using System; using System.Collections; using System.Collections.Generic; using UniRx; using UnityEngine; using cfloat3 = CultMath.float3; 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.HasGuidedProjectileProfile) { Debug.LogError($"Weapon {item.RuntimeItem?.Name ?? "Unknown item"} linked to {name} effect, but has no guided projectile profile!"); return; } if(weapon.GuidedProjectileTargeting == GuidedProjectileTargetMode.TargetEntity) { if (target == null) return; var p = ProjectilePrototype.Instantiate(); p.Source = source.transform; p.SourceEntity = source.Entity; p.Target = target.transform; p.Frequency = weapon.GuidedProjectileDodgeFrequency; var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y]; var barrel = source.GetBarrel(hp); p.StartPosition = p.transform.position = barrel.position; p.Damage = weapon.Damage; p.Range = weapon.Range; p.Penetration = weapon.Penetration; p.Spread = weapon.DamageSpread; p.DamageType = weapon.DamageType; p.GuidanceCurve = weapon.GuidedProjectileGuidanceCurve.ToCurve(); p.LiftCurve = weapon.GuidedProjectileLiftCurve.ToCurve(); p.ThrustCurve = weapon.GuidedProjectileThrustCurve.ToCurve(); p.Velocity = barrel.forward * weapon.Velocity; p.Thrust = weapon.EvaluateGuidedProjectileThrust(); p.TopSpeed = weapon.EvaluateGuidedProjectileVelocity(); OnFireGuided.OnNext((source.Entity, target.transform, p)); } else if(weapon.GuidedProjectileTargeting == GuidedProjectileTargetMode.LookDirection) { var p = ProjectilePrototype.Instantiate(); p.Source = source.transform; p.SourceEntity = source.Entity; p.Frequency = weapon.GuidedProjectileDodgeFrequency; var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y]; var barrel = source.GetBarrel(hp); p.StartPosition = p.transform.position = barrel.position; p.Damage = weapon.Damage; p.Range = weapon.Range; p.Penetration = weapon.Penetration; p.Spread = weapon.DamageSpread; p.DamageType = weapon.DamageType; p.GuidanceCurve = weapon.GuidedProjectileGuidanceCurve.ToCurve(); p.LiftCurve = weapon.GuidedProjectileLiftCurve.ToCurve(); p.ThrustCurve = weapon.GuidedProjectileThrustCurve.ToCurve(); p.Velocity = barrel.forward * weapon.Velocity; p.Thrust = weapon.EvaluateGuidedProjectileThrust(); p.TopSpeed = weapon.EvaluateGuidedProjectileVelocity(); p.TargetPosition = () => { var lookPosition = source.LookAtPoint.position; var lookPoint = new cfloat3(lookPosition.x, lookPosition.y, lookPosition.z); var lookDistance = CultMath.math.length(lookPoint - source.Entity.CultPosition); return (Vector3)AetheriaMath.ToUnity(source.Entity.CultPosition + lookDistance * source.Entity.CultLookDirection); }; } } }