Misc. Improvements

Turrets lead their projectiles
Double click to equip/unequip/move
Minimum weapon convergence distance
This commit is contained in:
Reinier Vens 2021-01-27 16:14:41 +00:00
commit 922c8ea460
18 changed files with 240 additions and 69 deletions

View file

@ -9,6 +9,7 @@ using Newtonsoft.Json;
using UniRx;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float3 = Unity.Mathematics.float3;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class TurretControllerData : BehaviorData
@ -23,6 +24,8 @@ public class TurretController : IBehavior
{
private TurretControllerData _data;
private List<Weapon> _weapons = new List<Weapon>();
private float _shotSpeed;
private bool _predictShots;
public Entity EquippedEntity { get; }
public EquippedItem Item { get; }
@ -55,7 +58,14 @@ public class TurretController : IBehavior
{
foreach (var b in item.Behaviors)
if (b is Weapon weapon)
{
_weapons.Add(weapon);
if (weapon.Data is ProjectileWeaponData projectileWeaponData)
{
_predictShots = true;
_shotSpeed = EquippedEntity.ItemManager.Evaluate(projectileWeaponData.Velocity, weapon.Item.EquippableItem, EquippedEntity);
}
}
}
public bool Execute(float delta)
@ -63,7 +73,19 @@ public class TurretController : IBehavior
if (EquippedEntity.Target.Value != null)
{
var diff = EquippedEntity.Target.Value.Position - EquippedEntity.Position;
EquippedEntity.LookDirection = normalize(diff);
if (_predictShots)
{
var targetHullData = EquippedEntity.ItemManager.GetData(EquippedEntity.Target.Value.Hull) as HullData;
var targetVelocity = float3(EquippedEntity.Target.Value.Velocity.x, 0, EquippedEntity.Target.Value.Velocity.y);
var predictedPosition = AetheriaMath.FirstOrderIntercept(
EquippedEntity.Position, float3.zero, _shotSpeed,
EquippedEntity.Target.Value.Position, targetVelocity
);
predictedPosition.y = EquippedEntity.Zone.GetHeight(predictedPosition.xz) + targetHullData.GridOffset;
EquippedEntity.LookDirection = normalize(predictedPosition - EquippedEntity.Position);
}
else
EquippedEntity.LookDirection = normalize(diff);
var dist = length(diff);
foreach (var x in _weapons)