FieldDriver now implements IAbsorbPresenter/IGrabPresenter/IMeleePresenter/ IThrustPresenter by delegating to its existing AddHit/GrabObject/Melee/Push fields; it still decides nothing about capability rules, only how they render (fork L, docs/headless-playground-cut.md). Its own click-to-hit wiring moves out to whatever publishes AbsorbEvent (the test scene, next commit) since a presenter should not be sourcing its own capability events. The private nested GrabPhase enum is renamed to TendrilPhase so it doesn't collide with the new global GrabPhase in CapabilityEvents.cs; this is the only behavior-preserving rename, tendril timing is unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
334 lines
13 KiB
C#
334 lines
13 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using CultMath;
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using CultMath.UnityBridge;
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using static CultMath.math;
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// Implements the capability presenter interfaces (Assets/Scripts/Gameplay/CapabilityPresenters.cs) by
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// delegating to its own pre-existing methods/fields; it decides nothing about capability rules,
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// per docs/headless-playground-cut.md fork L. CapabilityPresentationBinder is what actually
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// subscribes these methods to a CapabilityEvents source -- FieldDriver has no reference to one.
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public class FieldDriver : MonoBehaviour, IAbsorbPresenter, IGrabPresenter, IMeleePresenter, IThrustPresenter
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{
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public Camera Camera;
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public float2 Push;
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public float FrontTwist;
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public float RearTwist;
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[Inspectable]
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public float TestMagnitude;
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[Inspectable]
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public float FlowSpeed;
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[Inspectable]
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public float FlowSpeedThrottleExponent;
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[Inspectable]
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public float WaveThrottleExponent;
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public int MaxHits;
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[Inspectable]
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public ExponentialCurve MagnitudeTimeScaling;
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[Inspectable]
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public float MeleeRange;
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[Inspectable]
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public float MeleeRangeExponent;
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[Inspectable]
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public float MeleeFlatness;
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[Inspectable]
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public float MeleeShaping;
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[Inspectable]
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public float MeleeDuration;
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[Inspectable]
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public float MeleeAngle;
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[Inspectable]
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public float MeleeAngleExponent;
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[Inspectable]
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public float TendrilBaseRadius = 3;
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[Inspectable]
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public float TendrilTipRadius = .1f;
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[Inspectable]
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public float TendrilExtensionExponent = .75f;
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[Inspectable]
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public float TendrilExtendBaseAnimationExponent = .5f;
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[Inspectable]
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public float TendrilBaseDamping = 2;
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[Inspectable]
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public float TendrilTipRadiusAnimationExponent = 2f;
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[Inspectable]
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public float TendrilFadeExponent = 2;
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// [Inspectable]
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// public float GrabScaleAnimationExponent = .5f;
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[Inspectable]
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public float GrabExtendTime;
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[Inspectable]
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public float GrabEnvelopTime;
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[Inspectable]
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public float GrabPullTime;
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[Inspectable]
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public RectTransform.Axis RefractionAxis = RectTransform.Axis.Horizontal;
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private Material _field;
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private ComputeBuffer _hitBuffer;
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private List<FieldHit> _hits = new List<FieldHit>();
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private float _waveOffset;
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private float _meleeTime;
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private bool _meleeActive;
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private MeshCollider _collider;
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private Transform _grabObject;
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private Vector3 _grabObjectStartPos;
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private Vector3 _grabObjectStartTendrilBasePos;
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private Vector3 _grabObjectEndPos;
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private Vector3 _grabObjectVelocity;
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private float _grabObjectScale;
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private float _grabTime;
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private TendrilPhase _grabPhase;
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private Vector3 _tendrilBasePos;
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private Vector3 _tendrilBendTarget;
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private Vector3 _tendrilTargetPos;
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private float _fadePoint;
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// Named distinctly from the global GrabPhase (CapabilityEvents.cs): this is FieldDriver's own
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// internal tendril-animation timing, still owned here until a real pickup capability exists to
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// publish per-phase GrabEvent transitions (see Grab(GrabEvent, Transform, Vector3) below).
