Shield behavior now provides protection from damage at the expense of heat and energy usage Weapon scripts check for the presence of a shield when detecting collisions (TODO: TEST ALL WEAPON TYPES) Shields can be toggled on/off (G key) Database cache now included in repo (saves some confusion)
131 lines
4.8 KiB
C#
131 lines
4.8 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public class Mine : MonoBehaviour
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{
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public MeshRenderer MeshRenderer;
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public int EmissionSubmesh;
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public AnimationCurve EmissionCurve;
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public float ActiveCycleDuration;
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public float ArmedCycleDuration;
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public float ActiveEmission;
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public float ArmedEmission;
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public float RotationSpeed;
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public float GridOffset;
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public float GridAttraction;
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public float Gravity;
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public float Drag = .1f;
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public float LaunchDrag;
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public Prototype HitEffect;
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public float Lifetime;
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public float ActivationDelay;
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public float BlastRange;
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public float BlastDelay;
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private float2 _selfVelocity;
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private float _startTime;
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private float _blastTime;
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private bool _blastCountdown;
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private bool _active;
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private Material _material;
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private float _pulseLerp;
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private float _emission;
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public Zone Zone { get; set; }
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public Vector3 Velocity { get; set; }
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public float Damage { get; set; }
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public DamageType DamageType { get; set; }
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public EntityInstance Source { get; set; }
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public float Range { get; set; }
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private void Start()
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{
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_material = MeshRenderer.materials[EmissionSubmesh];
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}
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private void OnEnable()
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{
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_startTime = Time.time;
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_blastCountdown = false;
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_active = false;
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_emission = 0;
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}
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// Update is called once per frame
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void Update()
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{
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if (Zone == null) return;
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var t = transform;
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var position = t.position;
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var gridHeight = Zone.GetHeight(position.Flatland()) + GridOffset;
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Velocity += Vector3.up * (sign(gridHeight - position.y) * GridAttraction * Time.deltaTime);
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Velocity *= max(0, 1 - LaunchDrag * Time.deltaTime);
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var normal = Zone.GetNormal(position.Flatland());
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var force = new float2(normal.x, normal.z);
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var forceMagnitude = lengthsq(force);
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if (forceMagnitude > .001f)
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{
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var fa = 1 / (1 - forceMagnitude) - 1;
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_selfVelocity += normalize(force) * Zone.Settings.GravityStrength * fa * Gravity;
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}
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_selfVelocity *= max(0, 1 - Drag * Time.deltaTime);
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t.position = position + (Velocity + new Vector3(_selfVelocity.x,0,_selfVelocity.y)) * Time.deltaTime;
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t.localRotation = Quaternion.Euler(sin(Time.time-_startTime * RotationSpeed) * 90, 0, cos(Time.time-_startTime * RotationSpeed) * 90);
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if (Time.time - _startTime > ActivationDelay && !_active)
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{
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_active = true;
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}
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if(_active)
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{
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_emission = lerp(_emission, _blastCountdown ? ArmedEmission : ActiveEmission, Time.deltaTime * 10);
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_pulseLerp += Time.deltaTime / (_blastCountdown ? ArmedCycleDuration : ActiveCycleDuration);
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_pulseLerp %= 1;
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if(!_blastCountdown)
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{
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foreach (var collider in Physics.OverlapSphere(t.position, BlastRange, 1))
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{
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var hull = collider.GetComponent<HullCollider>();
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if (hull)
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{
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_blastCountdown = true;
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_blastTime = Time.time + BlastDelay;
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}
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}
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}
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if ((position - Source.transform.position).magnitude > Range ||
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Time.time - _startTime > Lifetime ||
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_blastCountdown && Time.time > _blastTime)
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{
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foreach (var collider in Physics.OverlapSphere(t.position, BlastRange, 1 | (1 << 17)))
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{
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var shield = collider.GetComponent<ShieldManager>();
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if (shield && (shield.Entity.Shield != null && shield.Entity.Shield.Item.Active && shield.Entity.Shield.CanTakeHit(DamageType, Damage)))
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{
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shield.Entity.Shield.TakeHit(DamageType, Damage);
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shield.ShowHit(t.position, sqrt(Damage));
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}
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var hull = collider.GetComponent<HullCollider>();
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if (hull && !(hull.Entity.Shield != null && hull.Entity.Shield.Item.Active && hull.Entity.Shield.CanTakeHit(DamageType, Damage)))
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{
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hull.SendSplash(Damage, DamageType, Source.Entity, (collider.transform.position - t.position).normalized);
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}
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}
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var ht = HitEffect.Instantiate<Transform>();
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ht.position = t.position;
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GetComponent<Prototype>().ReturnToPool();
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}
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}
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_material.SetFloat("_Emission", _emission * EmissionCurve.Evaluate(_pulseLerp));
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}
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}
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