New damage system, much easier to understand Splash damage support Hardpoint armor consolidated with hull armor Minimap shows view cone New industry standard palette for temperature display Temperature range display contains palette Restoring loadouts now ignores temperature and armor Items can ignore thermal mass when adding heat Burst weapons can consume single ammo (mainly shotguns) New missile type that follows crosshairs New airburst projectile type that deals splash damage Auto Shotgun and Charged Shotgun
768 lines
No EOL
33 KiB
C#
768 lines
No EOL
33 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Cinemachine;
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using UniRx;
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using UnityEngine;
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using static Unity.Mathematics.math;
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using Unity.Mathematics;
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using UnityEngine.Serialization;
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using float2 = Unity.Mathematics.float2;
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using Object = UnityEngine.Object;
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using Random = UnityEngine.Random;
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public class SectorRenderer : MonoBehaviour
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{
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public Transform EffectManagerParent;
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public Transform FogCameraParent;
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public GameSettings Settings;
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public Transform ZoneRoot;
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public Transform SectorBrushes;
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public MeshRenderer SectorBoundaryBrush;
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public CinemachineVirtualCamera SceneCamera;
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public Camera[] FogCameras;
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public Camera[] MinimapCameras;
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public Material FogMaterial;
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public float FogFarFadeFraction = .125f;
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public float FarPlaneDistanceMultiplier = 2;
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public InstancedMesh[] AsteroidMeshes;
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public int AsteroidSpritesheetWidth = 4;
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public int AsteroidSpritesheetHeight = 4;
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public LODHandler LODHandler;
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[Header("Tour")]
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public bool Tour;
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public float TourSwitchTime = 5f;
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public float TourFollowDistance = 30f;
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public float TourHeightOffset = 15;
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public float TourFollowOffsetDegrees;
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// public Mesh[] AsteroidMeshes;
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// public Material AsteroidMaterial;
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[Header("Prefabs")]
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public MeshFilter AsteroidBeltUI;
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public PlanetObject Planet;
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public GasGiantObject GasGiant;
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public SunObject Sun;
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[Header("Icons")]
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public Texture2D PlanetoidIcon;
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public Texture2D PlanetIcon;
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[HideInInspector]
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public Dictionary<Entity, EntityInstance> EntityInstances = new Dictionary<Entity, EntityInstance>();
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[HideInInspector]
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public Dictionary<Guid, PlanetObject> Planets = new Dictionary<Guid, PlanetObject>();
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private Dictionary<Guid, AsteroidBeltUI> _beltObjects = new Dictionary<Guid, AsteroidBeltUI>();
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private Dictionary<Guid, InstancedMesh[]> _beltMeshes = new Dictionary<Guid, InstancedMesh[]>();
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private Dictionary<Guid, Matrix4x4[][]> _beltMatrices = new Dictionary<Guid, Matrix4x4[][]>();
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private Dictionary<InstantWeaponData, InstantWeaponEffectManager> _instantWeaponManagers = new Dictionary<InstantWeaponData, InstantWeaponEffectManager>();
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private Dictionary<ConstantWeaponData, ConstantWeaponEffectManager> _constantWeaponManagers = new Dictionary<ConstantWeaponData, ConstantWeaponEffectManager>();
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private Zone _zone;
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private float _viewDistance;
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private float _maxDepth;
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private int _tourIndex = -1;
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private float _tourTimer;
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private List<(Transform, Transform)> _tourPlanets = new List<(Transform, Transform)>();
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private CinemachineTransposer _transposer;