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private enum TendrilPhase
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{
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Extend,
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Envelop,
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Pull
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}
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private struct FieldHit
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{
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public float3 Position;
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public float3 Direction;
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public float Magnitude;
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public float Time;
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}
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void Start()
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{
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_collider = GetComponent<MeshCollider>();
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_field = GetComponent<MeshRenderer>().material;
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_hitBuffer = new ComputeBuffer(MaxHits, 32);
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}
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public void AddHit(float3 position, float3 direction, float magnitude)
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{
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if (_hits.Count >= MaxHits) return;
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var hit = new FieldHit
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{
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Position = normalize(transform.InverseTransformPoint(position.ToUnity()).ToCultMath()) * transform.localScale.ToCultMath(),
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Direction = normalize((transform.rotation * direction.ToUnity()).ToCultMath()),
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Magnitude = magnitude,
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Time = 0
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};
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//Debug.Log($"Received hit: Position={hit.Position}, Direction={hit.Direction}");
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_hits.Add(hit);
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}
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public int HitCount => _hits.Count;
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public void Melee()
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{
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_meleeActive = true;
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_meleeTime = 0;
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}
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public bool CanGrab => _grabObject == null;
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public void GrabObject(Transform t, Vector3 v)
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{
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_grabPhase = TendrilPhase.Extend;
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_grabObject = t;
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_grabObjectStartPos = t.position;
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_grabObjectVelocity = v;
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_grabObjectScale = t.localScale.x;
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_tendrilBasePos = _grabObjectStartTendrilBasePos = _collider.ClosestPoint(_grabObjectStartPos);
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_fadePoint = .999f;
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}
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// IAbsorbPresenter: delegates straight to the existing hit-buffer mechanism. e.DamageType is not
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// read -- the field shield has no per-damage-type visual today; it rides along in the event for
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// presentations that do vary by type (the mask itself is absorb-capability data, out of scope here).
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public void Absorb(AbsorbEvent e) => AddHit(e.Position, e.Direction, e.Magnitude);
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// IGrabPresenter: only the Started phase does anything today. FieldDriver still times the
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// extend/envelop/pull animation itself (TendrilPhase above, driven by GrabExtendTime/
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// GrabEnvelopTime/GrabPullTime) because no capability yet publishes those phase transitions;
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// once one does, this is where FieldDriver would react to Envelop/Pull/Completed/Cancelled too.
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public void Grab(GrabEvent e, Transform target, Vector3 initialVelocity)
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{
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if (e.Phase == GrabPhase.Started && target != null)
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GrabObject(target, initialVelocity);
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}
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// IMeleePresenter: the field shield's swing shape comes from its own authored curves
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// (MeleeRange/MeleeAngle/MeleeDuration/etc, tuned in the inspector), not from the event's
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// direction/range/arc/duration -- those exist for presentations that do read them.
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public void Melee(MeleeEvent e) => Melee();
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// IThrustPresenter: Throttle is not read; pushMag is derived from PlanarThrust in Update() below,
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// matching the field shield's existing behaviour.
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public void Thrust(ThrustEvent e)
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{
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Push = e.PlanarThrust;
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FrontTwist = e.Twist.x;
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RearTwist = e.Twist.y;
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}
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void Update()
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{
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var pushMag = min(length(Push), 1);
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_waveOffset = frac(_waveOffset + Time.deltaTime * FlowSpeed * pow(max(pushMag, max(abs(FrontTwist), abs(RearTwist))), FlowSpeedThrottleExponent));
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var refractionRotation = Matrix4x4.Rotate(Camera.transform.rotation).inverse;
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if (RefractionAxis == RectTransform.Axis.Vertical) refractionRotation =
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Matrix4x4.Rotate(Quaternion.Euler(90, 0, 0)) * refractionRotation;
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_field.SetFloat("_WaveOffset", _waveOffset * PI * 2);
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_field.SetFloat("_Push", pushMag);
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_field.SetVector("_PushDirection", new Vector4(-Push.x, 0, -Push.y));
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_field.SetFloat("_TwistFront", FrontTwist);
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_field.SetFloat("_TwistRear", RearTwist);
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_field.SetVector("_InverseScale", new Vector4(1/transform.localScale.x,1/transform.localScale.y,1/transform.localScale.z));
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_field.SetMatrix("_ReflRotate", refractionRotation);
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for (int i = 0; i < _hits.Count; i++)
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{
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var hit = _hits[i];
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hit.Time += Time.deltaTime / MagnitudeTimeScaling.Evaluate(_hits[i].Magnitude);
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_hits[i] = hit;
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if (hit.Time > 1)
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{
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_hits.RemoveAt(i);
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i--;
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}
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}
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_hitBuffer.SetData(_hits);
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_field.SetBuffer("_Hits", _hitBuffer);
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_field.SetInt("_HitCount", _hits.Count);
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if (_meleeActive)
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{
