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
82 lines
No EOL
3.1 KiB
C#
82 lines
No EOL
3.1 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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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), EntityTypeRestriction(HullType.Ship), RuntimeInspectable]
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public class ThrusterData : BehaviorData
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{
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[Inspectable, JsonProperty("thrust"), Key(1), RuntimeInspectable]
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public PerformanceStat Thrust = new PerformanceStat();
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[Inspectable, JsonProperty("visibility"), Key(2), RuntimeInspectable]
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public PerformanceStat Visibility = new PerformanceStat();
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[Inspectable, JsonProperty("heat"), Key(3), RuntimeInspectable]
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public PerformanceStat Heat = new PerformanceStat();
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[Inspectable, JsonProperty("energy"), Key(4), RuntimeInspectable]
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public PerformanceStat EnergyUsage = new PerformanceStat();
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[InspectablePrefab, JsonProperty("Particles"), Key(5)]
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public string ParticlesPrefab;
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public override IBehavior CreateInstance(EquippedItem item)
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{
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return new Thruster(this, item);
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}
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}
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public class Thruster : IAnalogBehavior
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{
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public EquippedItem Item { get; }
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public float Thrust { get; private set; }
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public float Torque { get; }
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public float Axis
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{
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get => _input;
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set => _input = saturate(value);
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}
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public BehaviorData Data => _data;
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private ThrusterData _data;
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private float _input;
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public Thruster(ThrusterData data, EquippedItem item)
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{
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_data = data;
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Item = item;
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var hullData = Item.ItemManager.GetData(Item.Entity.Hull) as HullData;
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var hullCenter = hullData.Shape.CenterOfMass;
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var itemData = Item.ItemManager.GetData(item.EquippableItem);
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var itemCenter = hullData.Shape.Inset(itemData.Shape, item.Position, item.EquippableItem.Rotation).CenterOfMass;
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var toCenter = hullCenter - itemCenter;
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Torque = -dot(normalize(toCenter), float2(1, 0).Rotate(item.EquippableItem.Rotation));
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Thrust = Item.Evaluate(_data.Thrust);
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}
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public bool Execute(float dt)
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{
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if(_input > .01f && Item.Entity.TryConsumeEnergy(_input * Item.Evaluate(_data.EnergyUsage)))
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{
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Thrust = Item.Evaluate(_data.Thrust);
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Item.Entity.Velocity -= Item.Entity.Direction.Rotate(Item.EquippableItem.Rotation) * _input * Thrust / Item.Entity.Mass * dt;
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Item.Entity.Direction = mul(Item.Entity.Direction,
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Unity.Mathematics.float2x2.Rotate(_input * Torque * Thrust * Item.ItemManager.GameplaySettings.TorqueMultiplier / Item.Entity.Mass * dt));
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Item.AddHeat(_input * Item.Evaluate(_data.Heat) * dt);
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var vis = _input * Item.Evaluate(_data.Visibility);
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if (!Item.Entity.VisibilitySources.ContainsKey(this) || vis > Item.Entity.VisibilitySources[this])
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Item.Entity.VisibilitySources[this] = vis;
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return true;
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}
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return false;
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}
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} |