PickupTests: TheBeamTakesFromWhicheverBayCanStore is a theory over which bay is full. CapabilityPresentationSmoke: tracked ship's hull hit is drawn; a beam above the held point stays on the ground plane; a grab at the beam keeps its aim; the other entity's grab reaches its own bound beam and not this one. FloatingItemsDrawnSmoke: a held item's label comes up; the test scene's stand-in pose equals the zone's held pose. Zone.HeldPull is the one smoothstep of the held pose; FieldDriver's tendril and FieldTester's stand-in call it (FieldTester.PulledPosition, PullProgress), deleting the two copies. All commits build (Unity compile and both smokes green). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
211 lines
10 KiB
C#
211 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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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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using Random = UnityEngine.Random;
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// Drives the field ONLY by publishing capability events into a CapabilityEvents source that
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// CapabilityPresentationBinder (a component alongside FieldDriver) feeds to it. This scene stands in
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// for the capability owner the simulation does not have yet (docs/headless-playground-cut.md fork L:
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// "Simulation emits capability events; presentations subscribe and decide nothing"). FieldTester
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// itself decides nothing about how those events render -- that stays FieldDriver's job as a presenter.
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public class FieldTester : MonoBehaviour
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{
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public int PickupCount;
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public ItemPickup[] PickupPrefabs;
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public float PickupTravelDistance;
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public float PickupTravelTimeMin;
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public float PickupTravelTimeMax;
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public float PickupSizeMin;
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public float PickupSizeMax;
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public float ScaleExponent;
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public float PickupSpawnDistanceMin;
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public float PickupSpawnDistanceMax;
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public Camera Camera;
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public FieldDriver TestField;
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public PropertiesPanel Properties;
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// The scene's slow viewing timings for a grab, published as the events' phase durations.
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public float GrabExtendTime;
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public float GrabEnvelopTime;
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public float GrabPullTime;
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private AetheriaInput _input;
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private bool _forceThrust;
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private float _throttleDecay = 2;
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private bool _directionalPush;
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// Damped thrust state: previously lived on TestField.Push/FrontTwist/RearTwist and was written
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// there directly every frame. Now that FieldTester only ever publishes a ThrustEvent, the damped
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// state itself has to live here instead -- FieldDriver's own Push/FrontTwist/RearTwist fields are
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// set from the event by FieldDriver.Thrust() and read only for the shader and the properties panel.
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private float2 _push;
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private float _frontTwist;
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private float _rearTwist;
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private CapabilityEvents _capabilityEvents;
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// Cycles through every DamageType on each absorbed hit so the operator can see how a presenter
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// that varies by type would behave; the field shield presentation itself ignores it today.
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private static readonly DamageType[] DamageTypeCycle = (DamageType[])Enum.GetValues(typeof(DamageType));
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private int _nextDamageTypeIndex;
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private List<(float lerp, float time, Transform transform)> _pickups = new List<(float lerp, float time, Transform transform)>();
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// This scene stands in for the simulation, so it owns its pickup's grab timeline and pose: one grab at a time.
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private bool _grabbing;
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private int _grabIndex;
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private float _grabElapsed;
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private float3 _grabStart;
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private bool _envelopPublished;
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private bool _pullPublished;
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private void Start()
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{
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_input = new AetheriaInput();
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_input.Player.Enable();
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_capabilityEvents = new CapabilityEvents();
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var binder = TestField.GetComponent<CapabilityPresentationBinder>();
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if (binder == null)
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Debug.LogError("FieldTester expects a CapabilityPresentationBinder on TestField's GameObject; no capability events will reach the field.");
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else
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binder.Bind(_capabilityEvents);
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// Impact absorption (fork L): what used to be FieldDriver's own click handler is now this
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// scene's stand-in for whatever will eventually detect a hit and publish AbsorbEvent.
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var clickableCollider = TestField.GetComponent<ClickableCollider>();
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if (clickableCollider != null)
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{
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clickableCollider.OnClick += (_, _, ray, hit) =>
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{
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var damageType = DamageTypeCycle[_nextDamageTypeIndex];
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_nextDamageTypeIndex = (_nextDamageTypeIndex + 1) % DamageTypeCycle.Length;
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_capabilityEvents.PublishAbsorb(new AbsorbEvent(hit.point.ToCultMath(), ray.direction.ToCultMath(), TestField.TestMagnitude, damageType, AbsorbLayer.Shield));
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};
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}
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Properties.AddField("Time Scale", () => Time.timeScale, f => Time.timeScale = f, 0, 2);
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Properties.AddField("FOV", () => Camera.fieldOfView, f => Camera.fieldOfView = f, 15, 45);
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Properties.AddButton("Melee", () => _capabilityEvents.PublishMelee(
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new MeleeEvent(float3(0, 0, 1), TestField.MeleeRange, TestField.MeleeAngle, TestField.MeleeDuration)));
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Properties.AddField("Force Thrust", () => _forceThrust, b => _forceThrust = b);
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Properties.AddField("Directional Push", () => _directionalPush, b => _directionalPush = b);
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Properties.AddField("Throttle Decay", () => _throttleDecay, f => _throttleDecay = f);
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Properties.Inspect(TestField, true, true);
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Properties.AddProperty("Current Hits", () => TestField.HitCount.ToString());
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Properties.AddProperty("Push X", () => $"{(int)(TestField.Push.x * 100)}%");
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Properties.AddProperty("Push Y", () => $"{(int)(TestField.Push.y * 100)}%");
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Properties.AddProperty("Front Twist", () => $"{(int)(TestField.FrontTwist * 100)}%");
