChargeFiringHeatMultiplier, saturate(_charge));
|
||||
Spread *= lerp(1, _data.ChargeFiringSpreadMultiplier, saturate(_charge));
|
||||
BurstCount *= lerp(1, _data.ChargeFiringBurstCountMultiplier, saturate(_charge));
|
||||
Visibility *= lerp(1, _data.ChargeFiringVisibilityMultiplier, saturate(_charge));
|
||||
Velocity *= lerp(1, _data.ChargeFiringVelocityMultiplier, saturate(_charge));
|
||||
}
|
||||
|
||||
public override bool Execute(float delta)
|
||||
|
|
|
|||
|
|
@ -17,6 +17,9 @@ public class InstantWeaponData : WeaponData
|
|||
|
||||
[InspectableField, JsonProperty("cooldown"), Key(17), RuntimeInspectable]
|
||||
public PerformanceStat Cooldown = new PerformanceStat();
|
||||
|
||||
[InspectablePrefab, JsonProperty("ammoInterval"), Key(18)]
|
||||
public bool SingleAmmoBurst;
|
||||
|
||||
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
|
||||
{
|
||||
|
|
@ -32,7 +35,7 @@ public class InstantWeapon : Weapon, IProgressBehavior
|
|||
private float _burstTimer;
|
||||
private float _burstInterval;
|
||||
protected float _cooldown; // Normalized
|
||||
private int _ammo = 1;
|
||||
private int _ammo = 0;
|
||||
protected bool _coolingDown;
|
||||
|
||||
public float BurstCount { get; protected set; }
|
||||
|
|
@ -65,6 +68,10 @@ public class InstantWeapon : Weapon, IProgressBehavior
|
|||
|
||||
protected void Trigger()
|
||||
{
|
||||
// If 1 ammo is consumed per burst, perform ammo consumption here
|
||||
// UseAmmo returns false when triggering reload; cancel firing if that is the case
|
||||
if(_data.SingleAmmoBurst && !UseAmmo()) return;
|
||||
|
||||
_burstRemaining = (int) BurstCount;
|
||||
_burstInterval = BurstTime / _burstRemaining;
|
||||
_burstTimer = 0;
|
||||
|
|
@ -78,6 +85,40 @@ public class InstantWeapon : Weapon, IProgressBehavior
|
|||
BurstCount = Context.Evaluate(_data.Count, Item.EquippableItem, Entity);
|
||||
BurstTime = Context.Evaluate(_data.BurstTime, Item.EquippableItem, Entity);
|
||||
Cooldown = Context.Evaluate(_data.Cooldown, Item.EquippableItem, Entity);
|
||||
|
||||
Damage /= (int) BurstCount;
|
||||
Heat /= (int) BurstCount;
|
||||
Energy /= (int) BurstCount;
|
||||
}
|
||||
|
||||
private bool UseAmmo()
|
||||
{
|
||||
if (_data.AmmoType != Guid.Empty)
|
||||
{
|
||||
if (_data.MagazineSize > 1 && _ammo > 0) _ammo--;
|
||||
else
|
||||
{
|
||||
var cargo = Entity.FindItemInCargo(_data.AmmoType);
|
||||
if (cargo != null)
|
||||
{
|
||||
var item = cargo.ItemsOfType[_data.AmmoType][0];
|
||||
if (item is SimpleCommodity simpleCommodity)
|
||||
cargo.Remove(simpleCommodity, 1);
|
||||
|
||||
if(_data.MagazineSize > 1)
|
||||
{
|
||||
OnReloadBegin?.Invoke();
|
||||
_cooldown = 1;
|
||||
_coolingDown = true;
|
||||
_firing = false;
|
||||
}
|
||||
}
|
||||
_burstRemaining = 0;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool Execute(float delta)
|
||||
|
|
@ -102,30 +143,9 @@ public class InstantWeapon : Weapon, IProgressBehavior
|
|||
_burstTimer += delta;
|
||||
while (_burstRemaining > 0 && _burstTimer > 0)
|
||||
{
|
||||
if (_data.AmmoType != Guid.Empty)
|
||||
{
|
||||
if (_data.MagazineSize > 1 && _ammo > 0) _ammo--;
|
||||
else
|
||||
{
|
||||
var cargo = Entity.FindItemInCargo(_data.AmmoType);
|
||||
if (cargo != null)
|
||||
{
|
||||
var item = cargo.ItemsOfType[_data.AmmoType][0];
|
||||
if (item is SimpleCommodity simpleCommodity)
|
||||
cargo.Remove(simpleCommodity, 1);
|
||||
|
||||
if(_data.MagazineSize > 1)
|
||||
{
|
