using System; using System.Collections; using System.Collections.Generic; using UniRx; using CultMath; using CultMath.UnityBridge; using UnityEngine; using static CultMath.math; public class GuidedProjectileManager : InstantWeaponEffectManager { public Prototype ProjectilePrototype; public Subject<(Entity source, Transform target, GuidedProjectile missile)> OnFireGuided = new Subject<(Entity source, Transform target, GuidedProjectile missile)>(); public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target) { if(weapon.Data is LauncherData launcher) { if (target == null) return; var p = ProjectilePrototype.Instantiate(); p.Source = source.transform; p.SourceEntity = source.Entity; p.Target = target.transform; p.Frequency = launcher.DodgeFrequency; var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y]; var barrel = source.GetBarrel(hp); p.StartPosition = (p.transform.position = barrel.position).ToCultMath(); p.Damage = weapon.Damage; p.Range = weapon.Range; p.Penetration = weapon.Penetration; p.Spread = weapon.DamageSpread; p.DamageType = weapon.WeaponData.DamageType; p.GuidanceCurve = launcher.GuidanceCurve.ToCurve(); p.LiftCurve = launcher.LiftCurve.ToCurve(); p.ThrustCurve = launcher.ThrustCurve.ToCurve(); p.Velocity = barrel.forward * weapon.Velocity; p.Thrust = item.Evaluate(launcher.Thrust); p.TopSpeed = item.Evaluate(launcher.MissileVelocity); OnFireGuided.OnNext((source.Entity, target.transform, p)); } else if(weapon.Data is GuidedWeaponData guidance) { var p = ProjectilePrototype.Instantiate(); p.Source = source.transform; p.SourceEntity = source.Entity; p.Frequency = guidance.DodgeFrequency; var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y]; var barrel = source.GetBarrel(hp); p.StartPosition = (p.transform.position = barrel.position).ToCultMath(); p.Damage = weapon.Damage; p.Range = weapon.Range; p.Penetration = weapon.Penetration; p.Spread = weapon.DamageSpread; p.DamageType = weapon.WeaponData.DamageType; p.GuidanceCurve = guidance.GuidanceCurve.ToCurve(); p.LiftCurve = guidance.LiftCurve.ToCurve(); p.ThrustCurve = guidance.ThrustCurve.ToCurve(); p.Velocity = barrel.forward * weapon.Velocity; p.Thrust = item.Evaluate(guidance.Thrust); p.TopSpeed = item.Evaluate(guidance.MissileVelocity); p.TargetPosition = () => (source.Entity.Position + length(source.LookAtPoint.position.ToCultMath() - source.Entity.Position) * source.Entity.LookDirection).ToUnity(); } else Debug.LogError($"Weapon {item.Data.Name} linked to {name} effect, but is not a Launcher!"); } }