Aetheria/Assets/Scripts/ServerShared/Behaviors/Turning.cs
hyperion51 fc94531566 Behavior Canceling & Grouping
Behaviors are now grouped, behaviors within a group can cancel execution of the rest of the group
2020-05-11 01:17:10 +01:00

67 lines
No EOL
1.8 KiB
C#

using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class TurningData : BehaviorData
{
[InspectableField, JsonProperty("torque"), Key(1)]
public PerformanceStat Torque = 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 Turning(context, this, entity, item);
}
}
public class Turning : IAnalogBehavior
{
public Entity Entity { get; }
public Gear Item { get; }
public GameContext Context { get; }
public float Torque { get; private set; }
public BehaviorData Data => _data;
private TurningData _data;
private float _input;
public Turning(GameContext context, TurningData data, Entity entity, Gear item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
}
public void SetAxis(float value)
{
_input = clamp(value, -1, 1);
}
public void Initialize()
{
}
public bool Update(float delta)
{
Torque = Context.Evaluate(_data.Torque, Item, Entity);
Entity.Direction = mul(Entity.Direction, Unity.Mathematics.float2x2.Rotate(_input * Torque / Entity.Mass * delta));
Entity.AddHeat(abs(_input) * Context.Evaluate(_data.Heat, Item, Entity) * delta);
Entity.VisibilitySources[this] = abs(_input) * Context.Evaluate(_data.Visibility, Item, Entity);
return true;
}
public void Remove()
{
}
}