||||
OnReloadBegin?.Invoke();
|
||||
_cooldown = 1;
|
||||
_coolingDown = true;
|
||||
_firing = false;
|
||||
}
|
||||
}
|
||||
_burstRemaining = 0;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
// If 1 ammo is consumed per shot in the burst, perform ammo consumption here
|
||||
// UseAmmo returns false when triggering reload; cancel firing if that is the case
|
||||
if (!_data.SingleAmmoBurst && !UseAmmo()) return false;
|
||||
|
||||
_burstRemaining--;
|
||||
_burstTimer -= _burstInterval;
|
||||
|
|
|
|||
|
|
@ -9,26 +9,53 @@ using Unity.Mathematics;
|
|||
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
|
||||
public class LauncherData : LockWeaponData
|
||||
{
|
||||
[InspectableAnimationCurve, JsonProperty("guidance"), Key(23)]
|
||||
[InspectableAnimationCurve, JsonProperty("guidance"), Key(24)]
|
||||
public float4[] GuidanceCurve;
|
||||
|
||||
[InspectableAnimationCurve, JsonProperty("thrustCurve"), Key(24)]
|
||||
[InspectableAnimationCurve, JsonProperty("thrustCurve"), Key(25)]
|
||||
public float4[] ThrustCurve;
|
||||
|
||||
[InspectableAnimationCurve, JsonProperty("liftCurve"), Key(25)]
|
||||
[InspectableAnimationCurve, JsonProperty("liftCurve"), Key(26)]
|
||||
public float4[] LiftCurve;
|
||||
|
||||
[InspectableField, JsonProperty("thrust"), Key(26)]
|
||||
[InspectableField, JsonProperty("thrust"), Key(27)]
|
||||
public PerformanceStat Thrust = new PerformanceStat();
|
||||
|
||||
[InspectableField, JsonProperty("frequency"), Key(27)]
|
||||
[InspectableField, JsonProperty("frequency"), Key(28)]
|
||||
public float DodgeFrequency;
|
||||
|
||||
[InspectableField, JsonProperty("missileSpeed"), Key(28), RuntimeInspectable]
|
||||
[InspectableField, JsonProperty("missileSpeed"), Key(29), RuntimeInspectable]
|
||||
public PerformanceStat MissileVelocity = new PerformanceStat();
|
||||
|
||||
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
|
||||
{
|
||||
return new LockWeapon(context, this, entity, item);
|
||||
}
|
||||
}
|
||||
|
||||
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
|
||||
public class GuidedWeaponData : InstantWeaponData
|
||||
{
|
||||
[InspectableAnimationCurve, JsonProperty("guidance"), Key(24)]
|
||||
public float4[] GuidanceCurve;
|
||||
|
||||
[InspectableAnimationCurve, JsonProperty("thrustCurve"), Key(25)]
|
||||
public float4[] ThrustCurve;
|
||||
|
||||
[InspectableAnimationCurve, JsonProperty("liftCurve"), Key(26)]
|
||||
public float4[] LiftCurve;
|
||||
|
||||
[InspectableField, JsonProperty("thrust"), Key(27)]
|
||||
public PerformanceStat Thrust = new PerformanceStat();
|
||||
|
||||
[InspectableField, JsonProperty("frequency"), Key(28)]
|
||||
public float DodgeFrequency;
|
||||
|
||||
[InspectableField, JsonProperty("missileSpeed"), Key(29), RuntimeInspectable]
|
||||
public PerformanceStat MissileVelocity = new PerformanceStat();
|
||||
|
||||
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
|
||||
{
|
||||
return new InstantWeapon(context, this, entity, item);
|
||||
}
|
||||
}
|
||||
|
|
@ -9,19 +9,19 @@ using static Unity.Mathematics.math;
|
|||
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
|
||||
public class LockWeaponData : InstantWeaponData
|
||||
{
|
||||
[InspectableField, JsonProperty("speed"), Key(18), RuntimeInspectable]
|
||||
[InspectableField, JsonProperty("speed"), Key(19), RuntimeInspectable]
|
||||
public PerformanceStat LockSpeed = new PerformanceStat();
|
||||
|
||||
