Combat & Visibility & Collisions

Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
This commit is contained in:
Reinier Vens 2021-02-26 19:01:47 +00:00
commit b53e4aec8c
204 changed files with 8182 additions and 1919 deletions

View file

@ -9,15 +9,16 @@ using System.Linq;
using Cinemachine;
using UniRx;
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;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
public class SectorRenderer : MonoBehaviour
{
public float EntityFadeTime;
public Transform EffectManagerParent;
public Transform FogCameraParent;
public GameSettings Settings;
@ -63,9 +64,6 @@ public class SectorRenderer : MonoBehaviour
private Dictionary<Guid, AsteroidBeltUI> _beltObjects = new Dictionary<Guid, AsteroidBeltUI>();
private Dictionary<Guid, InstancedMesh[]> _beltMeshes = new Dictionary<Guid, InstancedMesh[]>();
private Dictionary<Guid, Matrix4x4[][]> _beltMatrices = new Dictionary<Guid, Matrix4x4[][]>();
private Dictionary<InstantWeaponData, InstantWeaponEffectManager> _instantWeaponManagers = new Dictionary<InstantWeaponData, InstantWeaponEffectManager>();
private Dictionary<ConstantWeaponData, ConstantWeaponEffectManager> _constantWeaponManagers = new Dictionary<ConstantWeaponData, ConstantWeaponEffectManager>();
private Zone _zone;
private float _viewDistance;
private float _maxDepth;
@ -75,9 +73,41 @@ public class SectorRenderer : MonoBehaviour
private CinemachineTransposer _transposer;
private PlanetObject _root;
private bool _rootFound;
private Entity _perspectiveEntity;
private IDisposable[] _perspectiveSubscriptions = new IDisposable[2];
public Zone Zone { get; private set; }
public ItemManager ItemManager { get; set; }
public Entity PerspectiveEntity
{
get => _perspectiveEntity;
set
{
_perspectiveEntity = value;
_perspectiveSubscriptions[0]?.Dispose();
_perspectiveSubscriptions[1]?.Dispose();
if (value == null)
{
foreach (var e in EntityInstances.Values)
e.FadeOut(EntityFadeTime);
}
else
{
foreach(var entity in EntityInstances.Values)
entity.FadeOut(EntityFadeTime);
foreach(var entity in value.VisibleEntities)
EntityInstances[entity].FadeIn(EntityFadeTime);
EntityInstances[value].FadeIn(EntityFadeTime);
_perspectiveSubscriptions[0] = value.VisibleEntities.ObserveAdd()
.Subscribe(add => EntityInstances[add.Value].FadeIn(EntityFadeTime));
_perspectiveSubscriptions[1] = value.VisibleEntities.ObserveRemove()
.Where(removeEvent => EntityInstances.ContainsKey(removeEvent.Value))
.Subscribe(removeEvent => EntityInstances[removeEvent.Value].FadeOut(EntityFadeTime));
}
}
}
public float Time { get; set; }
public float ViewDistance
@ -105,6 +135,7 @@ public class SectorRenderer : MonoBehaviour
void Start()
{
EntityInstance.EffectManagerParent = EffectManagerParent;
ViewDistance = Settings.DefaultViewDistance;
MinimapDistance = Settings.MinimapZoomLevels[Settings.DefaultMinimapZoom];
@ -115,7 +146,7 @@ public class SectorRenderer : MonoBehaviour
public void LoadZone(Zone zone)
{
_maxDepth = 0;
_zone = zone;
Zone = zone;
SectorBrushes.localScale = zone.Data.Radius * 2 * Vector3.one;
ClearZone();
foreach(var p in zone.Planets.Values)
@ -125,17 +156,17 @@ public class SectorRenderer : MonoBehaviour
{
if (!(zone.Planets[x.Key] is GasGiantData))
{
var parentOrbit = _zone.Orbits[_zone.Planets[x.Key].Orbit].Data.Parent;
var parentOrbit = Zone.Orbits[Zone.Planets[x.Key].Orbit].Data.Parent;
PlanetObject parent;