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private PlanetObject _root;
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private bool _rootFound;
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public ItemManager ItemManager { get; set; }
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public float Time { get; set; }
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public float ViewDistance
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{
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set
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{
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_viewDistance = value;
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foreach (var camera in FogCameras)
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camera.orthographicSize = value;
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SceneCamera.m_Lens.FarClipPlane = value * FarPlaneDistanceMultiplier;
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FogMaterial.SetFloat("_DepthCeiling", value);
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FogMaterial.SetFloat("_DepthBlend", FogFarFadeFraction * value);
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}
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}
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public float MinimapDistance
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{
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set
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{
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foreach(var camera in MinimapCameras)
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camera.orthographicSize = value;
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// MinimapGravityQuad.transform.localScale = value * 2 * Vector3.one;
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}
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}
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void Start()
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{
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ViewDistance = Settings.DefaultViewDistance;
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MinimapDistance = Settings.MinimapZoomLevels[Settings.DefaultMinimapZoom];
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_tourTimer = TourSwitchTime;
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_transposer = SceneCamera.GetCinemachineComponent<CinemachineTransposer>();
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}
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public void LoadZone(Zone zone)
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{
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_maxDepth = 0;
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_zone = zone;
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SectorBrushes.localScale = zone.Data.Radius * 2 * Vector3.one;
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ClearZone();
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foreach(var p in zone.Planets.Values)
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LoadPlanet(p);
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foreach (var x in Planets)
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{
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if (!(zone.Planets[x.Key] is GasGiantData))
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{
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var parentOrbit = _zone.Orbits[_zone.Planets[x.Key].Orbit].Data.Parent;
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PlanetObject parent;
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if (parentOrbit == Guid.Empty)
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parent = _root;
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else
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{
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var parentPlanetData = _zone.Planets.Values.FirstOrDefault(p => p.Orbit == parentOrbit);
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if(parentPlanetData == null)
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{
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parentOrbit = _zone.Orbits[parentOrbit].Data.Parent;
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parentPlanetData = _zone.Planets.Values.FirstOrDefault(p => p.Orbit == parentOrbit);
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}
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if (parentPlanetData == null)
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parent = _root;
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else if (!Planets.TryGetValue(parentPlanetData.ID, out parent))
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{
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Debug.Log("WTF!");
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}
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}
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_tourPlanets.Add((x.Value.Body.transform, parent.Body.transform));
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}
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}
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foreach(var entity in zone.Entities)
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LoadEntity(entity);
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zone.Entities.ObserveAdd().Subscribe(e => LoadEntity(e.Value));
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zone.Entities.ObserveRemove().Subscribe(e => UnloadEntity(e.Value));
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}
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public void ClearZone()
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{
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if (Planets.Count > 0)
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{
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foreach (var planet in Planets.Values)
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{
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DestroyImmediate(planet.gameObject);