[InspectableField, JsonProperty("sensorImpact"), Key(19)]
|
||||
[InspectableField, JsonProperty("sensorImpact"), Key(20)]
|
||||
public PerformanceStat SensorImpact = new PerformanceStat();
|
||||
|
||||
[InspectableField, JsonProperty("threshold"), Key(20), RuntimeInspectable]
|
||||
[InspectableField, JsonProperty("threshold"), Key(21), RuntimeInspectable]
|
||||
public PerformanceStat LockAngle = new PerformanceStat();
|
||||
|
||||
[InspectableField, JsonProperty("directionImpact"), Key(21)]
|
||||
[InspectableField, JsonProperty("directionImpact"), Key(22)]
|
||||
public PerformanceStat DirectionImpact = new PerformanceStat();
|
||||
|
||||
[InspectableField, JsonProperty("decay"), Key(22)]
|
||||
[InspectableField, JsonProperty("decay"), Key(23)]
|
||||
public PerformanceStat Decay = new PerformanceStat();
|
||||
|
||||
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
|
||||
|
|
|
|||
|
|
@ -43,7 +43,7 @@ public class Radiator : IBehavior
|
|||
{
|
||||
Emissivity = Context.Evaluate(_data.Emissivity, Item.EquippableItem, Entity);
|
||||
var rad = pow(Item.Temperature, Context.GameplaySettings.HeatRadiationExponent) * Context.GameplaySettings.HeatRadiationMultiplier * Emissivity;
|
||||
Item.AddHeat(-rad * delta * Context.GetThermalMass(Item.EquippableItem));
|
||||
Item.AddHeat(-rad * delta);
|
||||
Entity.VisibilitySources[this] = rad;
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -52,7 +52,6 @@ public abstract class Entity
|
|||
public readonly Dictionary<object, float> VisibilitySources = new Dictionary<object, float>();
|
||||
public readonly Dictionary<HardpointData, (float3 position, float3 direction)> HardpointTransforms =
|
||||
new Dictionary<HardpointData, (float3 position, float3 direction)>();
|
||||
public Dictionary<HardpointData, float> HardpointArmor;
|
||||
|
||||
public readonly (List<IActivatedBehavior> behaviors, List<EquippedItem> items)[] TriggerGroups;
|
||||
|
||||
|
|
@ -61,6 +60,7 @@ public abstract class Entity
|
|||
public EquippedItem[,] GearOccupancy;
|
||||
public HardpointData[,] Hardpoints;
|
||||
public float[,] Armor;
|
||||
public float[,] MaxArmor;
|
||||
|
||||
private EquippedItem[] _orderedEquipment;
|
||||
protected bool _active;
|
||||
|
|
@ -72,7 +72,6 @@ public abstract class Entity
|
|||
public float Mass { get; private set; }
|
||||
public float Visibility => VisibilitySources.Values.Sum();
|
||||
|
||||
public Subject<(HardpointData hardpoint, float damage)> HardpointDamage = new Subject<(HardpointData, float)>();
|
||||
public Subject<(int2 pos, float damage)> ArmorDamage = new Subject<(int2, float)>();
|
||||
public Subject<(EquippedItem item, float damage)> ItemDamage = new Subject<(EquippedItem, float)>();
|
||||
public Subject<float> HullDamage = new Subject<float>();
|
||||
|
|
@ -115,13 +114,11 @@ public abstract class Entity
|
|||
|
||||
ItemDestroyed = ItemDamage.Where(x => x.item.EquippableItem.Durability < .01f).Select(x=>x.item);
|
||||
HullArmorDepleted = ArmorDamage.Where(x => Armor[x.pos.x, x.pos.y] < .01f).Select(x => x.pos);
|
||||
HardpointArmorDepleted = HardpointDamage.Where(x => HardpointArmor[x.hardpoint] < .01f).Select(x => x.hardpoint);
|
||||
}
|
||||
|
||||
private void MapEntity()
|
||||
{
|
||||
var hullData = ItemManager.GetData(Hull) as HullData;
|
||||
HardpointArmor = hullData.Hardpoints.ToDictionary(hp => hp, hp => hp.Armor);
|
||||
Equipment.Add(new EquippedItem(ItemManager, Hull, int2.zero, this));
|
||||
