Action Bar (WIP)
Refactor item instance to use DatabaseLink Labels now pop up when aiming at loot Yeeted HUD trigger group UI into the abyss Created rebindable action bar (missing: assigning actions) Created Consumable Items Refactored behaviors to work on consumable items Implemented Velocity Conversion Behavior
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282035dd25
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4489b18452
217 changed files with 5105 additions and 5703 deletions
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@ -13,7 +13,6 @@ public class SchematicDisplay : MonoBehaviour
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{
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public GameSettings Settings;
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public Prototype ListElementPrototype;
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public Prototype TriggerGroupPrototype;
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public Color HeaderElementEnabledColor;
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public Color HeaderElementDisabledColor;
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@ -24,7 +23,6 @@ public class SchematicDisplay : MonoBehaviour
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public Image HeatsinkBackground;
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public GameObject AetherDriveUi;
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public GameObject AetherDriveUiSpacer;
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public TextMeshProUGUI EnergyLabel;
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public TextMeshProUGUI CockpitTemperatureLabel;
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@ -48,12 +46,6 @@ public class SchematicDisplay : MonoBehaviour
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public RectTransform StrafeRPMFill;
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public RectTransform TurnRPMFill;
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public CanvasGroup TriggerGroups;
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public float TriggerGroupsFadeDuration = .5f;
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public float TriggerGroupsPersistDuration = 5f;
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public Color TriggerGroupColor;
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private Entity _entity;
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private EquippableItem _hull;
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private Radiator[] _radiators;
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@ -63,14 +55,8 @@ public class SchematicDisplay : MonoBehaviour
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private HeatStorage[] _heatStorages;
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private EquippedCargoBay[] _cargoBays;
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private SchematicDisplayItem[] _schematicItems;
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private Graphic[] _groupGraphics;
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private AetherDrive _aetherDrive;
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private int _selectedGroupIndex;
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private int _selectedItemIndex;
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private bool _triggerGroupsVisible;
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private float _triggerGroupsFadeOutTime;
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private bool _enemy;
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private Entity _player;
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@ -79,31 +65,10 @@ public class SchematicDisplay : MonoBehaviour
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get { return _schematicItems; }
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}
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public int SelectedItemIndex
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{
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get => _selectedItemIndex;
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set
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{
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_selectedItemIndex = (value + _schematicItems.Length) % _schematicItems.Length;
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UpdateTriggerGroups();
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}
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}
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public int SelectedGroupIndex
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{
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get => _selectedGroupIndex;
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set
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{
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_selectedGroupIndex = (value + Settings.GameplaySettings.TriggerGroupCount) % Settings.GameplaySettings.TriggerGroupCount;
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UpdateTriggerGroups();
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}
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}
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public class SchematicDisplayItem
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{
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public EquippedItem Item;
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public SchematicListElement ListElement;
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public SchematicTriggerGroupElement TriggerGroupElement;
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public IProgressBehavior Cooldown;
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// public ItemUsage ItemUsage;
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public Weapon Weapon;
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@ -117,7 +82,6 @@ public class SchematicDisplay : MonoBehaviour
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foreach (var item in _schematicItems)
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{
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item.ListElement.GetComponent<Prototype>().ReturnToPool();
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item.TriggerGroupElement?.GetComponent<Prototype>().ReturnToPool();
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}
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_entity = entity;
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@ -128,7 +92,6 @@ public class SchematicDisplay : MonoBehaviour
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_capacitors = entity.GetBehaviors<Capacitor>().ToArray();
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_aetherDrive = entity.GetBehavior<AetherDrive>();
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AetherDriveUi.SetActive(_aetherDrive != null);
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AetherDriveUiSpacer.SetActive(_aetherDrive != null);
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_radiators = entity.GetBehaviors<Radiator>().ToArray();
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if (_radiators.Length == 0)
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@ -149,7 +112,6 @@ public class SchematicDisplay : MonoBehaviour
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{
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Item = x,
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ListElement = ListElementPrototype.Instantiate<SchematicListElement>(),
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TriggerGroupElement = _enemy ? null : TriggerGroupPrototype.Instantiate<SchematicTriggerGroupElement>(),
