using MessagePack; using Newtonsoft.Json; [RethinkTable("Items")] [InspectableField] [MessagePackObject] [JsonObject(MemberSerialization.OptIn)] public class SensorBehaviorData : IItemBehaviorData { [InspectableField] [JsonProperty("radiance")] [Key(0)] public PerformanceStat Radiance; [InspectableField] [JsonProperty("masking")] [Key(1)] public PerformanceStat RadianceMasking; [InspectableField] [JsonProperty("sensitivity")] [Key(2)] public PerformanceStat Sensitivity; [InspectableField] [JsonProperty("range")] [Key(3)] public PerformanceStat Range; public IItemBehavior CreateInstance(GameContext context, Ship ship, Gear item) { return new SensorBehavior(context, this, ship, item); } } public class SensorBehavior : IItemBehavior { private SensorBehaviorData _data; public Ship Ship { get; } public Gear Item { get; } public GameContext Context { get; } public IItemBehaviorData Data => _data; public SensorBehavior(GameContext context, SensorBehaviorData data, Ship ship, Gear item) { _data = data; Ship = ship; Item = item; Context = context; } public void Update(float delta) { // var ship = Hardpoint.Ship.Ship.transform; // var contacts = // Physics.OverlapSphere(ship.position, _data.Range.Evaluate(Hardpoint)).Where(c=>c.attachedRigidbody?.GetComponent()!=null).Select(c=>c.attachedRigidbody.GetComponent()); // foreach (var contact in contacts) // { // var diff = (contact.transform.position - ship.position).Flatland(); // var angle = acos(dot(ship.forward.Flatland().normalized, // diff.normalized)) / (float)PI; // var sens = _data.Sensitivity.Evaluate(Hardpoint) * // Hardpoint.Ship.HullData.VisibilityCurve.Evaluate(saturate(angle)); // var vis = contact.Visibility / diff.sqrMagnitude; // if(vis > 1/sens) // Hardpoint.Ship.Contacts[contact] = Time.time; // } // // Hardpoint.Ship.VisibilitySources[this] = _data.Radiance.Evaluate(Hardpoint) / _data.RadianceMasking.Evaluate(Hardpoint); // TODO: Handle Active Detection / Visibility From Reflected Radiance } public void FixedUpdate(float delta) { } }