Aetheria/Assets/Scripts/ServerShared/Behaviors/LockWeapon.cs
Reinier Vens 4b10923448 Heat Performance Curves + Wear & Tear
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
2021-03-04 03:58:46 +00:00

92 lines
3.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class LockWeaponData : InstantWeaponData
{
[InspectableField, JsonProperty("speed"), Key(21), RuntimeInspectable]
public PerformanceStat LockSpeed = new PerformanceStat();
[InspectableField, JsonProperty("sensorImpact"), Key(22)]
public PerformanceStat SensorImpact = new PerformanceStat();
[InspectableField, JsonProperty("threshold"), Key(23), RuntimeInspectable]
public PerformanceStat LockAngle = new PerformanceStat();
[InspectableField, JsonProperty("directionImpact"), Key(24)]
public PerformanceStat DirectionImpact = new PerformanceStat();
[InspectableField, JsonProperty("decay"), Key(25)]
public PerformanceStat Decay = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new LockWeapon(context, this, entity, item);
}
}
public class LockWeapon : InstantWeapon
{
private LockWeaponData _data;
private float _lock;
private bool _locking;
private Entity _target;
public event Action OnLocked;
public event Action OnBeginLocking;
public event Action OnLockLost;
public float LockSpeed { get; private set; }
public float SensorImpact { get; private set; }
public float LockAngle { get; private set; }
public float DirectionImpact { get; private set; }
public float Decay { get; private set; }
public override float Progress => saturate(_cooldown > 0 ? _cooldown : _lock);
public override bool CanFire => base.CanFire && _lock > .99f && Entity.TargetRange > MinRange && Entity.TargetRange < Range;
public float Lock
{
get => saturate(_lock);
}
public LockWeapon(ItemManager context, LockWeaponData data, Entity entity, EquippedItem item) : base(context, data, entity, item)
{
_data = data;
}
public override bool Execute(float delta)
{
if (_target != Entity.Target.Value)
{
_lock = 0;
_target = Entity.Target.Value;
}
if (Entity.Target.Value != null)
{
LockSpeed = Context.Evaluate(_data.LockSpeed, Item);
SensorImpact = Context.Evaluate(_data.SensorImpact, Item);
LockAngle = Context.Evaluate(_data.LockAngle, Item);
DirectionImpact = Context.Evaluate(_data.DirectionImpact, Item);
Decay = Context.Evaluate(_data.Decay, Item);
var degrees = acos(dot(normalize(Entity.Target.Value.Position - Entity.Position), normalize(Entity.LookDirection))) * 57.2958f;
if (degrees < LockAngle)
{
var lerp = 1 - unlerp(0, 90, degrees);
_lock = saturate(_lock + pow(lerp, DirectionImpact) * delta * LockSpeed);
}
else _lock = saturate(_lock - delta * Decay);
}
return base.Execute(delta);
}
}