Aetheria/Assets/Scripts/Gameplay/ShipInstance.cs
Reinier Vens 2c4520000b Demo Hotfixes
Replaced Unity TAA with PlayDead TAA
Custom keyboard layout test scene
Adjusted Aetheric Drive VFX to be more subtle
Reworked stardust VFX to reduce flickering artifacts
Added Action Bar & weapon groups saving/loading
Implemented security levels and faction safe zone visualization
Improved station placement (now include defensive turrets)
2021-05-02 20:59:45 +01:00

139 lines
No EOL
5 KiB
C#

using System;
using System.Collections;
using System.Linq;
using UnityEngine;
using Unity.Mathematics;
using static Unity.Mathematics.math;
public class ShipInstance : EntityInstance
{
private static int _shipIndex;
public TractorBeam TractorBeam;
private class ThrusterInstance
{
public Thruster Thruster;
public ParticleSystem System;
public float BaseEmission;
public int MaxParticleCount;
}
private class AetherDriveInstance
{
public AetherDrive Drive;
public ParticleSystem Particles;
public float BaseEmission;
public float BaseForce;
}
private ThrusterInstance[] _thrusters;
private AetherDriveInstance _aetherDrive;
public Ship Ship { get; private set; }
private void Start()
{
var tractorBeamMain = TractorBeam.ParticleSystem.main;
tractorBeamMain.customSimulationSpace = LocalSpace;
}
public override void SetEntity(ZoneRenderer zoneRenderer, Entity entity)
{
base.SetEntity(zoneRenderer, entity);
var ship = entity as Ship;
if (ship == null)
{
Debug.LogError($"Attempted to assign non-ship entity to {gameObject.name} ship instance prefab!");
return;
}
Ship = ship;
var drive = ship.GetBehavior<AetherDrive>();
if (drive != null)
{
var particles = Instantiate(UnityHelpers.LoadAsset<ParticleSystem>(drive.DriveData.Particles), transform, false);
var main = particles.main;
main.customSimulationSpace = LocalSpace;
_aetherDrive = new AetherDriveInstance
{
Drive = drive,
BaseEmission = particles.emission.rateOverTimeMultiplier,
Particles = particles,
BaseForce = particles.forceOverLifetime.z.curveMultiplier
};
}
_thrusters = ship.GetBehaviors<Thruster>().Select(thruster =>
{
var effectData = (ThrusterData) thruster.Data;
var particles = Instantiate(UnityHelpers.LoadAsset<ParticleSystem>(effectData.ParticlesPrefab), transform, false);
var particlesShape = particles.shape;
var thrusterHardpoint = ThrusterHardpoints
.FirstOrDefault(t => t.name == ship.Hardpoints[thruster.Item.Position.x, thruster.Item.Position.y].Transform);
particlesShape.meshRenderer = thrusterHardpoint?.Emitter;
// if (!string.IsNullOrEmpty(thruster.Item.Data.SoundEffectTrigger) && thrusterHardpoint != null)
// {
// AkSoundEngine.RegisterGameObj(thrusterHardpoint.gameObject);
// AkSoundEngine.PostEvent(thruster.Item.Data.SoundEffectTrigger, thrusterHardpoint.gameObject);
// }
return new ThrusterInstance
{
Thruster = thruster,
System = particles,
BaseEmission = particles.emission.rateOverTimeMultiplier,
MaxParticleCount = 0
};
})
.ToArray();
foreach (var particle in _thrusters)
{
particle.System.gameObject.SetActive(false);
}
}
protected override void ShowUnfadedElements()
{
base.ShowUnfadedElements();
foreach (var particle in _thrusters)
{
particle.System.gameObject.SetActive(true);
}
}
protected override void HideUnfadedElements()
{
base.HideUnfadedElements();
foreach (var particle in _thrusters)
{
particle.System.gameObject.SetActive(false);
}
}
public override void Update()
{
base.Update();
TractorBeam.Power = Entity.TractorPower;
TractorBeam.Direction = Entity.LookDirection;
if (_aetherDrive != null)
{
var thrust = length(_aetherDrive.Drive.ThrustDirection);
var forceOverLifetime = _aetherDrive.Particles.forceOverLifetime;
forceOverLifetime.xMultiplier = _aetherDrive.Drive.ThrustDirection.x * _aetherDrive.BaseForce;
forceOverLifetime.zMultiplier = _aetherDrive.Drive.ThrustDirection.y * _aetherDrive.BaseForce;
var emissionModule = _aetherDrive.Particles.emission;
emissionModule.rateOverTimeMultiplier = _aetherDrive.BaseEmission * thrust;
}
foreach (var thrusterInstance in _thrusters)
{
var emissionModule = thrusterInstance.System.emission;
var item = thrusterInstance.Thruster.Item.EquippableItem;
var data = Entity.ItemManager.GetData(item);
thrusterInstance.MaxParticleCount = thrusterInstance.System.particleCount;
emissionModule.rateOverTimeMultiplier = thrusterInstance.BaseEmission * thrusterInstance.Thruster.Axis * (item.Durability / data.Durability);
}
transform.rotation = Ship.Rotation;
}
}