if (parentOrbit == Guid.Empty)
parent = _root;
else
{
var parentPlanetData = _zone.Planets.Values.FirstOrDefault(p => p.Orbit == parentOrbit);
var parentPlanetData = Zone.Planets.Values.FirstOrDefault(p => p.Orbit == parentOrbit);
if(parentPlanetData == null)
{
parentOrbit = _zone.Orbits[parentOrbit].Data.Parent;
parentPlanetData = _zone.Planets.Values.FirstOrDefault(p => p.Orbit == parentOrbit);
parentOrbit = Zone.Orbits[parentOrbit].Data.Parent;
parentPlanetData = Zone.Planets.Values.FirstOrDefault(p => p.Orbit == parentOrbit);
}
if (parentPlanetData == null)
@ -174,247 +205,31 @@ public class SectorRenderer : MonoBehaviour
{
var hullData = ItemManager.GetData(entity.Hull) as HullData;
EntityInstance instance;
if (entity is Ship ship)
if (entity is Ship)
{
instance = new ShipInstance();
instance.Transform = Instantiate(UnityHelpers.LoadAsset<GameObject>(hullData.Prefab), ZoneRoot).transform;
instance.Prefab = instance.Transform.GetComponent<EntityPrefab>();
var shipInstance = (ShipInstance) instance;
shipInstance.Particles = ship.GetBehaviors<Thruster>()
.Select<Thruster, (Thruster effect, ParticleSystem system, float baseEmission)>(x =>
{
var effectData = (ThrusterData) x.Data;
var particles = Instantiate(UnityHelpers.LoadAsset<ParticleSystem>(effectData.ParticlesPrefab), shipInstance.Transform, false);
var particlesShape = particles.shape;
particlesShape.meshRenderer = shipInstance.Prefab.ThrusterHardpoints
.FirstOrDefault(t => t.name == x.Entity.Hardpoints[x.Item.Position.x, x.Item.Position.y].Transform)
?.Emitter;
return (x, particles, particles.emission.rateOverTimeMultiplier);
})
.ToArray();
instance = Instantiate(UnityHelpers.LoadAsset<GameObject>(hullData.Prefab), ZoneRoot).GetComponent<ShipInstance>();
if (instance == null)
{
ItemManager.Log($"Failed to instantiate {hullData.Name} ship with invalid prefab: no ShipInstance component!");
return;
}
}
else
{
instance = new EntityInstance();
instance.Transform = Instantiate(UnityHelpers.LoadAsset<GameObject>(hullData.Prefab), ZoneRoot).transform;
instance.Prefab = instance.Transform.GetComponent<EntityPrefab>();
}
instance.Entity = entity;
foreach (var hullCollider in instance.Prefab.HullColliders) hullCollider.Entity = entity;
foreach (var item in entity.Equipment)
{
foreach (var behavior in item.Behaviors)
instance = Instantiate(UnityHelpers.LoadAsset<GameObject>(hullData.Prefab), ZoneRoot).GetComponent<EntityInstance>();
if (instance == null)
{
if (behavior is InstantWeapon instantWeapon)
{
var data = (InstantWeaponData) instantWeapon.Data;
if (!_instantWeaponManagers.ContainsKey(data))
{
var managerPrefab = UnityHelpers.LoadAsset<InstantWeaponEffectManager>(data.EffectPrefab);
if(managerPrefab)
{
_instantWeaponManagers.Add(data, Instantiate(managerPrefab, EffectManagerParent));
}
else Debug.LogError($"No InstantWeaponEffectManager prefab found at path {data.EffectPrefab}");
}
instantWeapon.OnFire += () =>
_instantWeaponManagers[data].Fire(instantWeapon, item, instance, entity.Target.Value != null && EntityInstances.ContainsKey(entity.Target.Value) ? EntityInstances[entity.Target.Value] : null);
if (behavior is ChargedWeapon chargedWeapon)
{
var chargeManager = _instantWeaponManagers[data].GetComponent<ChargeEffectManager>();
if (chargeManager)
{
chargedWeapon.OnStartCharging += () => chargeManager.StartCharging(chargedWeapon, item, instance);