Mass = hullData.Mass;
|
||||
Temperature = new float[hullData.Shape.Width, hullData.Shape.Height];
|
||||
|
|
@ -129,15 +126,7 @@ public abstract class Entity
|
|||
HullConductivity = new bool2[hullData.Shape.Width,hullData.Shape.Height];
|
||||
ThermalMass = new float[hullData.Shape.Width, hullData.Shape.Height];
|
||||
Armor = new float[hullData.Shape.Width, hullData.Shape.Height];
|
||||
var cellCount = hullData.Shape.Coordinates.Length;
|
||||
foreach (var v in hullData.Shape.Coordinates)
|
||||
{
|
||||
if (!hullData.InteriorCells[v])
|
||||
Armor[v.x, v.y] = hullData.Armor;
|
||||
Temperature[v.x, v.y] = 280;
|
||||
ThermalMass[v.x, v.y] = hullData.Mass * hullData.SpecificHeat / cellCount;
|
||||
}
|
||||
GearOccupancy = new EquippedItem[hullData.Shape.Width, hullData.Shape.Height];
|
||||
MaxArmor = new float[hullData.Shape.Width, hullData.Shape.Height];
|
||||
Hardpoints = new HardpointData[hullData.Shape.Width, hullData.Shape.Height];
|
||||
foreach (var hardpoint in hullData.Hardpoints)
|
||||
{
|
||||
|
|
@ -147,11 +136,28 @@ public abstract class Entity
|
|||
Hardpoints[hullCoord.x, hullCoord.y] = hardpoint;
|
||||
}
|
||||
}
|
||||
var cellCount = hullData.Shape.Coordinates.Length;
|
||||
foreach (var v in hullData.Shape.Coordinates)
|
||||
{
|
||||
Armor[v.x, v.y] = hullData.Armor;
|
||||
MaxArmor[v.x, v.y] = hullData.Armor;
|
||||
if (Hardpoints[v.x, v.y] != null)
|
||||
{
|
||||
Armor[v.x, v.y] += Hardpoints[v.x, v.y].Armor;
|
||||
MaxArmor[v.x, v.y] += Hardpoints[v.x, v.y].Armor;
|
||||
}
|
||||
Temperature[v.x, v.y] = 280;
|
||||
ThermalMass[v.x, v.y] = hullData.Mass * hullData.SpecificHeat / cellCount;
|
||||
}
|
||||
GearOccupancy = new EquippedItem[hullData.Shape.Width, hullData.Shape.Height];
|
||||
}
|
||||
|
||||
public void AddHeat(int2 position, float heat)
|
||||
public void AddHeat(int2 position, float heat, bool ignoreThermalMass = false)
|
||||
{
|
||||
Temperature[position.x, position.y] += heat / ThermalMass[position.x, position.y];
|
||||
if (ignoreThermalMass)
|
||||
Temperature[position.x, position.y] += heat;
|
||||
else
|
||||
Temperature[position.x, position.y] += heat / ThermalMass[position.x, position.y];
|
||||
}
|
||||
|
||||
public int CountItemsInCargo(Guid itemDataID)
|
||||
|
|
@ -750,10 +756,10 @@ public class EquippedItem
|
|||
}
|
||||
}
|
||||
|
||||
public void AddHeat(float heat)
|
||||
public void AddHeat(float heat, bool ignoreThermalMass = false)
|
||||
{
|
||||
foreach(var hullCoord in InsetShape.Coordinates)
|
||||
_entity.AddHeat(hullCoord, heat / InsetShape.Coordinates.Length);
|
||||
_entity.AddHeat(hullCoord, heat / InsetShape.Coordinates.Length, ignoreThermalMass);
|
||||
}
|
||||
|
||||
public void Update(float delta)
|
||||
|
|
|
|||
|
|
@ -36,9 +36,6 @@ public class EntityPack
|
|||
[Key(8)]
|
||||
public bool2[,] Conductivity;
|
||||
|
||||
[Key(9)]
|
||||
public Dictionary<int, float> HardpointArmor;
|
||||
|
||||
[Key(10)]
|
||||
public int[] DockingBayAssignments;
|
||||
|
||||
|
|
@ -79,7 +76,6 @@ public class EntityPack
|
|||
pack.Temperature = entity.Temperature;
|
||||
pack.Conductivity = entity.HullConductivity;
|
||||
var hullData = entity.ItemManager.GetData(entity.Hull) as HullData;
|
||||
pack.HardpointArmor = entity.HardpointArmor.ToDictionary(x => hullData.Hardpoints.IndexOf(x.Key), x => x.Value);
|
||||
pack.Children = entity.Children.Select(Pack).ToArray();
|
||||
return pack;
|
||||
}
|
||||
|
|
