Removed universal GameContext references Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager GlobalData is gone, relevant settings are distributed amongst specialized settings classes Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks Controller subtypes are now generic classes, class argument is task type Inventory is now a 2D grid instead of a list Entity temperature is now a 2D grid instead of a number Item sizes are now arbitrary shapes instead of a number Hardpoints are now arbitrary shapes instead Equipped items have their own temperatures Map view now displays sunlight colors Integrated Allegorithmic Substance Plugin Imported Djinni ship and assigned Substance materials Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
255 lines
No EOL
7.5 KiB
C#
255 lines
No EOL
7.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using MessagePack;
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using Newtonsoft.Json;
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using UniRx;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using float2 = Unity.Mathematics.float2;
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[Union(0, typeof(TowingControllerData))]
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public abstract class ControllerData : BehaviorData
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{
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[InspectableField, JsonProperty("thrustSensitivity"), Key(1)]
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public float ThrustSensitivity = 1;
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[InspectableField, JsonProperty("thrustSpecificity"), Key(2)]
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public float ThrustSpecificity = 8;
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[InspectableField, JsonProperty("turningSensitivity"), Key(3)]
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public float TurningSensitivity = 1;
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[InspectableField, JsonProperty("tangentSensitivity"), Key(4)]
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public float TangentSensitivity = 4;
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[InspectableField, JsonProperty("targetDistance"), Key(5)]
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public float TargetDistance = 10;
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}
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public abstract class ControllerBase<T> : IBehavior, IController<T>, IInitializableBehavior where T : AgentTask
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{
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protected Entity HomeEntity => (Entity as Ship)?.HomeEntity;
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public bool Available => _spaceworthy && Task == null;
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//public abstract TaskType TaskType { get; }
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public Zone Zone => Entity.Zone;
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public BehaviorData Data => _controllerData;
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protected ItemManager ItemManager { get; }
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protected Entity Entity { get; }
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protected Locomotion Locomotion;
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protected VelocityMatch VelocityMatch;
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protected Aim Aim;
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protected Func<float2> TargetPosition;
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protected Func<float2> TargetVelocity;
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protected bool MatchVelocity;
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// protected List<ZoneDefinition> Path;
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protected T Task;
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protected bool Moving;
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protected bool Waiting;
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private ControllerData _controllerData;
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private MovementPhase _movementPhase;
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private Action _onFinishMoving;
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private bool _spaceworthy;
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private float _waitTime;
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private Action _onFinishWaiting;
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public ControllerBase(ItemManager itemManager, ControllerData data, Entity entity)
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{
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ItemManager = itemManager;
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Entity = entity;
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_controllerData = data;
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CheckSpaceworthiness();
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entity.EquippedItems.ObserveAdd().Subscribe(added => CheckSpaceworthiness());
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}
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private void CheckSpaceworthiness()
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{
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_spaceworthy = Entity.GetBehavior<Thruster>() != null && Entity.GetBehavior<Reactor>() != null;
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if(_spaceworthy)
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CreateBehaviors();
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}
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public void CreateBehaviors()
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{
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Locomotion = new Locomotion(ItemManager, Entity, _controllerData);
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VelocityMatch = new VelocityMatch(ItemManager, Entity, _controllerData);
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Aim = new Aim(ItemManager, Entity, _controllerData);
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}
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public void Initialize()
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{
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CreateBehaviors();
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// _context.CorporationControllers[_entity.Corporation].Add(this);
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}
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public void AssignTask(T task)
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{
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Task = task;
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Moving = false;
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}
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public bool Update(float delta)
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{
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if (Available)
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{
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// No task is assigned and we're at home, do nothing!
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if (Entity.Parent == HomeEntity)
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return false;
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// No task is assigned, but we're not home, go home!
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if (!Moving)
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{
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GoHome();
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}
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}
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if (Waiting)
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{
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_waitTime -= delta;
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if (_waitTime < 0)
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{
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Waiting = false;
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_onFinishWaiting?.Invoke();
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}
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return true;
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}
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if (Moving)
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{
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if(Entity.Parent!=null)
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Entity.RemoveParent();
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var targetPosition = TargetPosition();
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var distance = length(targetPosition - Entity.Position);
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if (MatchVelocity)
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{
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var targetVelocity = TargetVelocity();
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VelocityMatch.TargetVelocity = targetVelocity;
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if (_movementPhase == MovementPhase.Locomotion)
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{
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var matchDistanceTime = VelocityMatch.MatchDistanceTime;
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Locomotion.Objective = targetPosition + targetVelocity * matchDistanceTime.y;
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Locomotion.Update(delta);
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if (distance < matchDistanceTime.x)
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{
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_movementPhase = MovementPhase.Slowdown;
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//_context.Log($"Controller {_entity.Name} has entered slowdown phase.");
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VelocityMatch.Clear();
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VelocityMatch.OnMatch += () =>
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{
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Moving = false;
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_onFinishMoving?.Invoke();
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};
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}
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}
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else
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{
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VelocityMatch.TargetVelocity = targetVelocity;
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VelocityMatch.Update(delta);
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}
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}
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else
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{
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Locomotion.Objective = TargetPosition();
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Locomotion.Update(delta);
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if (distance < _controllerData.TargetDistance)
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{
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Moving = false;
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_onFinishMoving();
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}
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}
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}
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return true;
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}
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public void FinishTask()
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{
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if (Task == null)
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return;
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Task = null;
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}
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public void GoHome(Action onFinish = null)
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{
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MoveTo(HomeEntity, true, () =>
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{
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Entity.SetParent(HomeEntity);
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onFinish?.Invoke();
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});
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// else MoveTo(homeEntity.Zone.Data.ID, () => MoveTo(homeEntity, true, () =>
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// {
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// _entity.SetParent(homeEntity);
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// onFinish?.Invoke();
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// }));
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}
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public void Wait(float time, Action onFinish = null)
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{
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_waitTime = time;
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Waiting = true;
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_onFinishWaiting = onFinish;
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}
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public void MoveTo(Entity entity, bool matchVelocity = true, Action onFinish = null)
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{
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TargetPosition = () => entity.Position;
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TargetVelocity = () => entity.Velocity;
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MatchVelocity = matchVelocity;
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_movementPhase = MovementPhase.Locomotion;
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Moving = true;
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_onFinishMoving = onFinish;
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}
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public void MoveTo(float2 position, bool matchVelocity = true, Action onFinish = null)
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{
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TargetPosition = () => position;
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TargetVelocity = () => float2.zero;
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MatchVelocity = matchVelocity;
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_movementPhase = MovementPhase.Locomotion;
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Moving = true;
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_onFinishMoving = onFinish;
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}
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public void MoveTo(Func<float2> position, Func<float2> velocity, Action onFinish = null)
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{
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TargetPosition = position;
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TargetVelocity = velocity;
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MatchVelocity = true;
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_movementPhase = MovementPhase.Locomotion;
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Moving = true;
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_onFinishMoving = onFinish;
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}
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// public void MoveTo(Guid zone, Action onFinish = null)
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// {
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// var path = _context.FindPath(_context.GalaxyZones[Zone.Data.ID], _context.GalaxyZones[zone]);
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//
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// void OnNextZone()
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// {
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// path.RemoveAt(0);
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// if (path.Count > 0)
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// {
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// MoveTo(Zone.WormholePosition(Path[0]), false, OnNextZone);
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// }
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// else
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// {
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// onFinish?.Invoke();
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// }
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// }
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//
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// OnNextZone();
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// }
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}
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public enum MovementPhase
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{
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Locomotion,
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Slowdown
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} |