using MessagePack; using Newtonsoft.Json; using Unity.Mathematics; using static Unity.Mathematics.math; [MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable] public class TurningData : BehaviorData { [InspectableField, JsonProperty("torque"), Key(1), RuntimeInspectable] public PerformanceStat Torque = new PerformanceStat(); [InspectableField, JsonProperty("visibility"), Key(2)] public PerformanceStat Visibility = new PerformanceStat(); [InspectableField, JsonProperty("heat"), Key(3)] public PerformanceStat Heat = new PerformanceStat(); public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item) { return new Turning(context, this, entity, item); } } public class Turning : IAnalogBehavior { public Entity Entity { get; } public Gear Item { get; } public GameContext Context { get; } public float Torque { get; private set; } public float Axis { get => _input; set => _input = clamp(value, -1, 1); } public BehaviorData Data => _data; private TurningData _data; private float _input; public Turning(GameContext context, TurningData data, Entity entity, Gear item) { Context = context; _data = data; Entity = entity; Item = item; } public void Initialize() { } public bool Update(float delta) { Torque = Context.Evaluate(_data.Torque, Item, Entity); Entity.Direction = mul(Entity.Direction, Unity.Mathematics.float2x2.Rotate(_input * Torque / Entity.Mass * delta)); Entity.AddHeat(abs(_input) * Context.Evaluate(_data.Heat, Item, Entity) * delta); Entity.VisibilitySources[this] = abs(_input) * Context.Evaluate(_data.Visibility, Item, Entity); return true; } public void Remove() { } }