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}
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Planets.Clear();
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_beltMeshes.Clear();
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_beltMatrices.Clear();
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_tourPlanets.Clear();
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}
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}
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void LoadEntity(Entity entity)
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{
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var hullData = ItemManager.GetData(entity.Hull) as HullData;
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EntityInstance instance;
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if (entity is Ship ship)
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{
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instance = new ShipInstance();
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instance.Transform = Instantiate(UnityHelpers.LoadAsset<GameObject>(hullData.Prefab), ZoneRoot).transform;
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instance.Prefab = instance.Transform.GetComponent<EntityPrefab>();
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var shipInstance = (ShipInstance) instance;
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shipInstance.Particles = ship.GetBehaviors<Thruster>()
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.Select<Thruster, (Thruster effect, ParticleSystem system, float baseEmission)>(x =>
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{
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var effectData = (ThrusterData) x.Data;
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var particles = Instantiate(UnityHelpers.LoadAsset<ParticleSystem>(effectData.ParticlesPrefab), shipInstance.Transform, false);
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var particlesShape = particles.shape;
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particlesShape.meshRenderer = shipInstance.Prefab.ThrusterHardpoints
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.FirstOrDefault(t => t.name == x.Entity.Hardpoints[x.Item.Position.x, x.Item.Position.y].Transform)
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?.Emitter;
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return (x, particles, particles.emission.rateOverTimeMultiplier);
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})
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.ToArray();
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}
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else
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{
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instance = new EntityInstance();
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instance.Transform = Instantiate(UnityHelpers.LoadAsset<GameObject>(hullData.Prefab), ZoneRoot).transform;
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instance.Prefab = instance.Transform.GetComponent<EntityPrefab>();
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}
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instance.Entity = entity;
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foreach (var item in entity.Equipment)
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{
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foreach (var behavior in item.Behaviors)
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{
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if (behavior is InstantWeapon instantWeapon)
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{
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var data = (InstantWeaponData) instantWeapon.Data;
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if (!_instantWeaponManagers.ContainsKey(data))
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{
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var managerPrefab = UnityHelpers.LoadAsset<InstantWeaponEffectManager>(data.EffectPrefab);
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if(managerPrefab)
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{
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_instantWeaponManagers.Add(data, Instantiate(managerPrefab, EffectManagerParent));
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}
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else Debug.LogError($"No InstantWeaponEffectManager prefab found at path {data.EffectPrefab}");
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}
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instantWeapon.OnFire += () =>
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_instantWeaponManagers[data].Fire(instantWeapon, item, instance, entity.Target.Value != null && EntityInstances.ContainsKey(entity.Target.Value) ? EntityInstances[entity.Target.Value] : null);
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if (behavior is ChargedWeapon chargedWeapon)
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{
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var chargeManager = _instantWeaponManagers[data].GetComponent<ChargeEffectManager>();
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if (chargeManager)
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{
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chargedWeapon.OnStartCharging += () => chargeManager.StartCharging(chargedWeapon, item, instance);
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chargedWeapon.OnStopCharging += () => chargeManager.StopCharging(chargedWeapon);
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chargedWeapon.OnCharged += () => chargeManager.Charged(chargedWeapon);
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chargedWeapon.OnFailed += () => chargeManager.Failed(chargedWeapon);
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}
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}
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}
