/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ using System; using System.Collections; using System.Collections.Generic; using System.Linq; using Unity.Mathematics; using static Unity.Mathematics.math; public class Locomotion : AgentBehavior { public float2 Objective; private const float TangentSensitivity = 2; private VelocityLimit _velocityLimit; private Thruster[] _thrusters; private float _thrust; public Locomotion(ItemManager context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData) { _velocityLimit = Entity.GetBehavior(); _thrusters = entity.GetBehaviors() .Where(t => t.Item.EquippableItem.Rotation == ItemRotation.Reversed) .ToArray(); _thrust = _thrusters.Sum(t => t.Thrust); } public override void Update(float delta) { var diff = Objective - Entity.Position.xz; // We want to go top speed in the direction of our target var topSpeed = _velocityLimit?.Limit ?? 1000; float2 desiredVelocity = normalize(diff) * topSpeed; var accelerationTime = length(desiredVelocity - Entity.Velocity) / (_thrust / Entity.Mass); var accelerationDistance = accelerationTime * length((desiredVelocity + Entity.Velocity) / 2); // We do not have enough space to get to full speed, use approximate maneuvering // if (accelerationDistance > length(diff)) // { // float2 tangential = Entity.Velocity - dot(normalize(diff), normalize(Entity.Velocity)) * Entity.Velocity; // float2 adjustedDirection = normalize(diff) - tangential * TangentSensitivity; // // _turning.Axis = TurningInput(adjustedDirection); // _thrust.Axis = 1; // } // // We have plenty of space, use exact maneuvering // else // { // var deltaV = desiredVelocity - Entity.Velocity; // _turning.Axis = TurningInput(deltaV); // _thrust.Axis = ThrustInput(deltaV); // } } }