@ -135,11 +131,16 @@ public class EntityPack
|
|||
.Zip(pack.PersistedBehaviors[item.Position], (behavior, data) => new{behavior, data})))
|
||||
persistentBehaviorData.behavior.Restore(persistentBehaviorData.data);
|
||||
|
||||
entity.Temperature = pack.Temperature;
|
||||
entity.Armor = pack.Armor;
|
||||
var hullData = entity.ItemManager.GetData(entity.Hull) as HullData;
|
||||
entity.HullConductivity = pack.Conductivity;
|
||||
entity.HardpointArmor = pack.HardpointArmor.ToDictionary(x => hullData.Hardpoints[x.Key], x => x.Value);
|
||||
if(!instantiate)
|
||||
entity.Temperature = pack.Temperature;
|
||||
|
||||
if(!instantiate)
|
||||
entity.Armor = pack.Armor;
|
||||
|
||||
var hullData = itemManager.GetData(entity.Hull);
|
||||
|
||||
foreach(var v in hullData.Shape.Coordinates)
|
||||
entity.HullConductivity[v.x,v.y] = pack.Conductivity[v.x,v.y];
|
||||
}
|
||||
|
||||
public int Price(ItemManager itemManager)
|
||||
|
|
|
|||
|
|
@ -60,21 +60,26 @@ public class Ship : Entity
|
|||
foreach (var thruster in _leftThrusters) thruster.Axis += -MovementDirection.x;
|
||||
foreach (var thruster in _forwardThrusters) thruster.Axis += MovementDirection.y;
|
||||
foreach (var thruster in _reverseThrusters) thruster.Axis += -MovementDirection.y;
|
||||
|
||||
var deltaRot = dot(normalize(LookDirection.xz), normalize(Direction).Rotate(ItemRotation.Clockwise));
|
||||
if (abs(deltaRot) < .0001) deltaRot = 0;
|
||||
deltaRot = pow(abs(deltaRot), .5f) * sign(deltaRot);
|
||||
|
||||
var look = normalize(LookDirection.xz);
|
||||
var deltaRot = dot(look, normalize(Direction).Rotate(ItemRotation.Clockwise));
|
||||
if (abs(deltaRot) < .01f)
|
||||
{
|
||||
deltaRot = 0;
|
||||
Direction = lerp(Direction, look, min(delta, 1));
|
||||
}
|
||||
deltaRot = pow(abs(deltaRot), .75f) * sign(deltaRot);
|
||||
|
||||
foreach (var thruster in _clockwiseThrusters) thruster.Axis += deltaRot;
|
||||
foreach (var thruster in _counterClockwiseThrusters) thruster.Axis += -deltaRot;
|
||||
}
|
||||
var normal = Zone.GetNormal(Position.xz);
|
||||
var f = new float2(normal.x, normal.z);
|
||||
var fl = lengthsq(f);
|
||||
if (fl > .001)
|
||||
var force = new float2(normal.x, normal.z);
|
||||
var forceMagnitude = lengthsq(force);
|
||||
if (forceMagnitude > .001f)
|
||||
{
|
||||
var fa = 1 / (1 - fl) - 1;
|
||||
Velocity += normalize(f) * Zone.Settings.GravityStrength * fa;
|
||||
var fa = 1 / (1 - forceMagnitude) - 1;
|
||||
Velocity += normalize(force) * Zone.Settings.GravityStrength * fa;
|
||||
}
|
||||
var shipRight = Direction.Rotate(ItemRotation.Clockwise);
|
||||
var forward = cross(float3(shipRight.x, 0, shipRight.y), normal);
|
||||
|
|
|
|||
|
|
@ -61,7 +61,9 @@ public class InventoryMenu : MonoBehaviour
|
|||
var cargo = GameManager.DockingBay ?? GameManager.CurrentShip.CargoBays.FirstOrDefault();
|
||||
if (cargo!=null)
|
||||
InventoryPanels[0].Display(cargo);
|
||||
InventoryPanels[1].Display(GameManager.CurrentShip);
|
||||
if(GameManager.CurrentShip != null)
|
||||
InventoryPanels[1].Display(GameManager.CurrentShip);
|
||||
else InventoryPanels[1].Clear();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
|
|
|
|||
|
|
@ -26,6 +26,7 @@ public class InventoryPanel : MonoBehaviour
|
|||
public TextMeshProUGUI Title;
|
||||
public TextMeshProUGUI MinTempLabel;
|
||||
public TextMeshProUGUI MaxTempLabel;
|
||||
public GameObject TemperatureRange;
|
||||
public Button Dropdown;
|
||||
public Button Current;
|
||||