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_meleeTime += Time.deltaTime / MeleeDuration;
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if (_meleeTime < 1)
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{
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_field.SetVector("_MeleeDirection", Quaternion.AngleAxis(sign(_meleeTime*2-1) * MeleeAngle * pow(abs(_meleeTime * 2 - 1), MeleeAngleExponent), Vector3.up) * -Vector3.forward);
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_field.SetFloat("_MeleeDisplacement", pow(1 - 2 * abs(_meleeTime - .5f), MeleeRangeExponent) * MeleeRange);
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_field.SetFloat("_MeleeShape", MeleeShaping);
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_field.SetFloat("_MeleeFlattening", MeleeFlatness);
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}
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else
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{
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_meleeActive = false;
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_field.SetFloat("_MeleeDisplacement", 0);
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}
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}
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if(_grabObject != null)
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{
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_grabTime += Time.deltaTime / _grabPhase switch
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{
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TendrilPhase.Extend => GrabExtendTime,
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TendrilPhase.Envelop => GrabEnvelopTime,
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TendrilPhase.Pull => GrabPullTime,
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_ => throw new ArgumentOutOfRangeException()
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};
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if (_grabTime > 1)
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{
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_grabTime = 0;
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if (_grabPhase == TendrilPhase.Envelop)
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{
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_grabObjectEndPos = _grabObject.position;
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}
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if (_grabPhase == TendrilPhase.Pull)
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{
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Destroy(_grabObject.gameObject);
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_grabObject = null;
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_field.SetFloat("_TendrilInfluence", 0);
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}
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else _grabPhase++;
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}
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if (_grabObject != null)
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{
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_tendrilBasePos = damp(_tendrilBasePos.ToCultMath(), _grabObject.position.ToCultMath(), TendrilBaseDamping, Time.deltaTime).ToUnity();
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switch (_grabPhase)
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{
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case TendrilPhase.Extend:
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_tendrilBendTarget = _grabObjectStartPos;
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_grabObject.position += _grabObjectVelocity * Time.deltaTime;
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_tendrilTargetPos = lerp(
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lerp(_grabObjectStartTendrilBasePos.ToCultMath(), _grabObjectStartPos.ToCultMath(), _grabTime),
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lerp(_grabObjectStartPos.ToCultMath(), _grabObject.position.ToCultMath(), _grabTime),
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pow(_grabTime, TendrilExtensionExponent)).ToUnity();
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_field.SetFloat("_TendrilInfluence", pow(_grabTime, TendrilExtendBaseAnimationExponent));
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_field.SetFloat("_TendrilSize", lerp(TendrilBaseRadius/2,TendrilBaseRadius,pow(_grabTime, TendrilExtendBaseAnimationExponent)));
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_field.SetFloat("_TendrilRadius", _grabObjectScale * pow(_grabTime, TendrilTipRadiusAnimationExponent) * TendrilTipRadius);
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break;
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case TendrilPhase.Envelop:
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_tendrilBendTarget = _grabObjectStartPos;
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_tendrilTargetPos = _grabObject.position += _grabObjectVelocity * Time.deltaTime * (1-_grabTime);
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_field.SetFloat("_TendrilInfluence", 1);
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_field.SetFloat("_TendrilSize", TendrilBaseRadius);
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_field.SetFloat("_TendrilRadius", _grabObjectScale * TendrilTipRadius);
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break;
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case TendrilPhase.Pull:
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_tendrilTargetPos = _grabObject.position = lerp(_grabObjectEndPos.ToCultMath(), transform.position.ToCultMath(), _grabTime*_grabTime).ToUnity();
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_tendrilBendTarget = lerp(_grabObjectStartPos.ToCultMath(), _grabObjectEndPos.ToCultMath(), _grabTime*_grabTime).ToUnity();
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if (_fadePoint > .99 && transform.InverseTransformPoint(_grabObject.position).sqrMagnitude < 1)
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_fadePoint = _grabTime;
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_field.SetFloat("_TendrilInfluence", pow(smoothstep(1, _fadePoint, _grabTime), TendrilFadeExponent));
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_field.SetFloat("_TendrilSize", TendrilBaseRadius);
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_field.SetFloat("_TendrilRadius", _grabObjectScale * TendrilTipRadius);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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_field.SetVector("_TendrilBase", Vector3.Scale(transform.InverseTransformPoint(_tendrilBasePos).normalized, transform.localScale));
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_field.SetVector("_TendrilBend", Vector3.Scale(transform.InverseTransformPoint(_tendrilBendTarget), transform.localScale));
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_field.SetVector("_TendrilTarget", Vector3.Scale(transform.InverseTransformPoint(_tendrilTargetPos), transform.localScale));
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}
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}
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}
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private float almostIdentity( float x )
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{
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return x*x*(2.0f-x);
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}
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private float smooth(float t)
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{
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return t * t * (3.0f - 2.0f * t);
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}
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private const int GIZMO_STEPS = 16;
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private void OnDrawGizmosSelected()
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{
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if (_grabObject != null)
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{
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Vector3 previous = _tendrilBasePos;
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for (int i = 1; i <= GIZMO_STEPS; i++)
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{
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var l = (float)i / GIZMO_STEPS;
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var next = quadratic_bezier(_tendrilBasePos.ToCultMath(), _tendrilBendTarget.ToCultMath(), _tendrilTargetPos.ToCultMath(), l).ToUnity();
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Gizmos.DrawLine(previous, next);
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previous = next;
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}
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}
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}
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private void OnDestroy()
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{
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_hitBuffer.Dispose();
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}
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}
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