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

@ -289,14 +289,10 @@ public static class Extensions
return t * (t * (a * t + b) + c) + d;
}
public static float AngleDiff(this float2 a, float2 b)
public static float Angle(this float2 from, float2 to)
{
var directionAngle = atan2(b.y, b.x);
var currentAngle = atan2(a.y, a.x);
var d1 = directionAngle - currentAngle;
var d2 = directionAngle - 2 * PI - currentAngle;
var d3 = directionAngle + 2 * PI - currentAngle;
return abs(d1) < abs(d2) ? abs(d1) < abs(d3) ? d1 : d3 : abs(d2) < abs(d3) ? d2 : d3;
var num = sqrt(lengthsq(from) * lengthsq(to));
return num < 1.00000000362749E-15 ? 0.0f : acos(clamp(dot(from, to) / num, -1f, 1f)) * 57.29578f;
}
// https://stackoverflow.com/a/3188835