using MessagePack; using Newtonsoft.Json; using Unity.Mathematics; using static Unity.Mathematics.math; [MessagePackObject, JsonObject(MemberSerialization.OptIn), EntityTypeRestriction(HullType.Ship), RuntimeInspectable] public class ThrusterData : BehaviorData { [InspectableField, JsonProperty("thrust"), Key(1), RuntimeInspectable] public PerformanceStat Thrust = new PerformanceStat(); [InspectableField, JsonProperty("visibility"), Key(2)] public PerformanceStat Visibility = new PerformanceStat(); [InspectableField, JsonProperty("heat"), Key(3)] public PerformanceStat Heat = new PerformanceStat(); public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item) { return new Thruster(context, this, entity, item); } } public class Thruster : IAnalogBehavior { public Entity Entity { get; } public Gear Item { get; } public GameContext Context { get; } public float Thrust { get; private set; } public float Axis { get => _input; set => _input = saturate(value); } public BehaviorData Data => _data; private ThrusterData _data; private float _input; public Thruster(GameContext context, ThrusterData data, Entity entity, Gear item) { Context = context; _data = data; Entity = entity; Item = item; } public bool Update(float delta) { Thrust = Context.Evaluate(_data.Thrust, Item, Entity); Entity.Velocity += Entity.Direction * _input * Thrust / Entity.Mass * delta; Entity.AddHeat(_input * Context.Evaluate(_data.Heat, Item, Entity) * delta); Entity.VisibilitySources[this] = _input * Context.Evaluate(_data.Visibility, Item, Entity); return true; } }