public Button Thermal;
|
||||
|
|
@ -140,8 +141,8 @@ public class InventoryPanel : MonoBehaviour
|
|||
(
|
||||
$"{pack.Name} - {pack.Price(GameManager.ItemManager):n0}", () =>
|
||||
{
|
||||
var ship = EntityPack.Unpack(GameManager.ItemManager, GameManager.CurrentShip.Zone, pack, true);
|
||||
ship.SetParent(GameManager.CurrentShip.Parent);
|
||||
var ship = EntityPack.Unpack(GameManager.ItemManager, GameManager.Zone, pack, true);
|
||||
ship.SetParent(GameManager.DockedEntity);
|
||||
GameManager.PlayerShips.Add(ship);
|
||||
GameManager.Credits -= pack.Price(GameManager.ItemManager);
|
||||
GameManager.CurrentShip = ship;
|
||||
|
|
@ -162,8 +163,8 @@ public class InventoryPanel : MonoBehaviour
|
|||
{
|
||||
if(MinTempLabel)
|
||||
{
|
||||
MinTempLabel.text = $"Min: {((int) (_displayedEntity.MinTemp - 273.15f)).ToString()}°C";
|
||||
MaxTempLabel.text = $"Max: {((int) (_displayedEntity.MaxTemp - 273.15f)).ToString()}°C";
|
||||
MinTempLabel.text = $"{((int) (_displayedEntity.MinTemp - 273.15f)).ToString()}°C";
|
||||
MaxTempLabel.text = $"{((int) (_displayedEntity.MaxTemp - 273.15f)).ToString()}°C";
|
||||
}
|
||||
var hullData = GameManager.ItemManager.GetData(_displayedEntity.Hull) as HullData;
|
||||
for(var x = 0; x < _temperatureTexture.width; x++)
|
||||
|
|
@ -210,6 +211,14 @@ public class InventoryPanel : MonoBehaviour
|
|||
|
||||
_subscriptions.Clear();
|
||||
|
||||
if (Current)
|
||||
Current.gameObject.SetActive(false);
|
||||
if (Thermal)
|
||||
Thermal.gameObject.SetActive(false);
|
||||
|
||||
if (TemperatureRange)
|
||||
TemperatureRange.SetActive(false);
|
||||
|
||||
if(TemperatureDisplay)
|
||||
TemperatureDisplay.gameObject.SetActive(false);
|
||||
|
||||
|
|
@ -227,11 +236,8 @@ public class InventoryPanel : MonoBehaviour
|
|||
_displayedCargo = null;
|
||||
_firstRect = null;
|
||||
|
||||
if(MinTempLabel)
|
||||
{
|
||||
MinTempLabel.gameObject.SetActive(true);
|
||||
MaxTempLabel.gameObject.SetActive(true);
|
||||
}
|
||||
if (TemperatureRange)
|
||||
TemperatureRange.SetActive(true);
|
||||
|
||||
if(Title)
|
||||
Title.text = entity.Name;
|
||||
|
|
@ -353,13 +359,6 @@ public class InventoryPanel : MonoBehaviour
|
|||
StartCoroutine(Pulse(hitCells, HitType.Armor, _hitSequence++));
|
||||
RefreshCells(hitCells);
|
||||
}));
|
||||
|
||||
_subscriptions.Add(entity.HardpointDamage.Subscribe(hit =>
|
||||
{
|
||||
var hitCells = hit.hardpoint.Shape.Coordinates.Select(v => v + hit.hardpoint.Position).ToArray();
|
||||
StartCoroutine(Pulse(hitCells, HitType.Armor, _hitSequence++));
|
||||
RefreshCells(hitCells);
|
||||
}));
|
||||
}
|
||||
|
||||
private IEnumerator Pulse(int2[] cells, HitType hitType, int sequence)
|
||||
|
|
@ -384,11 +383,13 @@ public class InventoryPanel : MonoBehaviour
|
|||
var lerp = (Time.time - startTime) / CellHitPulseTime;
|
||||
foreach(var cell in cells)
|
||||
if(_cellAnimationSequence[cell] == sequence)
|
||||
CellInstances[cell].Background.color = Color.Lerp(hitColor, CellBackgroundColor, lerp);
|
||||
if(CellInstances.ContainsKey(cell))
|
||||
CellInstances[cell].Background.color = Color.Lerp(hitColor, CellBackgroundColor, lerp);
|
||||
yield return null;
|
||||
}
|
||||
foreach (var cell in cells)
|
||||
CellInstances[cell].Background.color = CellBackgroundColor;
|
||||
if(CellInstances.ContainsKey(cell))
|
||||
CellInstances[cell].Background.color = CellBackgroundColor;
|
||||
}
|
||||
|
||||
public void Display(EquippedCargoBay cargo)
