Converted entity materials to new fade shader Implemented visibility system Refactored per-instance entity code to run inside monobehavior on entity instances Created state machine AI for enemy ships with basic patrol and combat routines Removed legacy AI code (controller item behaviors) Added automatic trigger group assignment for matched weapons Created ship collision system Created shield VFX and colliders
225 lines
No EOL
8.4 KiB
C#
225 lines
No EOL
8.4 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Unity.Mathematics;
|
|
using static Unity.Mathematics.math;
|
|
using static Unity.Mathematics.noise;
|
|
using Random = UnityEngine.Random;
|
|
using static Noise1D;
|
|
|
|
public class GuidedProjectile : MonoBehaviour
|
|
{
|
|
public Prototype HitEffect;
|
|
public Prototype ChildProjectile;
|
|
public Prototype AirburstProjectile;
|
|
public int AirburstCount;
|
|
public float AirburstDirectionality;
|
|
public float AirburstDistance;
|
|
public float AirburstRange;
|
|
public float AirburstVelocity;
|
|
public int Children;
|
|
public float SplitTime;
|
|
public float SplitSeparationForwardness;
|
|
public float SplitSeparationVelocity;
|
|
public ParticleSystem Particles;
|
|
public float FadeOutTime;
|
|
public AnimationCurve ThrustCurve;
|
|
public AnimationCurve GuidanceCurve;
|
|
public AnimationCurve LiftCurve;
|
|
public float Frequency;
|
|
public float Thrust;
|
|
public float TopSpeed;
|
|
public Transform Source;
|
|
public Func<Vector3> TargetPosition;
|
|
|
|
private float _phase;
|
|
private float _prevDist;
|
|
private bool _active;
|
|
private bool _alive;
|
|
|
|
public Transform Target { get; set; }
|
|
public float3 StartPosition { get; set; }
|
|
public float Range { get; set; }
|
|
public Vector3 Velocity { get; set; }
|
|
public float Damage { get; set; }
|
|
public float Penetration { get; set; }
|
|
public float Spread { get; set; }
|
|
public DamageType DamageType { get; set; }
|
|
public Entity SourceEntity { get; set; }
|
|
|
|
void OnEnable()
|
|
{
|
|
_active = _alive = true;
|
|
_phase = Random.value * 100;
|
|
_prevDist = Single.MaxValue;
|
|
Particles.startColor = Color.white;
|
|
//var main = Particles.main;
|
|
//main.startColor = new ParticleSystem.MinMaxGradient { mode = ParticleSystemGradientMode.Color, color = Color.white };
|
|
Particles.Clear(true);
|
|
Particles.Play(true);
|
|
}
|
|
|
|
void Update ()
|
|
{
|
|
if (SourceEntity == null) return;
|
|
|
|
var t = transform;
|
|
|
|
if (_active)
|
|
{
|
|
if (TargetPosition == null && !Target)
|
|
{
|
|
StartCoroutine(FadeOut());
|
|
return;
|
|
}
|
|
|
|
var targetPosition = TargetPosition?.Invoke() ?? Target.position;
|
|
|
|
var diff = targetPosition - transform.position;
|
|
var targetDist = diff.magnitude;
|
|
var position = (float3) t.position;
|
|
var sourceDist = length(StartPosition.xz - position.xz);
|
|
|
|
if (sourceDist > Range || dot(diff,Velocity) < 0 || AirburstCount > 0 && targetDist < AirburstDistance)
|
|
{
|
|
StartCoroutine(FadeOut());
|
|
if (HitEffect != null)
|
|
{
|
|
var ht = HitEffect.Instantiate<Transform>();
|
|
ht.position = t.position;
|
|
}
|
|
|
|
if (AirburstCount > 0 && AirburstProjectile)
|
|
{
|
|
var targetDiff = Target.position - transform.position;
|
|
if (targetDiff.magnitude < AirburstRange)
|
|
{
|
|
for (int i = 0; i < AirburstCount; i++)
|
|
{
|
|
var child = AirburstProjectile.Instantiate<Projectile>();
|
|
child.StartPosition = child.transform.position = t.position;
|
|
var randomDirection = Random.onUnitSphere;
|
|
child.Velocity = Vector3.Lerp(randomDirection, targetDiff.normalized, AirburstDirectionality).normalized * AirburstVelocity;
|
|
child.Range = AirburstRange;
|
|