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if (behavior is ConstantWeapon constantWeapon)
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{
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var data = (ConstantWeaponData) constantWeapon.Data;
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if (!_constantWeaponManagers.ContainsKey(data))
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{
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var managerPrefab = UnityHelpers.LoadAsset<ConstantWeaponEffectManager>(data.EffectPrefab);
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if(managerPrefab)
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{
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_constantWeaponManagers.Add(data, Instantiate(managerPrefab, EffectManagerParent));
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}
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else Debug.LogError($"No ConstantWeaponEffectManager prefab found at path {data.EffectPrefab}");
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}
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constantWeapon.OnStartFiring += () =>
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_constantWeaponManagers[data].StartFiring(data, item, instance, entity.Target.Value != null ? EntityInstances[entity.Target.Value] : null);
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constantWeapon.OnStopFiring += () =>
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_constantWeaponManagers[data].StopFiring(item);
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}
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}
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}
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instance.RadiatorMeshes = new Dictionary<HardpointData, MeshRenderer>();
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instance.Barrels = new Dictionary<HardpointData, Transform[]>();
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instance.BarrelIndices = new Dictionary<HardpointData, int>();
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foreach (var hp in hullData.Hardpoints)
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{
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if (hp.Type == HardpointType.Radiator)
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{
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var mesh = instance.Prefab.RadiatorHardpoints.FirstOrDefault(x => x.name == hp.Transform);
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if (mesh)
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{
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instance.RadiatorMeshes.Add(hp, mesh.Mesh);
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}
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}
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if(hp.Type == HardpointType.Ballistic || hp.Type == HardpointType.Energy || hp.Type == HardpointType.Launcher)
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{
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var whp = instance.Prefab.WeaponHardpoints.FirstOrDefault(x => x.name == hp.Transform);
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if (whp)
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{
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instance.Barrels.Add(hp, whp.FiringPoint);
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instance.BarrelIndices.Add(hp, 0);
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}
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}
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}
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void DamageSchematic(float damage, Shape hitShape)
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{
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foreach (var v in hitShape.Coordinates)
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hitShape[v] = hitShape[v] && hullData.Shape[v];
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float hullDamage = 0;
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var damagePerCell = damage / hitShape.Coordinates.Length;
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foreach (var v in hitShape.Coordinates)
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{
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var d = damagePerCell;
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// Subtract surface damage from armor, passing on the remainder to the item and then to the hull
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var prev = entity.Armor[v.x, v.y];
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entity.Armor[v.x, v.y] = max(prev - d, 0);
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entity.ArmorDamage.OnNext((v, d));
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d = max(d - prev, 0);
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if (d > 0.1f)
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{
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var item = entity.GearOccupancy[v.x, v.y];
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if (item != null)
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{
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prev = item.EquippableItem.Durability;
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item.EquippableItem.Durability = max(prev - d, 0);
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entity.ItemDamage.OnNext((item, d));
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d = max(d - prev, 0);
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}
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}
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hullDamage += d;
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}
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if(hullDamage > .1f)
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{
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entity.Hull.Durability -= hullDamage;
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entity.HullDamage.OnNext(hullDamage);