chargedWeapon.OnStopCharging += () => chargeManager.StopCharging(chargedWeapon);
chargedWeapon.OnCharged += () => chargeManager.Charged(chargedWeapon);
chargedWeapon.OnFailed += () => chargeManager.Failed(chargedWeapon);
}
}
}
if (behavior is ConstantWeapon constantWeapon)
{
var data = (ConstantWeaponData) constantWeapon.Data;
if (!_constantWeaponManagers.ContainsKey(data))
{
var managerPrefab = UnityHelpers.LoadAsset<ConstantWeaponEffectManager>(data.EffectPrefab);
if(managerPrefab)
{
_constantWeaponManagers.Add(data, Instantiate(managerPrefab, EffectManagerParent));
}
else Debug.LogError($"No ConstantWeaponEffectManager prefab found at path {data.EffectPrefab}");
}
constantWeapon.OnStartFiring += () =>
_constantWeaponManagers[data].StartFiring(data, item, instance, entity.Target.Value != null ? EntityInstances[entity.Target.Value] : null);
constantWeapon.OnStopFiring += () =>
_constantWeaponManagers[data].StopFiring(item);
}
}
}
instance.RadiatorMeshes = new Dictionary<HardpointData, MeshRenderer>();
instance.Barrels = new Dictionary<HardpointData, Transform[]>();
instance.BarrelIndices = new Dictionary<HardpointData, int>();
foreach (var hp in hullData.Hardpoints)
{
if (hp.Type == HardpointType.Radiator)
{
var mesh = instance.Prefab.RadiatorHardpoints.FirstOrDefault(x => x.name == hp.Transform);
if (mesh)
{
instance.RadiatorMeshes.Add(hp, mesh.Mesh);
}
}
if(hp.Type == HardpointType.Ballistic || hp.Type == HardpointType.Energy || hp.Type == HardpointType.Launcher)
{
var whp = instance.Prefab.WeaponHardpoints.FirstOrDefault(x => x.name == hp.Transform);
if (whp)
{
instance.Barrels.Add(hp, whp.FiringPoint);
instance.BarrelIndices.Add(hp, 0);
}
ItemManager.Log($"Failed to instantiate {hullData.Name} entity with invalid prefab: no EntityInstance component!");
return;
}
}
void DamageSchematic(float damage, Shape hitShape)
{
foreach (var v in hitShape.Coordinates)
hitShape[v] = hitShape[v] && hullData.Shape[v];
float hullDamage = 0;
var damagePerCell = damage / hitShape.Coordinates.Length;
foreach (var v in hitShape.Coordinates)
{
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)
{
var item = entity.GearOccupancy[v.x, v.y];
if (item != null)
{
prev = item.EquippableItem.Durability;
item.EquippableItem.Durability = max(prev - d, 0);
entity.ItemDamage.OnNext((item, d));
d = max(d - prev, 0);
}
}
hullDamage += d;
}
if(hullDamage > .1f)
{
entity.Hull.Durability -= hullDamage;
entity.HullDamage.OnNext(hullDamage);
}
}
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.TexCoord.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
// Find the 2D position of the hit scaled to the schematic
float2 hitPos = float2.zero;
if (hardpointIndex < 0)
{
hitPos = float2(hit.TexCoord.x * hullData.Shape.Width, hit.TexCoord.y * hullData.Shape.Height);
// Search all schematic border cells for the cell which is closest to the hit position
var hitCell = int2(-1);
var distance = float.MaxValue;
foreach (var v in hullData.Shape.Coordinates)
{
var cellDist = lengthsq(hitPos - v);
if (cellDist < distance)
{
distance = cellDist;
hitCell = v;
}
}
hitShape[hitCell] = true;
}
else
{
// Collider UV coordinates starting with 1 correspond to hardpoint index
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);
hitPos = hardpointCells.CenterOfMass;
foreach (var v in hardpointCells.Coordinates)
hitShape[v] = true;
}
for (int i = 0; i < Mathf.RoundToInt(hit.Spread); i++)
{
