Added Aetheric Drive hardpoint and item behavior Added Drive RPM UI to HUD Fixed death not disabling continue option Disabling global input when dialog is visible Fixed loadout generator failure when zero price item present Replaced fixed top speed with drag coefficients
166 lines
5.1 KiB
C#
166 lines
5.1 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 Unity.Mathematics;
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using static Unity.Mathematics.math;
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class ChargedWeaponData : InstantWeaponData
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{
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[Inspectable, JsonProperty("chargeTime"), Key(21), RuntimeInspectable]
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public PerformanceStat ChargeTime = new PerformanceStat();
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[Inspectable, JsonProperty("chargeEnergy"), Key(22), RuntimeInspectable]
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public PerformanceStat ChargeEnergy = new PerformanceStat();
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[Inspectable, JsonProperty("chargeHeat"), Key(23), RuntimeInspectable]
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public PerformanceStat ChargeHeat = new PerformanceStat();
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[Inspectable, JsonProperty("canFireEarly"), Key(24)]
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public bool CanFireEarly;
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[Inspectable, JsonProperty("failureCharge"), Key(25)]
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public float FailureCharge;
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[Inspectable, JsonProperty("failureDamage"), Key(26)]
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public float FailureDamage = 1;
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[Inspectable, JsonProperty("chargeDamage"), Key(27)]
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public float ChargeFiringDamageMultiplier = 1;
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[Inspectable, JsonProperty("chargeSpread"), Key(28)]
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public float ChargeFiringSpreadMultiplier = 1;
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[Inspectable, JsonProperty("chargeBurstCount"), Key(29)]
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public float ChargeFiringBurstCountMultiplier = 1;
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[Inspectable, JsonProperty("chargeVisibility"), Key(30)]
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public float ChargeFiringVisibilityMultiplier = 1;
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[Inspectable, JsonProperty("chargeVelocity"), Key(31)]
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public float ChargeFiringVelocityMultiplier = 1;
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[Inspectable, JsonProperty("chargeHeatMul"), Key(32)]
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public float ChargeFiringHeatMultiplier = 1;
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public override IBehavior CreateInstance(EquippedItem item)
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{
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return new ChargedWeapon(this, item);
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}
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}
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public class ChargedWeapon : InstantWeapon, IEventBehavior
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{
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private ChargedWeaponData _data;
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private bool _charging;
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private bool _charged;
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private float _charge;
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private float _progress;
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public float ChargeTime { get; protected set; }
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public float ChargeEnergy { get; protected set; }
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public float ChargeHeat { get; protected set; }
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public override float DamagePerSecond => Damage * _data.ChargeFiringDamageMultiplier / (Cooldown + ChargeTime);
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public override float RangeDamagePerSecond(float range)
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{
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return Damage *
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_data.ChargeFiringDamageMultiplier *
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_data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) /
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(Cooldown + ChargeTime);
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}
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public event Action OnStartCharging;
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public event Action OnStopCharging;
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public event Action OnCharged;
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public event Action OnFailed;
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public override void ResetEvents()
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{
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base.ResetEvents();
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OnStartCharging = null;
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OnStopCharging = null;
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OnCharged = null;
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OnFailed = null;
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}
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public override float Progress => saturate(_charging ? _charge : _cooldown);
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public float Charge
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{
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get => _charge;
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}
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public ChargedWeapon(ChargedWeaponData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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protected override void UpdateStats()
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{
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base.UpdateStats();
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ChargeTime = Item.Evaluate(_data.ChargeTime);
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ChargeEnergy = Item.Evaluate(_data.ChargeEnergy);
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ChargeHeat = Item.Evaluate(_data.ChargeHeat);
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Damage *= lerp(1, _data.ChargeFiringDamageMultiplier, saturate(_charge));
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Heat *= lerp(1, _data.ChargeFiringHeatMultiplier, saturate(_charge));
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Spread *= lerp(1, _data.ChargeFiringSpreadMultiplier, saturate(_charge));
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BurstCount *= lerp(1, _data.ChargeFiringBurstCountMultiplier, saturate(_charge));
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Visibility *= lerp(1, _data.ChargeFiringVisibilityMultiplier, saturate(_charge));
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Velocity *= lerp(1, _data.ChargeFiringVelocityMultiplier, saturate(_charge));
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}
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public override bool Execute(float dt)
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{
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if (_charging)
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{
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_charge += dt / ChargeTime;
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if (!_charged)
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{
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Item.AddHeat(ChargeHeat * (dt / ChargeTime));
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if(_charge > 1)
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{
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_charged = true;
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OnCharged?.Invoke();
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}
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}
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if (_data.FailureCharge > 1 && _charge > _data.FailureCharge)
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{
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_charging = false;
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_cooldown = 1;
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_coolingDown = true;
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_charge = 0;
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OnFailed?.Invoke();
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Item.EquippableItem.Durability -= _data.FailureDamage;
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}
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}
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return base.Execute(dt);
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}
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public override void Activate()
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{
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if(!_charging && !_coolingDown)
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{
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OnStartCharging?.Invoke();
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_charging = true;
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_charged = false;
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}
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}
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public override void Deactivate()
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{
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if (_charging)
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{
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if (_data.CanFireEarly || _charge > 1)
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{
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Trigger();
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_charge = 0;
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}
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OnStopCharging?.Invoke();
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_charging = false;
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}
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}
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}
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