using System; using System.Collections; using UnityEngine; using CultMath; using CultMath.UnityBridge; using static CultMath.math; using Random = UnityEngine.Random; using static Noise1D; using float3 = CultMath.float3; // Cut 3 (docs/fire-control-cut.md): the raycast, shield branch and SendHit are deleted -- FireControl already // decided this shot's fate before this object was ever spawned (R8). The homing/guidance flight (the whole // point of this presentation) is untouched; children spawned on split carry no damage of their own to apply // either, since they never did anything but inherit their parent's now-deleted fields. 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; // Cut 3: FireControl.Fire's ShotId -- this missile's handle onto Zone.ShotCommitted/ShotResolved. public int ShotId { get; set; } public Transform Target { get; set; } public float3 StartPosition { get; set; } public float Range { get; set; } public Vector3 Velocity { get; set; } public Entity SourceEntity { get; set; } public event Action OnKill; void OnEnable() { _active = _alive = true; _phase = Random.value * 100; _prevDist = Single.MaxValue; Particles.startColor = Color.white; //var main = Particles.main; //main.startColor = new ParticleSystem.MinMaxGradient { mode = ParticleSystemGradientMode.Color, color = 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.ToCultMath(); var targetPosition = TargetPosition?.Invoke() ?? Target.position; _targetVelocity = lerp(_targetVelocity.ToCultMath(), (targetPosition - _previousTargetPosition).ToCultMath(), saturate(Time.deltaTime * 5)).ToUnity(); _previousTargetPosition = targetPosition; targetPosition = first_order_intercept(position,float3.zero, TopSpeed, targetPosition.ToCultMath(), _targetVelocity.ToCultMath()).ToUnity(); var diff = targetPosition - transform.position; var targetDist = diff.magnitude; var sourceDist = length(StartPosition.xz - position.xz); if (sourceDist > Range || dot(diff.ToCultMath(), Velocity.ToCultMath()) < 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 = cross(dir.ToCultMath(), float3(0, 1, 0)); var up = cross(dir.ToCultMath(), 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 = normalize(Random.insideUnitCircle.ToCultMath()); var perpendicularRandom = randomDirection.x * right + randomDirection.y * up; child.Velocity = (normalize(lerp(perpendicularRandom, dir.ToCultMath(), SplitSeparationForwardness)) * length(Velocity.ToCultMath()) * SplitSeparationVelocity).ToUnity(); child.Range = Range; 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 = normalize(lerp( normalize(right * noise(Time.time * Frequency + _phase) + up * noise(Time.time * Frequency + (100 + _phase))), float3(0, 1, 0), LiftCurve.Evaluate(curveLerp))).ToUnity(); 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; Particles.startColor = c; Velocity += (desired-Velocity).normalized * (thrust * Time.deltaTime); } if(_alive) { 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; Particles.startColor = c; //var main = Particles.main; //main.startColor = new ParticleSystem.MinMaxGradient { mode = ParticleSystemGradientMode.Color, color = Color.white * lerp }; yield return null; } StartCoroutine(Kill()); } 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(); } }