hitShape = 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);
});
}
instance.LookAtPoint = new GameObject($"{entity.Name} Look Point").transform;
foreach (var articulationPoint in instance.Prefab.ArticulationPoints)
{
articulationPoint.Target = instance.LookAtPoint;
}
instance.SetEntity(this, entity);
EntityInstances.Add(entity, instance);
}
void UnloadEntity(Entity entity)
public void UnloadEntity(Entity entity)
{
if (EntityInstances[entity].Prefab.DestroyEffect != null)
{
var t = Instantiate(EntityInstances[entity].Prefab.DestroyEffect).transform;
t.position = EntityInstances[entity].Prefab.transform.position;
}
foreach (var item in entity.Equipment)
{
foreach (var behavior in item.Behaviors)
@ -424,7 +239,7 @@ public class SectorRenderer : MonoBehaviour
}
}
Destroy(EntityInstances[entity].Transform.gameObject);
Destroy(EntityInstances[entity].gameObject);
EntityInstances.Remove(entity);
}
@ -446,7 +261,7 @@ public class SectorRenderer : MonoBehaviour
var beltObject = Instantiate(AsteroidBeltUI, ZoneRoot);
var collider = beltObject.GetComponent<MeshCollider>();
var belt = new AsteroidBeltUI(_zone, _zone.AsteroidBelts[beltData.ID], beltObject, collider, AsteroidSpritesheetWidth, AsteroidSpritesheetHeight, Settings.MinimapAsteroidSize);
var belt = new AsteroidBeltUI(Zone, Zone.AsteroidBelts[beltData.ID], beltObject, collider, AsteroidSpritesheetWidth, AsteroidSpritesheetHeight, Settings.MinimapAsteroidSize);
_beltObjects[beltData.ID] = belt;
}
else
@ -466,7 +281,7 @@ public class SectorRenderer : MonoBehaviour
else planet = Instantiate(GasGiant, ZoneRoot);
var gas = (GasGiantObject) planet;
var gasGiant = _zone.PlanetInstances[planetData.ID] as GasGiant;
var gasGiant = Zone.PlanetInstances[planetData.ID] as GasGiant;
gasGiantData.Colors.Subscribe(c => gas.Body.material.SetTexture("_ColorRamp", c.ToGradient(!(planetData is SunData)).ToTexture()));
gasGiantData.AlbedoRotationSpeed.Subscribe(f => gas.SunMaterial.AlbedoRotationSpeed = f);
gasGiantData.FirstOffsetRotationSpeed.Subscribe(f => gas.SunMaterial.FirstOffsetRotationSpeed = f);
@ -489,7 +304,7 @@ public class SectorRenderer : MonoBehaviour
//planet.Icon.material.mainTexture = planetData.Mass > Context.GlobalData.PlanetMass ? PlanetIcon : PlanetoidIcon;
}
var planetInstance = _zone.PlanetInstances[planetData.ID];
var planetInstance = Zone.PlanetInstances[planetData.ID];
planetInstance.BodyRadius.Subscribe(f =>
{
planet.Body.transform.localScale = f * Vector3.one;
@ -541,7 +356,7 @@ public class SectorRenderer : MonoBehaviour
void Update()
{
foreach(var belt in _zone.AsteroidBelts)
foreach(var belt in Zone.AsteroidBelts)
{
var meshes = _beltMeshes[belt.Key];
var count = belt.Value.Positions.Length / meshes.Length;
@ -565,71 +380,22 @@ public class SectorRenderer : MonoBehaviour
foreach (var planet in Planets)
{
var planetInstance = _zone.PlanetInstances[planet.Key];
var p = _zone.GetOrbitPosition(planetInstance.BodyData.Orbit);
var planetInstance = Zone.PlanetInstances[planet.Key];
var p = Zone.GetOrbitPosition(planetInstance.BodyData.Orbit);
planet.Value.transform.position = new Vector3(p.x, 0, p.y);
planet.Value.Body.transform.localPosition = new Vector3(0, _zone.GetHeight(p) + planetInstance.BodyRadius.Value * 2, 0);
planet.Value.Body.transform.localPosition = new Vector3(0, Zone.GetHeight(p) + planetInstance.BodyRadius.Value * 2, 0);
if(planet.Value is GasGiantObject gasGiantObject)
{
