using MessagePack; using Newtonsoft.Json; [InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)] public class SensorData : IBehaviorData { [InspectableField, JsonProperty("radiance"), Key(0)] public PerformanceStat Radiance = new PerformanceStat(); [InspectableField, JsonProperty("masking"), Key(1)] public PerformanceStat RadianceMasking = new PerformanceStat(); [InspectableField, JsonProperty("sensitivity"), Key(2)] public PerformanceStat Sensitivity = new PerformanceStat(); [InspectableField, JsonProperty("range"), Key(3)] public PerformanceStat Range = new PerformanceStat(); public IBehavior CreateInstance(GameContext context, Entity entity, Gear item) { return new Sensor(context, this, entity, item); } } public class Sensor : IBehavior { private SensorData _data; public Entity Entity { get; } public Gear Item { get; } public GameContext Context { get; } public IBehaviorData Data => _data; public Sensor(GameContext context, SensorData data, Entity entity, Gear item) { _data = data; Entity = entity; Item = item; Context = context; } public void Initialize() { } 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 } }