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}
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}
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foreach (var collider in instance.Prefab.HullColliders)
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{
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collider.Splash.Subscribe(splash =>
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{
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var hitShape = new Shape(hullData.Shape.Width, hullData.Shape.Height);
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foreach (var v in hullData.Shape.Coordinates)
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{
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var localHitDirection = instance.Prefab.transform.InverseTransformDirection(splash.Direction);
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var direction = normalize(float2(localHitDirection.x, localHitDirection.z));
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var cellDot = dot(normalize(v - hullData.Shape.CenterOfMass), direction);
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if (cellDot < 0) hitShape[v] = true;
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}
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DamageSchematic(splash.Damage, hitShape);
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});
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collider.Hit.Subscribe(hit =>
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{
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var hardpointIndex = (int) hit.Hit.textureCoord.x - 1;
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var hitShape = new Shape(hullData.Shape.Width, hullData.Shape.Height);
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// U coordinate between 0-1 indicates a hit that didn't land directly on a hardpoint
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// Find the 2D position of the hit scaled to the schematic
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float2 hitPos = float2.zero;
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if (hardpointIndex < 0)
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{
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hitPos = float2(hit.Hit.textureCoord.x * hullData.Shape.Width, hit.Hit.textureCoord.y * hullData.Shape.Height);
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// Search all schematic border cells for the cell which is closest to the hit position
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var hitCell = int2(-1);
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var distance = float.MaxValue;
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foreach (var v in hullData.Shape.Coordinates)
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{
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var cellDist = lengthsq(hitPos - v);
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if (cellDist < distance)
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{
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distance = cellDist;
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hitCell = v;
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}
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}
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hitShape[hitCell] = true;
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}
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else
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{
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// Collider UV coordinates starting with 1 correspond to hardpoint index
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var hardpoint = hullData.Hardpoints[hardpointIndex];
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// Obtain the hull coordinates of all cells occupied by the hardpoint
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var hardpointCells = hullData.Shape.Inset(hardpoint.Shape, hardpoint.Position);
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hitPos = hardpointCells.CenterOfMass;
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foreach (var v in hardpointCells.Coordinates)
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hitShape[v] = true;
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}
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for (int i = 0; i < hit.Spread - 1; i++)
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{
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hitShape.Expand();
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}
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if (hit.Penetration > .5f)
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{
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// Find the local 2D vector corresponding to the direction of the incoming hit
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var localHitDirection = instance.Prefab.transform.InverseTransformDirection(hit.Direction);
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var penetrationVector = normalize(float2(localHitDirection.x, localHitDirection.z));
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// March a ray through the ship from the hit position
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var penetrationPoint = hitPos;
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var penetrationDistance = 0;
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while (penetrationDistance < hit.Penetration)
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{
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penetrationPoint += penetrationVector * .5f;
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hitShape[int2(penetrationPoint)] = true;
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}
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}
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DamageSchematic(hit.Damage, hitShape);
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});
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}
