Aetheria/Assets/Scripts/ServerShared/Behaviors/Launcher.cs
Reinier Vens 8d4bd04891 AI State Machine First Pass
Implemented first pass on code-driven state machine logic for flexible AI agents
2021-02-11 03:14:20 +00:00

61 lines
No EOL
2.2 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class LauncherData : LockWeaponData
{
[InspectableAnimationCurve, JsonProperty("guidance"), Key(26)]
public float4[] GuidanceCurve;
[InspectableAnimationCurve, JsonProperty("thrustCurve"), Key(27)]
public float4[] ThrustCurve;
[InspectableAnimationCurve, JsonProperty("liftCurve"), Key(28)]
public float4[] LiftCurve;
[InspectableField, JsonProperty("thrust"), Key(29)]
public PerformanceStat Thrust = new PerformanceStat();
[InspectableField, JsonProperty("frequency"), Key(30)]
public float DodgeFrequency;
[InspectableField, JsonProperty("missileSpeed"), Key(31), RuntimeInspectable]
public PerformanceStat MissileVelocity = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new LockWeapon(context, this, entity, item);
}
}
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class GuidedWeaponData : InstantWeaponData
{
[InspectableAnimationCurve, JsonProperty("guidance"), Key(21)]
public float4[] GuidanceCurve;
[InspectableAnimationCurve, JsonProperty("thrustCurve"), Key(22)]
public float4[] ThrustCurve;
[InspectableAnimationCurve, JsonProperty("liftCurve"), Key(23)]
public float4[] LiftCurve;
[InspectableField, JsonProperty("thrust"), Key(24)]
public PerformanceStat Thrust = new PerformanceStat();
[InspectableField, JsonProperty("frequency"), Key(25)]
public float DodgeFrequency;
[InspectableField, JsonProperty("missileSpeed"), Key(26), RuntimeInspectable]
public PerformanceStat MissileVelocity = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new InstantWeapon(context, this, entity, item);
}
}