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Cooldown = _enemy ? null : (IProgressBehavior) x.Behaviors.FirstOrDefault(b=> b is IProgressBehavior),
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// ItemUsage = _enemy ? null : (ItemUsage) x.Behaviors.FirstOrDefault(b=> b is ItemUsage),
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Weapon = (Weapon) x.Behaviors.FirstOrDefault(b=>b is Weapon)
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@ -164,72 +126,12 @@ public class SchematicDisplay : MonoBehaviour
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{
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x.ListElement.InfiniteAmmoIcon.gameObject.SetActive(x.Weapon.WeaponData.AmmoType == Guid.Empty);
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x.ListElement.AmmoLabel.gameObject.SetActive(x.Weapon.WeaponData.AmmoType != Guid.Empty);
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foreach (var group in x.TriggerGroupElement.GroupBackgrounds)
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group.color = TriggerGroupColor;
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}
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}
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if (!_enemy)
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UpdateTriggerGroups();
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}
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public void UpdateTriggerGroups()
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{
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if (!_triggerGroupsVisible)
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{
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StartCoroutine(FadeInTriggerGroups());
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_triggerGroupsVisible = true;
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}
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_triggerGroupsFadeOutTime = Time.time + TriggerGroupsPersistDuration;
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for (var itemIndex = 0; itemIndex < _schematicItems.Length; itemIndex++)
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{
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var item = _schematicItems[itemIndex];
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for (var groupIndex = 0; groupIndex < item.TriggerGroupElement.GroupBackgrounds.Length; groupIndex++)
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{
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var backgroundColor = TriggerGroupColor;
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if (_selectedGroupIndex == groupIndex)
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backgroundColor.a *= 2;
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if (_selectedItemIndex == itemIndex)
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backgroundColor.a *= 2;
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item.TriggerGroupElement.GroupBackgrounds[groupIndex].color = backgroundColor;
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item.TriggerGroupElement.GroupLabel[groupIndex].color =
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_entity.TriggerGroups[groupIndex].items.Contains(item.Item) ? Color.white : Color.gray;
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}
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}
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}
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IEnumerator FadeInTriggerGroups()
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{
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var startTime = Time.time;
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while (Time.time - startTime < TriggerGroupsFadeDuration)
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{
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var lerp = (Time.time - startTime) / TriggerGroupsFadeDuration;
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TriggerGroups.alpha = lerp;
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yield return null;
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}
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TriggerGroups.alpha = 1;
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}
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IEnumerator FadeOutTriggerGroups()
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{
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var startTime = Time.time;
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while (Time.time - startTime < TriggerGroupsFadeDuration)
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{
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var lerp = (Time.time - startTime) / TriggerGroupsFadeDuration;
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TriggerGroups.alpha = 1-lerp;
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yield return null;
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}
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TriggerGroups.alpha = 0;
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}
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void Update()
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{
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if (_triggerGroupsVisible && _triggerGroupsFadeOutTime < Time.time)
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{
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_triggerGroupsVisible = false;
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StartCoroutine(FadeOutTriggerGroups());
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}
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if (_entity != null)
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{
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if (!_enemy)
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@ -237,11 +139,11 @@ public class SchematicDisplay : MonoBehaviour
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OverrideIcon.SetActive(_entity.OverrideShutdown && cos(Time.time * OverrideIconBlinkSpeed) > 0);
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ShieldIcon.SetActive(_entity.Shield!=null && _entity.Shield.Item.Active.Value);
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if (_radiators.Length == 1)
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RadiatorTemperatureLabel.text = $"{((int)(_radiators[0].Temperature - 273.15f)).ToString()}°C";
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RadiatorTemperatureLabel.text = $"{((int)(_radiators[0].RadiatorTemperature - 273.15f)).ToString()}°C";
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else if (_radiators.Length > 1)
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RadiatorTemperatureLabel.text =
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$"{((int)(_radiators.Min(r => r.Temperature) - 273.15f)).ToString()}-" +
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$"{((int)(_radiators.Max(r => r.Temperature) - 273.15f)).ToString()}°C";
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$"{((int)(_radiators.Min(r => r.RadiatorTemperature) - 273.15f)).ToString()}-" +
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$"{((int)(_radiators.Max(r => r.RadiatorTemperature) - 273.15f)).ToString()}°C";
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HeatsinkBackground.color = _entity.HeatsinksEnabled ? HeaderElementEnabledColor : HeaderElementDisabledColor;
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if (_heatStorages.Length == 1)
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