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instance.LookAtPoint = new GameObject($"{entity.Name} Look Point").transform;
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foreach (var articulationPoint in instance.Prefab.ArticulationPoints)
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{
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articulationPoint.Target = instance.LookAtPoint;
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}
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EntityInstances.Add(entity, instance);
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}
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void UnloadEntity(Entity entity)
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{
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if (EntityInstances[entity].Prefab.DestroyEffect != null)
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{
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var t = Instantiate(EntityInstances[entity].Prefab.DestroyEffect).transform;
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t.position = EntityInstances[entity].Prefab.transform.position;
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}
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foreach (var item in entity.Equipment)
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{
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foreach (var behavior in item.Behaviors)
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{
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if(behavior is Weapon weapon)
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weapon.ResetEvents();
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}
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}
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Destroy(EntityInstances[entity].Transform.gameObject);
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EntityInstances.Remove(entity);
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}
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void LoadPlanet(BodyData planetData)
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{
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if (planetData is AsteroidBeltData beltData)
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{
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var meshes = AsteroidMeshes.ToList();
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while(meshes.Count > Settings.AsteroidMeshCount)
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meshes.RemoveAt(Random.Range(0,meshes.Count));
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_beltMeshes[planetData.ID] = meshes.ToArray();
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_beltMatrices[planetData.ID] = new Matrix4x4[meshes.Count][];
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var count = beltData.Asteroids.Length / meshes.Count;
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var remainder = beltData.Asteroids.Length - count * meshes.Count;
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for (int i = 0; i < meshes.Count; i++)
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{
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_beltMatrices[planetData.ID][i] = new Matrix4x4[i<meshes.Count-1 ? count : count+remainder];
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}
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var beltObject = Instantiate(AsteroidBeltUI, ZoneRoot);
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var collider = beltObject.GetComponent<MeshCollider>();
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var belt = new AsteroidBeltUI(_zone, _zone.AsteroidBelts[beltData.ID], beltObject, collider, AsteroidSpritesheetWidth, AsteroidSpritesheetHeight, Settings.MinimapAsteroidSize);
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_beltObjects[beltData.ID] = belt;
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}
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else
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{
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PlanetObject planet;
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if (planetData is GasGiantData gasGiantData)
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{
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if (planetData is SunData sunData)
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{
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planet = Instantiate(Sun, ZoneRoot);
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var sun = (SunObject) planet;
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sunData.LightColor.Subscribe(c => sun.Light.color = c.ToColor());
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sunData.Mass.Subscribe(m => sun.Light.range = Settings.PlanetSettings.LightRadius.Evaluate(m));
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sunData.FogTintColor.Subscribe(c => sun.FogTint.material.SetColor("_Color", c.ToColor()));
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sunData.Mass.Subscribe(m => sun.FogTint.transform.localScale = Settings.PlanetSettings.FogTintRadius.Evaluate(m) * Vector3.one);
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}
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else planet = Instantiate(GasGiant, ZoneRoot);
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var gas = (GasGiantObject) planet;
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var gasGiant = _zone.PlanetInstances[planetData.ID] as GasGiant;
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gasGiantData.Colors.Subscribe(c => gas.Body.material.SetTexture("_ColorRamp", c.ToGradient(!(planetData is SunData)).ToTexture()));
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gasGiantData.AlbedoRotationSpeed.Subscribe(f => gas.SunMaterial.AlbedoRotationSpeed = f);
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gasGiantData.FirstOffsetRotationSpeed.Subscribe(f => gas.SunMaterial.FirstOffsetRotationSpeed = f);
