Aetheria/Assets/Scripts/Gameplay/Weapons/GuidedProjectileManager.cs
Reinier Vens 47189c8a7e Equipment Data Simplification
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
2021-03-22 05:22:31 +00:00

61 lines
2.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
using static Unity.Mathematics.math;
public class GuidedProjectileManager : InstantWeaponEffectManager
{
public Prototype ProjectilePrototype;
public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target)
{
if (target == null) return;
if(weapon.Data is LauncherData launcher)
{
var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
p.Source = source.transform;
p.SourceEntity = source.Entity;
p.Target = target.transform;
p.Frequency = launcher.DodgeFrequency;
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
var barrel = source.GetBarrel(hp);
p.StartPosition = p.transform.position = barrel.position;
p.Damage = weapon.Damage;
p.Range = weapon.Range;
p.Penetration = weapon.Penetration;
p.Spread = weapon.DamageSpread;
p.DamageType = weapon.WeaponData.DamageType;
p.GuidanceCurve = launcher.GuidanceCurve.ToCurve();
p.LiftCurve = launcher.LiftCurve.ToCurve();
p.ThrustCurve = launcher.ThrustCurve.ToCurve();
p.Velocity = barrel.forward * weapon.Velocity;
p.Thrust = item.Evaluate(launcher.Thrust);
p.TopSpeed = item.Evaluate(launcher.MissileVelocity);
}
else if(weapon.Data is GuidedWeaponData guidance)
{
var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
p.Source = source.transform;
p.SourceEntity = source.Entity;
p.Target = target.transform;
p.Frequency = guidance.DodgeFrequency;
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
var barrel = source.GetBarrel(hp);
p.StartPosition = p.transform.position = barrel.position;
p.Damage = weapon.Damage;
p.Range = weapon.Range;
p.Penetration = weapon.Penetration;
p.Spread = weapon.DamageSpread;
p.DamageType = weapon.WeaponData.DamageType;
p.GuidanceCurve = guidance.GuidanceCurve.ToCurve();
p.LiftCurve = guidance.LiftCurve.ToCurve();
p.ThrustCurve = guidance.ThrustCurve.ToCurve();
p.Velocity = barrel.forward * weapon.Velocity;
p.Thrust = item.Evaluate(guidance.Thrust);
p.TopSpeed = item.Evaluate(guidance.MissileVelocity);
p.TargetPosition = () => source.Entity.Position + length( (float3)source.LookAtPoint.position - source.Entity.Position) * source.Entity.LookDirection;
}
else Debug.LogError($"Weapon {item.Data.Name} linked to {name} effect, but is not a Launcher!");
}
}