The emitter carries the invisible material, whose alpha is 0, so an exhaust prefab left at Unity's default (Use Mesh Colors on) emitted nothing. The shipped thruster prefabs only worked because theirs is off. ThrusterHardpoint .WireExhaust now owns the wiring and turns it off; ShipInstance calls it. The preview smoke wires a default particle system to each emitter on the clone and requires every particle emitted and none transparent. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
143 lines
No EOL
5.4 KiB
C#
143 lines
No EOL
5.4 KiB
C#
using System;
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using System.Collections;
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using System.Linq;
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using UnityEngine;
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using CultMath;
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using CultMath.UnityBridge;
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using static CultMath.math;
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public class ShipInstance : EntityInstance
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{
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private static int _shipIndex;
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public TractorBeam TractorBeam;
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private class ThrusterInstance
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{
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public Thruster Thruster;
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public ParticleSystem System;
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public float BaseEmission;
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public int MaxParticleCount;
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}
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private class AetherDriveInstance
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{
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public AetherDrive Drive;
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public ParticleSystem Particles;
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public float BaseEmission;
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public float BaseForce;
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}
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private ThrusterInstance[] _thrusters;
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private AetherDriveInstance _aetherDrive;
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public Ship Ship { get; private set; }
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private void Start()
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{
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var tractorBeamMain = TractorBeam.ParticleSystem.main;
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tractorBeamMain.customSimulationSpace = LocalSpace;
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}
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public override void SetEntity(ZoneRenderer zoneRenderer, Entity entity)
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{
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base.SetEntity(zoneRenderer, entity);
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var ship = entity as Ship;
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if (ship == null)
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{
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Debug.LogError($"Attempted to assign non-ship entity to {gameObject.name} ship instance prefab!");
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return;
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}
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Ship = ship;
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var drive = ship.GetBehavior<AetherDrive>();
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if (drive != null)
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{
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var particles = Instantiate(EngineAssets.Load<ParticleSystem>(drive.DriveData.Particles), transform, false);
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var main = particles.main;
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main.customSimulationSpace = LocalSpace;
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_aetherDrive = new AetherDriveInstance
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{
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Drive = drive,
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BaseEmission = particles.emission.rateOverTimeMultiplier,
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Particles = particles,
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BaseForce = particles.forceOverLifetime.z.curveMultiplier
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};
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}
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_thrusters = ship.GetBehaviors<Thruster>().Select(thruster =>
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{
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var effectData = (ThrusterData) thruster.Data;
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var particles = Instantiate(EngineAssets.Load<ParticleSystem>(effectData.ParticlesPrefab), transform, false);
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var thrusterHardpoint = ThrusterHardpoints
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.FirstOrDefault(t => t.name == ship.Hardpoints[thruster.Item.Position.x, thruster.Item.Position.y].Transform);
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ThrusterHardpoint.WireExhaust(particles, thrusterHardpoint);
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// if (!string.IsNullOrEmpty(thruster.Item.Data.SoundEffectTrigger) && thrusterHardpoint != null)
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// {
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// AkSoundEngine.RegisterGameObj(thrusterHardpoint.gameObject);
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// AkSoundEngine.PostEvent(thruster.Item.Data.SoundEffectTrigger, thrusterHardpoint.gameObject);
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// }
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return new ThrusterInstance
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{
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Thruster = thruster,
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System = particles,
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BaseEmission = particles.emission.rateOverTimeMultiplier,
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MaxParticleCount = 0
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};
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})
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.ToArray();
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foreach (var particle in _thrusters)
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{
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particle.System.gameObject.SetActive(false);
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}
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}
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protected override void ShowUnfadedElements()
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{
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base.ShowUnfadedElements();
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foreach (var particle in _thrusters)
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{
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particle.System.gameObject.SetActive(true);
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}
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}
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protected override void HideUnfadedElements()
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{
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base.HideUnfadedElements();
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foreach (var particle in _thrusters)
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{
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particle.System.gameObject.SetActive(false);
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}
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}
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public override void Update()
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{
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base.Update();
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TractorBeam.Power = Entity.TractorPower;
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TractorBeam.Direction = Entity.LookDirection.ToUnity();
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if (_aetherDrive != null)
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{
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var thrust = length(_aetherDrive.Drive.ThrustDirection);
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var forceOverLifetime = _aetherDrive.Particles.forceOverLifetime;
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forceOverLifetime.xMultiplier = _aetherDrive.Drive.ThrustDirection.x * _aetherDrive.BaseForce;
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forceOverLifetime.zMultiplier = _aetherDrive.Drive.ThrustDirection.y * _aetherDrive.BaseForce;
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var emissionModule = _aetherDrive.Particles.emission;
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// Cut 8 (operator ask 2026-09-19): intent (thrust) times condition -- presentation reads the
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// simulation's own ratio rather than recomputing any part of it. AetherDrive.Condition is the
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// equivalent of Thruster.Condition below (Torque in place of Thrust).
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emissionModule.rateOverTimeMultiplier = _aetherDrive.BaseEmission * thrust * _aetherDrive.Drive.Condition;
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}
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foreach (var thrusterInstance in _thrusters)
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{
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var emissionModule = thrusterInstance.System.emission;
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thrusterInstance.MaxParticleCount = thrusterInstance.System.particleCount;
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// Cut 8 (operator ask 2026-09-19): intent (Axis) times condition (Thruster.Condition, the item's
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// resolved Thrust against its own perfect-conditions Thrust) -- no durability/heat/power arithmetic
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// recomputed here, only the same emission math that already existed.
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emissionModule.rateOverTimeMultiplier = thrusterInstance.BaseEmission * thrusterInstance.Thruster.Axis * thrusterInstance.Thruster.Condition;
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}
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transform.rotation = Ship.Rotation.ToUnity();
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}
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} |