Behaviors are now grouped, behaviors within a group can cancel execution of the rest of the group
63 lines
2 KiB
C#
63 lines
2 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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public class VelocityMatch : AgentBehavior
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{
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public event Action OnMatch;
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public float2 TargetVelocity;
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private Thruster _thrust;
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private Turning _turning;
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private const float TargetThreshold = .1f;
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private int _thrustAxis;
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private int _turningAxis;
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private GameContext _context;
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public VelocityMatch(GameContext context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
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{
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_context = context;
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_thrust = Entity.GetBehaviors<Thruster>().FirstOrDefault();
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_turning = Entity.GetBehaviors<Turning>().FirstOrDefault();
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_thrustAxis = Entity.GetAxis<Thruster>();
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_turningAxis = Entity.GetAxis<Turning>();
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}
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public void Clear()
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{
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OnMatch = null;
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}
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public override void Update(float delta)
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{
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if (_thrust != null && _turning != null)
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{
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var deltaV = TargetVelocity - Entity.Velocity;
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if(length(deltaV) < TargetThreshold)
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OnMatch?.Invoke();
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Entity.Axes[_turningAxis].Value = TurningInput(deltaV);
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Entity.Axes[_thrustAxis].Value = ThrustInput(deltaV);
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}
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}
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public float2 MatchDistanceTime
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{
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get
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{
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var velocity = length(Entity.Velocity);
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var deltaV = TargetVelocity - Entity.Velocity;
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var stoppingTime = length(deltaV) / (_thrust.Thrust / Entity.Mass);
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var stoppingDistance = stoppingTime * (velocity / 2);
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var angleDiff = Entity.Direction.AngleDiff(deltaV);
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var turnaroundTime = angleDiff / (_turning.Torque / Entity.Mass);
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var turnaroundDistance = turnaroundTime * velocity;
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return float2(stoppingDistance + turnaroundDistance, stoppingTime + turnaroundTime);
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}
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}
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}
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