|
||||
|
|
@ -397,16 +398,6 @@ public class InventoryPanel : MonoBehaviour
|
|||
|
||||
_displayedCargo = cargo;
|
||||
_displayedEntity = null;
|
||||
if(TemperatureDisplay)
|
||||
TemperatureDisplay.gameObject.SetActive(false);
|
||||
|
||||
MinTempLabel.gameObject.SetActive(false);
|
||||
MaxTempLabel.gameObject.SetActive(false);
|
||||
|
||||
if (Current)
|
||||
Current.gameObject.SetActive(false);
|
||||
if (Thermal)
|
||||
Thermal.gameObject.SetActive(false);
|
||||
|
||||
if(Title)
|
||||
Title.text = cargo.Name;
|
||||
|
|
@ -572,13 +563,11 @@ public class InventoryPanel : MonoBehaviour
|
|||
|
||||
if (_hud)
|
||||
{
|
||||
if (!interior && _displayedEntity.Armor[position.x, position.y] > .01f)
|
||||
return Settings.ArmorGradient.Evaluate(_displayedEntity.Armor[position.x, position.y] / hullData.Armor);
|
||||
else if (hardpoint != null && _displayedEntity.HardpointArmor[hardpoint] > .01f)
|
||||
return Settings.ArmorGradient.Evaluate(_displayedEntity.HardpointArmor[hardpoint] / hardpoint.Armor);
|
||||
if (_displayedEntity.Armor[position.x, position.y] > .01f)
|
||||
return Settings.ArmorGradient.Evaluate(_displayedEntity.Armor[position.x, position.y] / _displayedEntity.MaxArmor[position.x, position.y]);
|
||||
|
||||
if (item != null) return Settings.DurabilityGradient.Evaluate(item.EquippableItem.Durability / _displayedEntity.ItemManager.GetData(item.EquippableItem).Durability);
|
||||
return Color.white * .25f;
|
||||
return float3(.25f).ToColor();
|
||||
}
|
||||
|
||||
if (hardpoint == null)
|
||||
|
|
@ -588,13 +577,13 @@ public class InventoryPanel : MonoBehaviour
|
|||
|
||||
if (item == null)
|
||||
{
|
||||
return Color.white * .25f;
|
||||
return float3(.25f).ToColor();
|
||||
}
|
||||
|
||||
if(highlight)
|
||||
return Color.white;
|
||||
|
||||
return Color.white * .5f;
|
||||
return float3(.5f).ToColor();
|
||||
}
|
||||
|
||||
var tint = hardpoint.TintColor;
|
||||
|
|
|
|||
|
|
@ -10,6 +10,7 @@ public class MinimapCameraTrack : MonoBehaviour
|
|||
{
|
||||
public Transform Camera;
|
||||
public bool Modulo;
|
||||
public bool Flip;
|
||||
public float Offset;
|
||||
private RectTransform _rect;
|
||||
|
||||
|
|
@ -22,6 +23,8 @@ public class MinimapCameraTrack : MonoBehaviour
|
|||
{
|
||||
var dir = Camera.forward.Flatland().normalized;
|
||||
var deg = -Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
|
||||
if (Flip)
|
||||
deg *= -1;
|
||||
if (Modulo)
|
||||
deg = Mathf.Repeat(deg + 15, 30) - 15;
|
||||
_rect.rotation = Quaternion.Euler(0,0,deg+Offset);
|
||||
|
|
|
|||
|
|
@ -399,7 +399,8 @@ public class TradeMenu : MonoBehaviour
|
|||
|
||||
private void Buy(SimpleCommodityData data, int quantity)
|
||||
{
|
||||
int lots = quantity / data.MaxStack;
|
||||
// Up-rounded integer division from https://stackoverflow.com/a/503201
|
||||
int lots = (quantity - 1) / data.MaxStack + 1;
|
||||
int remaining = quantity;
|
||||
for (int i = 0; i < lots; i++)
|
||||
{
|
||||
|
|
@ -85,6 +85,7 @@
|
|||
<Compile Include="Assets\Scripts\ServerShared\Rect.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver.Linq\WhereClauseParsers\SubQueryVisitor\CountSubQueryVisitor.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Thursday.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\AutoWeapon.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\IndexStatus.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\Cursor.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\Crypto.cs" />
