using System; using System.Collections; using UnityEngine; using Random = UnityEngine.Random; using static Noise1D; public class GuidedProjectile : MonoBehaviour { public Prototype HitEffect; public Prototype ChildProjectile; public int Children; public float SplitTime; public float SplitSeparationForwardness; public float SplitSeparationVelocity; public ParticleSystem Particles; public float FadeOutTime; public AnimationCurve ThrustCurve; public AnimationCurve GuidanceCurve; public AnimationCurve LiftCurve; public float Frequency; public float Thrust; public float TopSpeed; public Transform Source; public Func TargetPosition; private float _phase; private float _prevDist; private bool _active; private bool _alive; private Vector3 _targetVelocity; private Vector3 _previousTargetPosition; public Transform Target { get; set; } public Vector3 StartPosition { get; set; } public float Range { get; set; } public Vector3 Velocity { get; set; } public float Damage { get; set; } public float Penetration { get; set; } public float Spread { get; set; } public DamageType DamageType { get; set; } public Entity SourceEntity { get; set; } public event Action OnKill; void OnEnable() { _active = _alive = true; _phase = Random.value * 100; _prevDist = Single.MaxValue; SetParticleColor(Color.white); Particles.Clear(true); Particles.Play(true); } void Update () { if (SourceEntity == null) return; var t = transform; if (_active) { if (TargetPosition == null && !Target) { StartCoroutine(FadeOut()); return; } var position = t.position; var targetPosition = TargetPosition?.Invoke() ?? Target.position; _targetVelocity = Vector3.Lerp(_targetVelocity, targetPosition - _previousTargetPosition, Mathf.Clamp01(Time.deltaTime * 5)); _previousTargetPosition = targetPosition; targetPosition = AetheriaMath.FirstOrderIntercept(position, Vector3.zero, TopSpeed, targetPosition, _targetVelocity); var diff = targetPosition - transform.position; var targetDist = diff.magnitude; var sourceDist = Vector2.Distance(new Vector2(StartPosition.x, StartPosition.z), new Vector2(position.x, position.z)); if (sourceDist > Range || Vector3.Dot(diff, Velocity) < 0) { StartCoroutine(FadeOut()); if (HitEffect != null) { var ht = HitEffect.Instantiate(); ht.position = t.position; } return; } _prevDist = targetDist; var targetDistFlat = diff.Flatland().magnitude; var curveLerp = 1 - targetDistFlat / (sourceDist + targetDistFlat); var dir = diff.normalized; var right = Vector3.Cross(dir, Vector3.up); var up = Vector3.Cross(dir, right); if (Children > 0 && SplitTime < curveLerp) { for (int i = 0; i < Children; i++) { var child = ChildProjectile.Instantiate(); child.transform.position = t.position; child.StartPosition = StartPosition; var randomDirection = Random.insideUnitCircle.normalized; var perpendicularRandom = randomDirection.x * right + randomDirection.y * up; child.Velocity = Vector3.Lerp(perpendicularRandom, dir, SplitSeparationForwardness).normalized * Velocity.magnitude * SplitSeparationVelocity; child.Range = Range; child.Damage = Damage / Children; child.Penetration = Penetration; child.Spread = Spread; child.DamageType = DamageType; child.Source = Source; child.Target = Target; child.SourceEntity = SourceEntity; child.GuidanceCurve = GuidanceCurve; child.LiftCurve = LiftCurve; child.ThrustCurve = ThrustCurve; child.Thrust = Thrust; child.TopSpeed = TopSpeed; child.Frequency = Frequency; child.Thrust = Thrust; } StartCoroutine(Kill()); if (HitEffect != null) { var ht = HitEffect.Instantiate(); ht.position = t.position; } } var dodge = Vector3.Lerp( (right * noise(Time.time * Frequency + _phase) + up * noise(Time.time * Frequency + (100 + _phase))).normalized, Vector3.up, LiftCurve.Evaluate(curveLerp)).normalized; var desired = Vector3.Slerp(dodge, dir, GuidanceCurve.Evaluate(curveLerp)).normalized * TopSpeed; var thrustCurve = ThrustCurve.Evaluate(curveLerp); var thrust = Thrust * thrustCurve; var c = Color.white * thrustCurve; c.a = 1; SetParticleColor(c); Velocity += (desired-Velocity).normalized * (thrust * Time.deltaTime); } if(_alive) { if (AetheriaYmirPhysicsBridge.Instance.TryCastZoneHulls( ActionGameManager.Instance?.ZoneRenderer, SourceEntity, t.position, Velocity, Velocity.magnitude * Time.deltaTime, 0, out var hits) && hits.Count > 0) { var hit = hits[0]; var hull = hit.Hull; var entity = hull.Entity; if (entity.Shield != null && entity.Shield.Item.Active.Value) { hit.Shield?.ShowHit(hit.Point, Mathf.Sqrt(Damage)); } else { } transform.position = hit.Point; StartCoroutine(Kill()); if (HitEffect != null) { var ht = HitEffect.Instantiate(); ht.SetParent(hull.transform); ht.position = hit.Point; } return; } t.position += Velocity * Time.deltaTime; } } IEnumerator FadeOut() { _active = false; var startTime = Time.time; while (Time.time - startTime < FadeOutTime) { var lerp = 1 - (Time.time - startTime) / FadeOutTime; var c = Color.white * lerp; c.a = 1; SetParticleColor(c); yield return null; } StartCoroutine(Kill()); } private void SetParticleColor(Color color) { var main = Particles.main; main.startColor = color; } IEnumerator Kill() { _active = false; _alive = false; Particles.Stop(true, ParticleSystemStopBehavior.StopEmitting); var startTime = Time.time; var lifetime = Particles.main.startLifetime.constant; while (Time.time - startTime < lifetime) { yield return null; } OnKill?.Invoke(); GetComponent().ReturnToPool(); } }