gasGiantObject.GravityWaves.material.SetFloat("_Phase", Time * ((GasGiant) _zone.PlanetInstances[planet.Key]).GravityWavesSpeed.Value);
gasGiantObject.GravityWaves.material.SetFloat("_Phase", Time * ((GasGiant) Zone.PlanetInstances[planet.Key]).GravityWavesSpeed.Value);
if(!(planet.Value is SunObject))
{
var toParent = normalize(_zone.GetOrbitPosition(_zone.Orbits[planetInstance.BodyData.Orbit].Data.Parent) - p);
var toParent = normalize(Zone.GetOrbitPosition(Zone.Orbits[planetInstance.BodyData.Orbit].Data.Parent) - p);
gasGiantObject.SunMaterial.LightingDirection = new Vector3(toParent.x, 0, toParent.y);
}
}
else planet.Value.Body.transform.rotation *= Quaternion.AngleAxis(Settings.PlanetRotationSpeed, Vector3.up);
}
var hitList = new List<Entity>();
foreach (var entity in EntityInstances)
{
if(entity.Key.Hull.Durability <= 0)
{
hitList.Add(entity.Key);
continue;
}
if(entity.Value is ShipInstance shipInstance)
{
foreach (var (effect, system, baseEmission) in shipInstance.Particles)
{
var emissionModule = system.emission;
var item = effect.Item.EquippableItem;
var data = shipInstance.Entity.ItemManager.GetData(item);
emissionModule.rateOverTimeMultiplier = baseEmission * effect.Axis * (item.Durability / data.Durability);
}
entity.Value.Transform.rotation = ((Ship) entity.Key).Rotation;
}
foreach (var x in entity.Value.RadiatorMeshes)
{
var temp = 0f;
foreach (var v in x.Key.Shape.Coordinates)
{
var v2 = v + x.Key.Position;
temp += entity.Key.Temperature[v2.x, v2.y];
}
temp /= x.Key.Shape.Coordinates.Length;
x.Value.material.SetFloat("_Emission", Settings.GameplaySettings.TemperatureEmissionCurve.Evaluate(temp));
}
foreach (var x in entity.Value.Barrels)
{
entity.Key.HardpointTransforms[x.Key] = (x.Value[0].position, x.Value[0].forward);
}
if (entity.Key.Target.Value != null && !EntityInstances.ContainsKey(entity.Key.Target.Value))
entity.Key.Target.Value = null;
entity.Value.LookAtPoint.position = entity.Value.Transform.position + (Vector3) entity.Key.LookDirection * (entity.Key.Target.Value != null
? max((EntityInstances[entity.Key.Target.Value].Transform.position - entity.Value.Transform.position).magnitude,Settings.GameplaySettings.ConvergenceMinimumDistance) : 10000);
entity.Value.Transform.position = entity.Key.Position;
}
foreach(var e in hitList)
{
_zone.Entities.Remove(e);
}
var fogPos = FogCameraParent.position;
SectorBoundaryBrush.material.SetFloat("_Power", Settings.PlanetSettings.ZoneDepthExponent);
SectorBoundaryBrush.material.SetFloat("_Depth", Settings.PlanetSettings.ZoneDepth + Settings.PlanetSettings.ZoneBoundaryFog);
@ -646,32 +412,6 @@ public class SectorRenderer : MonoBehaviour
}
}
public class EntityInstance
{
public Entity Entity;
public Transform Transform;
public EntityPrefab Prefab;
public Dictionary<HardpointData, Transform[]> Barrels;
public Dictionary<HardpointData, int> BarrelIndices;
public Dictionary<HardpointData, MeshRenderer> RadiatorMeshes;
public Transform LookAtPoint;
public Transform GetBarrel(HardpointData hardpoint)
{
if (Barrels.ContainsKey(hardpoint))
{
var barrel = Barrels[hardpoint][BarrelIndices[hardpoint]];
BarrelIndices[hardpoint] = (BarrelIndices[hardpoint] + 1) % Barrels[hardpoint].Length;
return barrel;
}
return Transform;
}
}
public class ShipInstance : EntityInstance
{
public (Thruster effect, ParticleSystem system, float baseEmission)[] Particles;
}
[Serializable]
public class InstancedMesh