Ship.Update reads Turn and feeds the rotation thrusters and aether drives; it no longer reads the look direction or snaps Direction toward it. Steering.Toward is the one law from heading to demand (a heading astern now turns at full demand). HelmInput owns the face-the-aim state. Accelerate, Combat and MoveTo write Turn through Steering.Toward. Entity.LookDirection is renamed Aim in the simulation, the Unity readers and the tests. Unity player input follows in the next commit. Co-Authored-By: Claude Sonnet 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 == thruster.Item.Hardpoint.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.Aim.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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} |