|
||||
|
|
@ -173,6 +174,7 @@
|
|||
<Compile Include="Assets\Scripts\ServerShared\Zone.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\Connection.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Sunday.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\ChargedWeapon.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LiteNetLib\NetUtils.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Datum.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\DbList.cs" />
|
||||
|
|
@ -245,6 +247,7 @@
|
|||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\Heat.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\ScramAttributes.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\ConcatMap.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\InstantWeapon.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Line.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\Visibility.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Proto\TermType.cs" />
|
||||
|
|
@ -371,6 +374,7 @@
|
|||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\Sensor.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Now.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\ReqlNonExistenceError.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\AetheriaMath.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\JsonKnownTypes\Utils\Mapper.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\Clustering\HostPool.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\HasFields.cs" />
|
||||
|
|
@ -383,6 +387,7 @@
|
|||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\Min.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Limit.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\And.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\ParticleEffect.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Bracket.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver.Linq\WhereClauseParsers\ExpressionVisitor.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\DeleteAt.cs" />
|
||||
|
|
@ -469,6 +474,7 @@
|
|||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Utils\TaskHelper.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\Range.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\Average.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\LockWeapon.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Pluck.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Avg.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Uuid.cs" />
|
||||
|
|
@ -515,12 +521,6 @@
|
|||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\SequenceEqual.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\Skip.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\ItemManager.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\ParticleEffect.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\InstantWeapon.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\ChargedWeapon.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\AutoWeapon.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\LockWeapon.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\AetheriaMath.cs" />
|
||||
<None Include="Assets\Scripts\ServerShared\NIH\LinqFaster\readme.txt" />
|
||||
<None Include="Assets\Scripts\ServerShared\Economy.Shared.Unity.asmdef" />
|
||||
<Reference Include="System.Threading.Tasks.Extensions">
|
||||
|
|
|
|||
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Reference in a new issue