Removed blueprint system for crafting (and excised anything depending on that) Implemented smootherstep and used it for wormhole animation Quality dependent durability and heat exponents are now global instead of item specific Database list view now groups equipment by manufacturer Thrusters can now consume energy Weapons can have reloads even when they don't have ammo
117 lines
No EOL
4.6 KiB
C#
117 lines
No EOL
4.6 KiB
C#
using System.Collections;
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using System.Linq;
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using UnityEngine;
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public class ShipInstance : EntityInstance
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{
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private class ThrusterInstance
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{
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public Thruster Thruster;
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public GameObject SfxSource;
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public ParticleSystem System;
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public float BaseEmission;
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public int MaxParticleCount;
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}
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private ThrusterInstance[] _thrusters;
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public Ship Ship { get; private set; }
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public override void SetEntity(ZoneRenderer zoneRenderer, Entity entity)
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{
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base.SetEntity(zoneRenderer, entity);
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var ship = entity as Ship;
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if (ship == null)
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{
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Debug.LogError($"Attempted to assign non-ship entity to {gameObject.name} ship instance prefab!");
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return;
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}
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Ship = ship;
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_thrusters = ship.GetBehaviors<Thruster>().Select(thruster =>
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{
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var effectData = (ThrusterData) thruster.Data;
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var particles = Instantiate(UnityHelpers.LoadAsset<ParticleSystem>(effectData.ParticlesPrefab), transform, false);
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var particlesShape = particles.shape;
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var thrusterHardpoint = ThrusterHardpoints
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.FirstOrDefault(t => t.name == thruster.Entity.Hardpoints[thruster.Item.Position.x, thruster.Item.Position.y].Transform);
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particlesShape.meshRenderer = thrusterHardpoint?.Emitter;
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if (!string.IsNullOrEmpty(thruster.Item.Data.SoundEffectTrigger) && thrusterHardpoint != null)
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{
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AkSoundEngine.RegisterGameObj(thrusterHardpoint.gameObject);
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AkSoundEngine.PostEvent(thruster.Item.Data.SoundEffectTrigger, thrusterHardpoint.gameObject);
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}
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return new ThrusterInstance
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{
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Thruster = thruster,
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SfxSource = thrusterHardpoint?.gameObject,
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System = particles,
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BaseEmission = particles.emission.rateOverTimeMultiplier,
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MaxParticleCount = 0
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};
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})
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.ToArray();
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foreach (var particle in _thrusters)
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{
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particle.System.gameObject.SetActive(false);
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}
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}
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protected override void ShowUnfadedElements()
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{
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base.ShowUnfadedElements();
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foreach (var particle in _thrusters)
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{
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particle.System.gameObject.SetActive(true);
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}
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}
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protected override void HideUnfadedElements()
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{
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base.HideUnfadedElements();
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foreach (var particle in _thrusters)
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{
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particle.System.gameObject.SetActive(false);
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}
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}
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public override void Update()
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{
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base.Update();
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foreach (var thrusterInstance in _thrusters)
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{
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var emissionModule = thrusterInstance.System.emission;
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var item = thrusterInstance.Thruster.Item.EquippableItem;
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var data = Entity.ItemManager.GetData(item);
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thrusterInstance.MaxParticleCount = thrusterInstance.System.particleCount;
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emissionModule.rateOverTimeMultiplier = thrusterInstance.BaseEmission * thrusterInstance.Thruster.Axis * (item.Durability / data.Durability);
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if (thrusterInstance.SfxSource)
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{
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var throttle = 0f;
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if (thrusterInstance.System.particleCount > 0)
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throttle = (float) thrusterInstance.System.particleCount / thrusterInstance.MaxParticleCount;
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AkSoundEngine.SetObjectPosition(thrusterInstance.SfxSource, thrusterInstance.SfxSource.transform);
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AkSoundEngine.SetRTPCValue("thruster_throttle", throttle, thrusterInstance.SfxSource);
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AkSoundEngine.SetRTPCValue("performance_durability", thrusterInstance.Thruster.Item.DurabilityPerformance, thrusterInstance.SfxSource);
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AkSoundEngine.SetRTPCValue("performance_thermal", thrusterInstance.Thruster.Item.ThermalPerformance, thrusterInstance.SfxSource);
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AkSoundEngine.SetRTPCValue("performance_quality", thrusterInstance.Thruster.Item.EquippableItem.Quality, thrusterInstance.SfxSource);
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}
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}
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transform.rotation = Ship.Rotation;
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}
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public override void OnDestroy()
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{
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foreach (var thrusterInstance in _thrusters)
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{
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if (thrusterInstance.SfxSource)
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{
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AkSoundEngine.PostEvent(thrusterInstance.Thruster.Item.Data.SoundEffectTrigger + "_stop", thrusterInstance.SfxSource);
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AkSoundEngine.UnregisterGameObj(thrusterInstance.SfxSource);
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}
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}
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}
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} |