Aetheria/Assets/Scripts/Gameplay/Weapons/ConstantParticleWeapon.cs
Reinier Vens b53e4aec8c Combat & Visibility & Collisions
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
2021-02-26 19:01:47 +00:00

90 lines
2.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class ConstantParticleWeapon : MonoBehaviour
{
public ParticleSystem[] Particles;
public float Damage { get; set; }
public DamageType DamageType { get; set; }
public EntityInstance Source { get; set; }
public EntityInstance Target { get; set; }
private bool _stopping;
private float _emission;
private List<ParticleSystem.Particle> _collisionParticles = new List<ParticleSystem.Particle>();
private HullCollider _hull;
private Transform _simulationSpace;
private void Start()
{
_emission = Particles[0].emission.rateOverTime.constant;
}
private void OnEnable()
{
foreach(var p in Particles)
p.enableEmission = true;
_stopping = false;
}
public void Initialize()
{
_simulationSpace = new GameObject($"{gameObject.name} Sim Space").transform;
foreach(var p in Particles)
{
var main = p.main;
main.simulationSpace = ParticleSystemSimulationSpace.Custom;
main.customSimulationSpace = _simulationSpace;
}
var trigger = Particles[0].trigger;
while(trigger.colliderCount > 0)
trigger.RemoveCollider(0);
if (Target == null) return;
foreach (var collider in Target.HullColliders)
{
_hull = collider;
trigger.AddCollider(collider.GetComponent<Collider>());
}
}
private void Update()
{
if (Source == null) return;
_simulationSpace.position = Source.transform.position;
if (_stopping && Particles.All(p=>p.particleCount == 0))
{
GetComponent<Prototype>().ReturnToPool();
Destroy(_simulationSpace.gameObject);
return;
}
}
private void OnParticleTrigger()
{
if (Target == null || !_hull) return;
_collisionParticles.Clear();
Particles[0].GetTriggerParticles(ParticleSystemTriggerEventType.Enter, _collisionParticles);
if(_collisionParticles.Count > 0)
{
_hull.SendSplash(
Damage * Time.deltaTime,
DamageType,
Source.Entity,
(transform.position - Target.transform.position).normalized);
}
}
public void Stop()
{
foreach(var p in Particles)
p.enableEmission = false;
_stopping = true;
}
}