Added heat variation option for Performance Stats Ability to toggle radiators on/off using H key Item durability loss (Wear) is now heat dependent and incurred only when used Restricted equip/unequip to docked (inactive) entities Fixed race condition causing exceptions in database sync code
92 lines
3.1 KiB
C#
92 lines
3.1 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class LockWeaponData : InstantWeaponData
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{
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[InspectableField, JsonProperty("speed"), Key(21), RuntimeInspectable]
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public PerformanceStat LockSpeed = new PerformanceStat();
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[InspectableField, JsonProperty("sensorImpact"), Key(22)]
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public PerformanceStat SensorImpact = new PerformanceStat();
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[InspectableField, JsonProperty("threshold"), Key(23), RuntimeInspectable]
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public PerformanceStat LockAngle = new PerformanceStat();
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[InspectableField, JsonProperty("directionImpact"), Key(24)]
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public PerformanceStat DirectionImpact = new PerformanceStat();
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[InspectableField, JsonProperty("decay"), Key(25)]
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public PerformanceStat Decay = new PerformanceStat();
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new LockWeapon(context, this, entity, item);
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}
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}
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public class LockWeapon : InstantWeapon
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{
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private LockWeaponData _data;
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private float _lock;
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private bool _locking;
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private Entity _target;
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public event Action OnLocked;
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public event Action OnBeginLocking;
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public event Action OnLockLost;
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public float LockSpeed { get; private set; }
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public float SensorImpact { get; private set; }
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public float LockAngle { get; private set; }
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public float DirectionImpact { get; private set; }
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public float Decay { get; private set; }
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public override float Progress => saturate(_cooldown > 0 ? _cooldown : _lock);
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public override bool CanFire => base.CanFire && _lock > .99f && Entity.TargetRange > MinRange && Entity.TargetRange < Range;
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public float Lock
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{
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get => saturate(_lock);
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}
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public LockWeapon(ItemManager context, LockWeaponData data, Entity entity, EquippedItem item) : base(context, data, entity, item)
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{
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_data = data;
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}
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public override bool Execute(float delta)
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{
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if (_target != Entity.Target.Value)
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{
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_lock = 0;
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_target = Entity.Target.Value;
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}
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if (Entity.Target.Value != null)
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{
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LockSpeed = Context.Evaluate(_data.LockSpeed, Item);
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SensorImpact = Context.Evaluate(_data.SensorImpact, Item);
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LockAngle = Context.Evaluate(_data.LockAngle, Item);
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DirectionImpact = Context.Evaluate(_data.DirectionImpact, Item);
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Decay = Context.Evaluate(_data.Decay, Item);
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var degrees = acos(dot(normalize(Entity.Target.Value.Position - Entity.Position), normalize(Entity.LookDirection))) * 57.2958f;
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if (degrees < LockAngle)
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{
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var lerp = 1 - unlerp(0, 90, degrees);
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_lock = saturate(_lock + pow(lerp, DirectionImpact) * delta * LockSpeed);
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}
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else _lock = saturate(_lock - delta * Decay);
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}
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return base.Execute(delta);
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}
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}
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