child.Damage = Damage / AirburstCount;
|
|
child.Penetration = Penetration;
|
|
child.Spread = Spread;
|
|
child.DamageType = DamageType;
|
|
child.SourceEntity = SourceEntity;
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
_prevDist = targetDist;
|
|
|
|
var targetDistFlat = diff.Flatland().magnitude;
|
|
var curveLerp = 1 - targetDistFlat / (sourceDist + targetDistFlat);
|
|
var dir = diff.normalized;
|
|
var right = cross(dir, float3(0, 1, 0));
|
|
var up = cross(dir, right);
|
|
|
|
if (Children > 0 && SplitTime < curveLerp)
|
|
{
|
|
for (int i = 0; i < Children; i++)
|
|
{
|
|
var child = ChildProjectile.Instantiate<GuidedProjectile>();
|
|
child.transform.position = t.position;
|
|
child.StartPosition = StartPosition;
|
|
var randomDirection = normalize(Random.insideUnitCircle);
|
|
var perpendicularRandom = randomDirection.x * right + randomDirection.y * up;
|
|
child.Velocity = normalize(lerp(perpendicularRandom, dir, SplitSeparationForwardness)) * length(Velocity) * SplitSeparationVelocity;
|
|
child.Range = Range;
|
|
child.Damage = Damage;
|
|
child.Penetration = Penetration;
|
|
child.Spread = Spread;
|
|
child.DamageType = DamageType;
|
|
child.Source = Source;
|
|
child.Target = Target;
|
|
child.SourceEntity = SourceEntity;
|
|
child.GuidanceCurve = GuidanceCurve;
|
|
child.LiftCurve = LiftCurve;
|
|
child.ThrustCurve = ThrustCurve;
|
|
child.Thrust = Thrust;
|
|
child.TopSpeed = TopSpeed;
|
|
child.Frequency = Frequency;
|
|
child.Thrust = Thrust;
|
|
}
|
|
StartCoroutine(Kill());
|
|
if (HitEffect != null)
|
|
{
|
|
var ht = HitEffect.Instantiate<Transform>();
|
|
ht.position = t.position;
|
|
}
|
|
}
|
|
|
|
var dodge = normalize(lerp(
|
|
normalize(right * noise(Time.time * Frequency + _phase) + up * noise(Time.time * Frequency + (100 + _phase))),
|
|
Vector3.up, LiftCurve.Evaluate(curveLerp)));
|
|
var desired = Vector3.Slerp(dodge, dir, GuidanceCurve.Evaluate(curveLerp)).normalized * TopSpeed;
|
|
var thrustCurve = ThrustCurve.Evaluate(curveLerp);
|
|
var thrust = Thrust * thrustCurve;
|
|
var c = Color.white * thrustCurve;
|
|
c.a = 1;
|
|
Particles.startColor = c;
|
|
Velocity += (desired-Velocity).normalized * (thrust * Time.deltaTime);
|
|
}
|
|
|
|
if(_alive)
|
|
{
|
|
var ray = new Ray(t.position, Velocity);
|
|
if (Physics.Raycast(ray, out var hit, Velocity.magnitude * Time.deltaTime, 1))
|
|
{
|
|
var hull = hit.collider.GetComponent<HullCollider>();
|
|
if (hull)
|
|
{
|
|
hull.SendHit(Damage, Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, Velocity.normalized);
|
|
}
|
|
|
|
StartCoroutine(Kill());
|
|
if (HitEffect != null)
|
|
{
|
|
var ht = HitEffect.Instantiate<Transform>();
|
|
ht.SetParent(hit.collider.transform);
|
|
ht.position = hit.point;
|
|
return;
|
|
}
|
|
}
|
|
|
|
t.position += Velocity * Time.deltaTime;
|
|
}
|
|
}
|
|
|
|
IEnumerator FadeOut()
|
|
{
|
|
_active = false;
|
|
var startTime = Time.time;
|
|
while (Time.time - startTime < FadeOutTime)
|
|
{
|
|
var lerp = 1 - (Time.time - startTime) / FadeOutTime;
|
|
var c = Color.white * lerp;
|
|
c.a = 1;
|
|
Particles.startColor = c;
|
|
//var main = Particles.main;
|
|
//main.startColor = new ParticleSystem.MinMaxGradient { mode = ParticleSystemGradientMode.Color, color = Color.white * lerp };
|
|
yield return null;
|
|
}
|
|
|
|
StartCoroutine(Kill());
|
|
}
|
|
|
|
IEnumerator Kill()
|
|
{
|
|
_active = false;
|
|
_alive = false;
|
|
Particles.Stop(true, ParticleSystemStopBehavior.StopEmitting);
|
|
var startTime = Time.time;
|
|
var lifetime = Particles.main.startLifetime.constant;
|
|
while (Time.time - startTime < lifetime)
|
|
{
|
|
yield return null;
|
|
}
|
|
GetComponent<Prototype>().ReturnToPool();
|
|
}
|
|
} |