Aetheria/Assets/ShieldManager.cs
Reinier Vens 1092159063 Thermal Performance Threshold & Thermal Override
Items will switch themselves off below a customizable threshold to avoid damage
Player can toggle thermal override to disable safety shutdown
Selecting an item allows player to select whether the item will override
Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold)
Performance Stat evaluation has been moved to EquippedItem, slight performance improvement
Item online and active status are now reactive properties
Created player settings file to store e.g. shutdown threshold
Fixed crash when entering wormhole while enemies are visible
2021-03-07 01:10:31 +00:00

47 lines
1.7 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using UnityEngine;
public class ShieldManager : MonoBehaviour
{
public Prototype ShieldPrototype;
public float CollisionHitDuration = 3;
public Entity Entity { get; set; }
private void OnCollisionEnter(Collision other)
{
var otherShield = other.collider.GetComponent<ShieldManager>();
if (!otherShield)
{
Debug.Log("Shield collision occurred, but other collider isn't a shield!");
return;
}
var contact = other.GetContact(0);
var normal = normalize(float2(contact.normal.x, contact.normal.z));
var tangent = normal.Rotate(ItemRotation.CounterClockwise);
var v1n = dot(normal, Entity.Velocity);
var v1t = dot(tangent, Entity.Velocity);
var v2n = dot(normal, otherShield.Entity.Velocity);
//var v2t = dot(tangent, otherShield.Entity.Velocity);
var v1np = PostCollisionVelocity(v1n, Entity.Mass, v2n, otherShield.Entity.Mass);
Entity.Velocity = tangent * v1t + normal * v1np;
if(Entity.Shield != null && Entity.Shield.Item.Active.Value) ShowHit(contact.point, CollisionHitDuration);
}
private float PostCollisionVelocity(float v1, float m1, float v2, float m2)
{
return (v1 * (m1 - m2) + m2 * v2) / (m1 + m2);
}
public void ShowHit(Vector3 point, float duration)
{
var shield = ShieldPrototype.Instantiate<ShieldAnimation>();
shield.Direction = normalize(shield.transform.InverseTransformPoint(point));
shield.Duration = duration;
}
}