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gasGiantData.SecondOffsetRotationSpeed.Subscribe(f => gas.SunMaterial.SecondOffsetRotationSpeed = f);
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gasGiantData.FirstOffsetDomainRotationSpeed.Subscribe(f => gas.SunMaterial.FirstOffsetDomainRotationSpeed = f);
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gasGiantData.SecondOffsetDomainRotationSpeed.Subscribe(f => gas.SunMaterial.SecondOffsetDomainRotationSpeed = f);
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gasGiant.GravityWavesRadius.Subscribe(f => gas.GravityWaves.transform.localScale = f * Vector3.one);
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gasGiant.GravityWavesDepth.Subscribe(f => gas.GravityWaves.material.SetFloat("_Depth", f));
|
|
planetData.Mass.Subscribe(f => gas.GravityWaves.material.SetFloat("_Frequency", Settings.PlanetSettings.WaveFrequency.Evaluate(f)));
|
|
//gas.WaveScroll.Speed = Properties.GravitySettings.WaveSpeed.Evaluate(f);
|
|
}
|
|
else
|
|
{
|
|
planet = Instantiate(Planet, ZoneRoot);
|
|
var possibleSettings = Settings.BodySettingsCollections
|
|
.Where(p => p.MinimumMass < planetData.Mass.Value)
|
|
.MaxBy(p => p.MinimumMass).BodySettings;
|
|
planet.Generator.body = possibleSettings[Random.Range(0, possibleSettings.Length)];
|
|
//Debug.Log($"Generating planet with {planetData.Mass} mass! Choosing {planet.Generator.body.name} settings!");
|
|
//planet.Icon.material.mainTexture = planetData.Mass > Context.GlobalData.PlanetMass ? PlanetIcon : PlanetoidIcon;
|
|
}
|
|
|
|
var planetInstance = _zone.PlanetInstances[planetData.ID];
|
|
planetInstance.BodyRadius.Subscribe(f =>
|
|
{
|
|
planet.Body.transform.localScale = f * Vector3.one;
|
|
});
|
|
planetInstance.GravityWellRadius.Subscribe(f => planet.GravityWell.transform.localScale = f * Vector3.one);
|
|
planetInstance.GravityWellDepth.Subscribe(f =>
|
|
{
|
|
if (f > _maxDepth) _maxDepth = f;
|
|
planet.GravityWell.material.SetFloat("_Depth", f);
|
|
planet.Icon.transform.position = new Vector3(0, -f, 0);
|
|
});
|
|
planetInstance.BodyData.Mass.Subscribe(f => planet.Icon.transform.localScale = Settings.IconSize.Evaluate(f) * Vector3.one);
|
|
|
|
|
|
Planets[planetData.ID] = planet;
|
|
if (!_rootFound)
|
|
{
|
|
_rootFound = true;
|
|
_root = planet;
|
|
}
|
|
}
|
|
LODHandler.FindPlanets();
|
|
}
|
|
|
|
// private void Update()
|
|
// {
|
|
// if (Tour)
|
|
// {
|
|
// _tourTimer -= UnityEngine.Time.deltaTime;
|
|
// if (_tourTimer < 0)
|
|
// {
|
|
// _tourTimer = TourSwitchTime;
|
|
// _tourIndex = (_tourIndex + 1) % _tourPlanets.Count;
|
|
// SceneCamera.Follow = _tourPlanets[_tourIndex].Item1;
|
|
// SceneCamera.LookAt = _tourPlanets[_tourIndex].Item2;
|
|
// if(_tourIndex==0) Debug.Log("Tour Complete!");
|
|
// }
|
|
// // if(_tourIndex>=0)
|
|
// // {
|
|
// // var offset = (SceneCamera.Follow.position - SceneCamera.LookAt.position);
|
|
// // offset.y = 0;
|
|
// // offset = offset.normalized * TourFollowDistance;
|
|
// // offset.y = TourHeightOffset;
|
|
// // offset = Quaternion.AngleAxis(TourFollowOffsetDegrees, Vector3.up) * offset;
|
|
// // _transposer.m_FollowOffset = offset;
|
|
// // }
|
|
// }
|
|
// }
|
|
|
|
void Update()
|
|
{
|
|
foreach(var belt in _zone.AsteroidBelts)
|
|
{
|
|
var meshes = _beltMeshes[belt.Key];
|
|
var count = belt.Value.Positions.Length / meshes.Length;
|
|
for (int i = 0; i < meshes.Length; i++)
|
|
{
|
|
for (int t = 0; t < _beltMatrices[belt.Key][i].Length; t++)
|
|
{
|
|
var tx = t + i * count;
|
|
_beltMatrices[belt.Key][i][t] = Matrix4x4.TRS(belt.Value.Positions[tx],
|
|
Quaternion.Euler(
|
|
cos(belt.Value.Rotations[tx] + (float) i / meshes.Length) * 100,
|
|
sin(belt.Value.Rotations[tx] + (float) i / meshes.Length) * 100,
|
|
(float) tx / belt.Value.Positions.Length * 360),
|
|
Vector3.one * belt.Value.Scales[tx]);
|
|
}
|
|
|
|
Graphics.DrawMeshInstanced(meshes[i].Mesh, 0, meshes[i].Material, _beltMatrices[belt.Key][i]);
|
|
}
|
|
_beltObjects[belt.Key].Update(belt.Value.Positions);
|
|
}
|
|
|
|
foreach (var planet in Planets)
|
|
{
|
|
var planetInstance = _zone.PlanetInstances[planet.Key];
|
|
var p = _zone.GetOrbitPosition(planetInstance.BodyData.Orbit);
|
|
planet.Value.transform.position = new Vector3(p.x, 0, p.y);
|
|
planet.Value.Body.transform.localPosition = new Vector3(0, _zone.GetHeight(p) + planetInstance.BodyRadius.Value * 2, 0);
|
|
if(planet.Value is GasGiantObject gasGiantObject)
|
|
{
|
|
gasGiantObject.GravityWaves.material.SetFloat("_Phase", Time * ((GasGiant) _zone.PlanetInstances[planet.Key]).GravityWavesSpeed.Value);
|
|
if(!(planet.Value is SunObject))
|
|
{
|
|
var toParent = normalize(_zone.GetOrbitPosition(_zone.Orbits[planetInstance.BodyData.Orbit].Data.Parent) - p);
|
|
gasGiantObject.SunMaterial.LightingDirection = new Vector3(toParent.x, 0, toParent.y);
|
|
}
|
|
}
|
|
else planet.Value.Body.transform.rotation *= Quaternion.AngleAxis(Settings.PlanetRotationSpeed, Vector3.up);
|
|
}
|
|
|
|
var hitList = new List<Entity>();
|
|
foreach (var entity in EntityInstances)
|
|
{
|
|
if(entity.Key.Hull.Durability <= 0)
|
|
{
|
|
hitList.Add(entity.Key);
|
|
continue;
|
|
}
|
|
if(entity.Value is ShipInstance shipInstance)
|
|
{
|
|
foreach (var (effect, system, baseEmission) in shipInstance.Particles)
|
|
{
|
|
var emissionModule = system.emission;
|
|
var item = effect.Item.EquippableItem;
|
|
var data = shipInstance.Entity.ItemManager.GetData(item);
|
|
emissionModule.rateOverTimeMultiplier = baseEmission * effect.Axis * (item.Durability / data.Durability);
|
|
}
|
|
|
|
entity.Value.Transform.rotation = ((Ship) entity.Key).Rotation;
|
|
}
|
|
|
|
foreach (var x in entity.Value.RadiatorMeshes)
|
|
{
|
|
var temp = 0f;
|
|
foreach (var v in x.Key.Shape.Coordinates)
|
|
{
|
|
var v2 = v + x.Key.Position;
|
|
temp += entity.Key.Temperature[v2.x, v2.y];
|
|
}
|
|
temp /= x.Key.Shape.Coordinates.Length;
|
|
x.Value.material.SetFloat("_Emission", Settings.GameplaySettings.TemperatureEmissionCurve.Evaluate(temp));
|
|
}
|
|
|
|
foreach (var x in entity.Value.Barrels)
|
|
{
|
|
entity.Key.HardpointTransforms[x.Key] = (x.Value[0].position, x.Value[0].forward);
|
