Entity Destruction
Added multiple turret enemies Added ability to destroy enemies Fixed bug where player could target themselves Fixed bug where targeting new enemy freezes schematic hit animation Fixed bug where target lock progress could persist when targeting new enemy
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13 changed files with 1937 additions and 1124 deletions
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@ -462,6 +462,11 @@ public class SectorRenderer : MonoBehaviour
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void UnloadEntity(Entity entity)
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{
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if (EntityInstances[entity].Prefab.DestroyEffect != null)
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{
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var t = Instantiate(EntityInstances[entity].Prefab.DestroyEffect).transform;
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t.position = EntityInstances[entity].Prefab.transform.position;
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}
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Destroy(EntityInstances[entity].Transform.gameObject);
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EntityInstances.Remove(entity);
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}
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@ -622,8 +627,14 @@ public class SectorRenderer : MonoBehaviour
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else planet.Value.Body.transform.rotation *= Quaternion.AngleAxis(Settings.PlanetRotationSpeed, Vector3.up);
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}
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var hitList = new List<Entity>();
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foreach (var entity in EntityInstances)
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{
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if(entity.Key.Hull.Durability <= 0)
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{
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hitList.Add(entity.Key);
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continue;
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}
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if(entity.Value is ShipInstance shipInstance)
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{
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for (int i = 0; i < shipInstance.Thrusters.Length; i++)
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@ -648,6 +659,11 @@ public class SectorRenderer : MonoBehaviour
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? (EntityInstances[entity.Key.Target.Value].Transform.position - entity.Value.Transform.position).magnitude : 10000);
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entity.Value.Transform.position = entity.Key.Position;
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}
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foreach(var e in hitList)
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{
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_zone.Entities.Remove(e);
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}
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var fogPos = FogCameraParent.position;
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SectorBoundaryBrush.material.SetFloat("_Power", Settings.PlanetSettings.ZoneDepthExponent);
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