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