|
}
|
|
|
|
if (entity.Key.Target.Value != null && !EntityInstances.ContainsKey(entity.Key.Target.Value))
|
|
entity.Key.Target.Value = null;
|
|
entity.Value.LookAtPoint.position = entity.Value.Transform.position + (Vector3) entity.Key.LookDirection * (entity.Key.Target.Value != null
|
|
? max((EntityInstances[entity.Key.Target.Value].Transform.position - entity.Value.Transform.position).magnitude,Settings.GameplaySettings.ConvergenceMinimumDistance) : 10000);
|
|
entity.Value.Transform.position = entity.Key.Position;
|
|
}
|
|
foreach(var e in hitList)
|
|
{
|
|
_zone.Entities.Remove(e);
|
|
}
|
|
|
|
var fogPos = FogCameraParent.position;
|
|
SectorBoundaryBrush.material.SetFloat("_Power", Settings.PlanetSettings.ZoneDepthExponent);
|
|
SectorBoundaryBrush.material.SetFloat("_Depth", Settings.PlanetSettings.ZoneDepth + Settings.PlanetSettings.ZoneBoundaryFog);
|
|
var startDepth = Zone.PowerPulse(Settings.MinimapZoneGravityRange, Settings.PlanetSettings.ZoneDepthExponent) * Settings.PlanetSettings.ZoneDepth;
|
|
var depthRange = Settings.PlanetSettings.ZoneDepth - startDepth + _maxDepth;
|
|
// MinimapGravityQuad.material.SetFloat("_StartDepth", startDepth);
|
|
// MinimapGravityQuad.material.SetFloat("_DepthRange", depthRange);
|
|
FogMaterial.SetFloat("_GridOffset", Settings.PlanetSettings.ZoneBoundaryFog);
|
|
FogMaterial.SetVector("_GridTransform", new Vector4(fogPos.x,fogPos.z,_viewDistance*2));
|
|
// var gravPos = MinimapGravityQuad.transform.position;
|
|
// gravPos.y = -Settings.PlanetSettings.ZoneDepth - _maxDepth;
|
|
// MinimapGravityQuad.transform.position = gravPos;
|
|
// MinimapTintQuad.transform.position = gravPos - Vector3.up*10;
|
|
}
|
|
}
|
|
|
|
public class EntityInstance
|
|
{
|
|
public Entity Entity;
|
|
public Transform Transform;
|
|
public EntityPrefab Prefab;
|
|
public Dictionary<HardpointData, Transform[]> Barrels;
|
|
public Dictionary<HardpointData, int> BarrelIndices;
|
|
public Dictionary<HardpointData, MeshRenderer> RadiatorMeshes;
|
|
public Transform LookAtPoint;
|
|
public Transform GetBarrel(HardpointData hardpoint)
|
|
{
|
|
if (Barrels.ContainsKey(hardpoint))
|
|
{
|
|
var barrel = Barrels[hardpoint][BarrelIndices[hardpoint]];
|
|
BarrelIndices[hardpoint] = (BarrelIndices[hardpoint] + 1) % Barrels[hardpoint].Length;
|
|
return barrel;
|
|
}
|
|
|
|
return Transform;
|
|
}
|
|
}
|
|
|
|
public class ShipInstance : EntityInstance
|
|
{
|
|
public (Thruster effect, ParticleSystem system, float baseEmission)[] Particles;
|
|
}
|
|
|
|
[Serializable]
|
|
public class InstancedMesh
|
|
{
|
|
public Mesh Mesh;
|
|
public Material Material;
|
|
}
|
|
|
|
public class AsteroidBeltUI
|
|
{
|
|
private MeshFilter _filter;
|
|
private MeshCollider _collider;
|
|
private Vector3[] _vertices;
|
|
private Vector3[] _normals;
|
|
private Vector2[] _uvs;
|
|
private int[] _indices;
|
|
private Guid _orbitParent;
|
|
private Mesh _mesh;
|
|
private float _size;
|
|
private Zone _zone;
|
|
private AsteroidBelt _belt;
|
|
private float _scale;
|
|
|
|
public AsteroidBeltUI(Zone zone, AsteroidBelt belt, MeshFilter meshFilter, MeshCollider collider, int spritesheetWidth, int spritesheetHeight, float scale)
|
|
{
|
|
_belt = belt;
|
|
_zone = zone;
|
|
_filter = meshFilter;
|
|
_collider = collider;
|
|
var orbit = zone.Orbits[belt.Data.Orbit];
|
|
_orbitParent = orbit.Data.Parent;
|
|
_vertices = new Vector3[_belt.Data.Asteroids.Length*4];
|
|
_normals = new Vector3[_belt.Data.Asteroids.Length*4];
|
|
_uvs = new Vector2[_belt.Data.Asteroids.Length*4];
|
|
_indices = new int[_belt.Data.Asteroids.Length*6];
|
|
_scale = scale;
|
|
|
|
var maxDist = 0f;
|
|
var spriteSize = float2(1f / spritesheetWidth, 1f / spritesheetHeight);
|
|
// vertex order: bottom left, top left, top right, bottom right
|
|
for (var i = 0; i < belt.Data.Asteroids.Length; i++)
|
|
{
|
|
if (belt.Data.Asteroids[i].Distance > maxDist)
|
|
maxDist = belt.Data.Asteroids[i].Distance;
|
|
var spriteX = Random.Range(0, spritesheetWidth);
|
|
var spriteY = Random.Range(0, spritesheetHeight);
|
|
|
|
_uvs[i * 4] = new Vector2(spriteX * spriteSize.x, spriteY * spriteSize.y);
|
|
_uvs[i * 4 + 1] = new Vector2(spriteX * spriteSize.x, spriteY * spriteSize.y + spriteSize.y);
|
|
_uvs[i * 4 + 2] = new Vector2(spriteX * spriteSize.x + spriteSize.x, spriteY * spriteSize.y + spriteSize.y);
|
|
_uvs[i * 4 + 3] = new Vector2(spriteX * spriteSize.x + spriteSize.x, spriteY * spriteSize.y);
|
|
|
|
_indices[i * 6] = i * 4;
|
|
_indices[i * 6 + 1] = i * 4 + 1;
|
|
_indices[i * 6 + 2] = i * 4 + 3;
|
|
_indices[i * 6 + 3] = i * 4 + 3;
|
|
_indices[i * 6 + 4] = i * 4 + 1;
|
|
_indices[i * 6 + 5] = i * 4 + 2;
|
|
}
|
|
|
|
for (var i = 0; i < _normals.Length; i++)
|
|
{
|
|
_normals[i] = -Vector3.forward;
|
|
}
|
|
|
|
_mesh = new Mesh();
|
|
_mesh.vertices = _vertices;
|
|
_mesh.uv = _uvs;
|
|
_mesh.triangles = _indices;
|
|
_mesh.normals = _normals;
|
|
_mesh.bounds = new Bounds(Vector3.zero, Vector3.one * maxDist);
|
|
_size = maxDist;
|
|
|
|
_filter.mesh = _mesh;
|
|
//_collider.sharedMesh = _mesh;
|
|
}
|
|
|
|
public void Update(float3[] positions)
|
|
{
|
|
var parentPosition = _zone.GetOrbitPosition(_orbitParent);
|
|
for (var i = 0; i < _belt.Data.Asteroids.Length; i++)
|
|
{
|
|
var rotation = Quaternion.Euler(90, _belt.Rotations[i], 0);
|
|
//var position = new Vector3(_belt.Transforms[i].x, _zone.GetHeight(parentPosition), _belt.Transforms[i].y);
|
|
_vertices[i * 4] = rotation * new Vector3(-_belt.Scales[i] * _scale,-_belt.Scales[i] * _scale,0) + (Vector3) positions[i];
|
|
_vertices[i * 4 + 1] = rotation * new Vector3(-_belt.Scales[i] * _scale,_belt.Scales[i] * _scale,0) + (Vector3) positions[i];
|
|
_vertices[i * 4 + 2] = rotation * new Vector3(_belt.Scales[i] * _scale,_belt.Scales[i] * _scale,0) + (Vector3) positions[i];
|
|
_vertices[i * 4 + 3] = rotation * new Vector3(_belt.Scales[i] * _scale,-_belt.Scales[i] * _scale,0) + (Vector3) positions[i];
|
|
}
|
|
|
|
_mesh.bounds = new Bounds(new Vector3(parentPosition.x, 0, parentPosition.y), Vector3.one * (_size * 2));
|
|
_mesh.vertices = _vertices;
|
|
//_collider.sharedMesh = _mesh;
|
|
}
|
|
} |