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
This commit is contained in:
Reinier Vens 2021-02-01 08:13:14 +00:00
commit 3a9ee2ccf7
55 changed files with 14253 additions and 2206 deletions

View file

@ -1,76 +0,0 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using UniRx.Triggers;
using UnityEngine;
public class MenuPanel : MonoBehaviour
{
public ActionGameManager GameManager;
public RectTransform TabButtons;
public Color ActiveTabColor;
public Color InactiveTabColor;
public event Action<MenuTab> TabChanged;
private Dictionary<MenuTab, MenuTabButton> _tabs = new Dictionary<MenuTab, MenuTabButton>();
private MenuTabButton _current;
public MenuTab CurrentTab { get; private set; }
public void ShowTab(MenuTab tab)
{
gameObject.SetActive(true);
if (_current == _tabs[tab]) return;
if(_current != null)
{
_current.TabContents.SetActive(false);
_current.Text.color = InactiveTabColor;
}
CurrentTab = tab;
_current = _tabs[tab];
_current.TabContents.SetActive(true);
_current.Text.color = ActiveTabColor;
TabChanged?.Invoke(tab);
}
private void OnEnable()
{
foreach (var tabButton in _tabs.Values)
{
tabButton.gameObject.SetActive(!tabButton.RequireParent || GameManager.CurrentShip.Parent != null);
}
}
private void Awake()
{
foreach (var tabButton in TabButtons.GetComponentsInChildren<MenuTabButton>())
{
tabButton.TabContents.SetActive(false);
tabButton.Text.color = InactiveTabColor;
_tabs.Add(tabButton.Tab, tabButton);
tabButton.Button.onClick.AddListener(() => ShowTab(tabButton.Tab));
}
}
// void Start()
// {
// ShowTab(MenuTab.Inventory);
// }
}
public enum MenuTab
{
Map,
Inventory,
Trade
}