Aetheria/Assets/Scripts/ServerShared/Behaviors/Launcher.cs
Reinier Vens f643f6cc8a New Inventory System + Overhaul
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)
2020-12-10 23:20:38 +00:00

164 lines
No EOL
5.9 KiB
C#

using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class LauncherData : WeaponData
{
[InspectablePrefab, JsonProperty("missile"), Key(6)]
public string MissilePrefab;
[InspectableAnimationCurve, JsonProperty("guidance"), Key(7)]
public float4[] GuidanceCurve;
[InspectableAnimationCurve, JsonProperty("thrustCurve"), Key(8)]
public float4[] ThrustCurve;
[InspectableAnimationCurve, JsonProperty("liftCurve"), Key(9)]
public float4[] LiftCurve;
[InspectableField, JsonProperty("thrust"), Key(10)]
public PerformanceStat Thrust = new PerformanceStat();
[InspectableField, JsonProperty("lockAngle"), Key(11)]
public float LockAngle;
[InspectableField, JsonProperty("frequency"), Key(12)]
public float DodgeFrequency;
[InspectableField, JsonProperty("launchSpeed"), Key(13)]
public PerformanceStat LaunchSpeed = new PerformanceStat();
[InspectableField, JsonProperty("missileSpeed"), Key(14)]
public PerformanceStat MissileSpeed = new PerformanceStat();
[InspectableField, JsonProperty("lockOnTime"), Key(15)]
public PerformanceStat LockOnTime = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Launcher(context, this, entity, item);
}
}
public class Launcher : IBehavior, IAlwaysUpdatedBehavior
{
private bool _locking;
private float _lockingTimer;
private float _cooldown; // normalized
private bool _locked;
private LauncherData _data;
private Entity Entity { get; }
private EquippedItem Item { get; }
private ItemManager Context { get; }
private float _firingVisibility;
public BehaviorData Data => _data;
public Launcher(ItemManager context, LauncherData m, Entity entity, EquippedItem item)
{
Context = context;
_data = m;
Entity = entity;
Item = item;
// _audio = hp.Proxy.GetComponent<AudioSource>();
// if(_audio==null)
// _audio = hp.Proxy.gameObject.AddComponent<AudioSource>();
// _audio.clip = _launcher.BeepSound;
// _audio.loop = true;
// _audio.volume = .5f;
}
public bool Activate()
{
_locking = true;
_lockingTimer = 1;
return true;
}
public void Deactivate()
{
// if (_lockingTimer < 0)
// {
// Fire(0);
// if(_launcher.BurstCount>1)
// Observable.Interval(TimeSpan.FromSeconds(_launcher.BurstTime.Evaluate(Hardpoint) / (_launcher.BurstCount-1))).Take(_launcher.BurstCount-1)
// .Subscribe(l => Fire(l+1));
// _lockingTimer = _cooldown = 1;
// _locking = _locked = false;
// _audio.Stop();
// }
// _locking = false;
// _lockingTimer = 1;
}
public bool Update(float delta)
{
// _firingVisibility += _launcher.Visibility.Evaluate(Hardpoint);
// Hardpoint.Temperature += _launcher.Heat.Evaluate(Hardpoint) / Hardpoint.HeatCapacity;
// var inst = GameObject.Instantiate(_launcher.MissilePrefab).transform;
// var missile = inst.GetComponent<Bullet>();
// missile.Target = Hardpoint.Ship.Ship.Target;
// missile.Source = Hardpoint.Ship.Ship.Hitpoints;
// missile.Lifetime = _launcher.Range.Evaluate(Hardpoint) / _launcher.MissileSpeed.Evaluate(Hardpoint);
// missile.Damage = _launcher.Damage.Evaluate(Hardpoint);
// inst.position = Hardpoint.Proxy.position;
// inst.rotation = Hardpoint.Proxy.rotation;
// inst.GetComponent<Rigidbody>().velocity = _launcher.LaunchSpeed.Evaluate(Hardpoint) * Hardpoint.Proxy.forward;
// Physics.IgnoreCollision(Hardpoint.Ship.Ship.GetComponent<Collider>(), inst.GetComponent<Collider>());
// var proj = inst.gameObject.AddComponent<GuidedProjectile>();
// proj.GuidanceCurve = _launcher.GuidanceCurve;
// proj.ThrustCurve = _launcher.ThrustCurve;
// proj.LiftCurve = _launcher.LiftCurve;
// proj.TopSpeed = _launcher.MissileSpeed.Evaluate(Hardpoint);
// proj.Frequency = _launcher.DodgeFrequency;
// proj.Target = Hardpoint.Ship.Ship.Target;
// proj.Source = Hardpoint.Ship.Ship.Hitpoints;
// proj.Thrust = _launcher.Thrust.Evaluate(Hardpoint);
// _audio.PlayOneShot(_launcher.Sounds.RandomElement());
// Debug.Log($"Firing bullet {b}");
return true;
}
public void AlwaysUpdate(float delta)
{
// if (Ship.Target == null)
// return;
//
// if (_locking && _cooldown < 0)
// {
// //if the crosshair stays under a certain LockOnBuffer distance for a certain amount of time (LockOnTime)
// if (acos(Vector2.Dot(Ship.Direction, (Ship.Target.transform.position-Ship.transform.position).normalized)) * Mathf.Rad2Deg < _launcher.LockOnDegrees)
// {
// var d = delta / _launcher.LockOnTime.Evaluate(Hardpoint);
// _lockingTimer -= d;
// if (!_locked && _lockingTimer < 0)
// {
// _locked = true;
// _audio.Play();
// } else if(Mathf.Repeat(_lockingTimer,1.0f/(_launcher.Beeps+1))-d<0)
// GameManager.Instance.InterfaceAudio.PlayOneShot(_launcher.BeepSound);
// }
// else
// {
// _lockingTimer = 1;
// _audio.Stop();
// }
// }
// else
// {
// _cooldown -= delta / _launcher.Cooldown.Evaluate(Hardpoint);
// }
//
//
// if (_firingVisibility > 0.01f)
// {
// Hardpoint.Ship.Visibility += _firingVisibility;
// _firingVisibility = 0;
// }
}
}