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Properties.AddProperty("Rear Twist", () => $"{(int)(TestField.RearTwist * 100)}%");
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for (int i = 0; i < PickupCount; i++)
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{
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var l = (float)i / PickupCount;
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var pickup = Instantiate(PickupPrefabs[(int)(l * PickupPrefabs.Length)], transform);
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var i1 = i;
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var click = pickup.GetComponent<ClickableCollider>();
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click.OnClick += (collider, data, ray, hit) =>
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{
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if (_grabbing) return;
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click.Clear();
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_grabbing = true;
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_grabIndex = i1;
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_grabElapsed = 0;
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_envelopPublished = _pullPublished = false;
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_grabStart = _pickups[i1].transform.position.ToCultMath();
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var id = new FloatingBodyId((uint) i1);
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_capabilityEvents.PublishGrab(new GrabEvent(id, GrabPhase.Started, _grabStart, 0));
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_capabilityEvents.PublishGrab(new GrabEvent(id, GrabPhase.Extend, _grabStart, GrabExtendTime));
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};
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pickup.ScanLabelContainer.gameObject.SetActive(false);
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pickup.enabled = false;
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var pickupTransform = pickup.transform;
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var time = Random.value;
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var circle = Random.insideUnitCircle.normalized * Random.Range(PickupSpawnDistanceMin,PickupSpawnDistanceMax);
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pickupTransform.position = new Vector3(circle.x,circle.y, (time-.5f)*PickupTravelDistance);
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_pickups.Add((l, time, pickupTransform));
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}
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}
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// Publishes Envelop and Pull once each at their cumulative boundaries, holds the pickup still until the pull and
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// then moves it along the same smoothstep as Zone's held pose, and ends with Completed and the pickup's removal.
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private void AdvanceGrab()
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{
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_grabElapsed += Time.deltaTime;
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var id = new FloatingBodyId((uint) _grabIndex);
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var pullStart = GrabExtendTime + GrabEnvelopTime;
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if (!_envelopPublished && _grabElapsed >= GrabExtendTime)
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{
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_envelopPublished = true;
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_capabilityEvents.PublishGrab(new GrabEvent(id, GrabPhase.Envelop, _grabStart, GrabEnvelopTime));
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}
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if (!_pullPublished && _grabElapsed >= pullStart)
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{
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_pullPublished = true;
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_capabilityEvents.PublishGrab(new GrabEvent(id, GrabPhase.Pull, _grabStart, GrabPullTime));
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}
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var pickup = _pickups[_grabIndex].transform;
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pickup.position = PulledPosition(_grabStart, TestField.transform.position.ToCultMath(), _grabElapsed,
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GrabExtendTime, GrabEnvelopTime, GrabPullTime).ToUnity();
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if (_pullPublished && PullProgress(_grabElapsed, GrabExtendTime, GrabEnvelopTime, GrabPullTime) >= 1)
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{
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_capabilityEvents.PublishGrab(new GrabEvent(id, GrabPhase.Completed, pickup.position.ToCultMath(), 0));
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Destroy(pickup.gameObject);
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var p = _pickups[_grabIndex];
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p.transform = null;
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_pickups[_grabIndex] = p;
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_grabbing = false;
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}
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}
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// How far along the pull a grab is `elapsed` seconds in: 0 through Extend and Envelop, then 0..1 over the pull.
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public static float PullProgress(float elapsed, float extend, float envelop, float pull) =>
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saturate((elapsed - extend - envelop) / max(pull, 1e-4f));
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// Where the stand-in sim holds its pickup: still through Extend and Envelop, then along Zone's held-pose curve.
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public static float3 PulledPosition(float3 start, float3 holder, float elapsed, float extend, float envelop, float pull) =>
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lerp(start, holder, Zone.HeldPull(PullProgress(elapsed, extend, envelop, pull)));
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private void Update()
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{
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var move = _forceThrust ? float2(0,1) : _input.Player.Move.ReadValue<Vector2>().ToCultMath();
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var turn = _input.Player.Turn.ReadValue<float>();
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float2 targetPush;
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float targetFrontTwist;
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float targetRearTwist;
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if (_directionalPush)
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{
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targetPush = move;
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targetFrontTwist = turn;
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targetRearTwist = turn;
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}
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else
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{
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targetPush = float2(0, move.y);
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targetFrontTwist = clamp(turn + move.x, -1, 1) * (1 + min(move.y, 0));
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targetRearTwist = clamp(turn - move.x, -1, 1) * (1 + min(-move.y, 0));
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}
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_push = damp(_push, targetPush, _throttleDecay, Time.deltaTime);
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_frontTwist = damp(_frontTwist, targetFrontTwist, _throttleDecay, Time.deltaTime);
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_rearTwist = damp(_rearTwist, targetRearTwist, _throttleDecay, Time.deltaTime);
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_capabilityEvents.PublishThrust(new ThrustEvent(_push, min(length(_push), 1), float2(_frontTwist, _rearTwist)));
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if (_grabbing) AdvanceGrab();
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for (var i = 0; i < _pickups.Count; i++)
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{
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var (l, time, t) = _pickups[i];
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if (t == null || (_grabbing && i == _grabIndex)) continue;
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time = frac(time + Time.deltaTime / lerp(PickupTravelTimeMin, PickupTravelTimeMax, l));
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t.localScale = Vector3.one * lerp(PickupSizeMin, PickupSizeMax, l) * Zone.PowerPulse(time - .5f, ScaleExponent);
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t.position = new Vector3(t.position.x, t.position.y, (time - .5f) * PickupTravelDistance);
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_pickups[i] = (l, time, t);
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}
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}
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}
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