Added ping feature to sensors, pulsing a wave of revealing light into the level Added IEventBehavior interface, used by sensors and weapons, for behaviors containing event subscriptions which need to be reset when EntityInstance is disposed Implemented sensor impact for locked weapons (lock speed varies with sensor acquisition) Added ping cooldown bar to HUD Added spline curve implementations to AetheriaMath, applied better mapping to wormhole transition animation Tweaked loadout generator to prefer larger items to a controllable degree (e.g. very important for cargo bays, less for shop inventory), shop inventory bans non-ship hulls and manages internal space more effectively
92 lines
3.2 KiB
C#
92 lines
3.2 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class LockWeaponData : InstantWeaponData
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{
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[InspectableField, JsonProperty("speed"), Key(21), RuntimeInspectable]
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public PerformanceStat LockSpeed = new PerformanceStat();
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[InspectableField, JsonProperty("sensorImpact"), Key(22)]
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public PerformanceStat SensorImpact = new PerformanceStat();
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[InspectableField, JsonProperty("threshold"), Key(23), RuntimeInspectable]
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public PerformanceStat LockAngle = new PerformanceStat();
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[InspectableField, JsonProperty("directionImpact"), Key(24)]
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public PerformanceStat DirectionImpact = new PerformanceStat();
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[InspectableField, JsonProperty("decay"), Key(25)]
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public PerformanceStat Decay = new PerformanceStat();
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new LockWeapon(context, this, entity, item);
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}
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}
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public class LockWeapon : InstantWeapon
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{
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private LockWeaponData _data;
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private float _lock;
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private bool _locking;
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private Entity _target;
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public event Action OnLocked;
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public event Action OnBeginLocking;
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public event Action OnLockLost;
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public float LockSpeed { get; private set; }
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public float SensorImpact { get; private set; }
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public float LockAngle { get; private set; }
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public float DirectionImpact { get; private set; }
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public float Decay { get; private set; }
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public override float Progress => saturate(_cooldown > 0 ? _cooldown : _lock);
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public override bool CanFire => base.CanFire && _lock > .99f && Entity.TargetRange > MinRange && Entity.TargetRange < Range;
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public float Lock
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{
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get => saturate(_lock);
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}
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public LockWeapon(ItemManager context, LockWeaponData data, Entity entity, EquippedItem item) : base(context, data, entity, item)
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{
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_data = data;
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}
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public override bool Execute(float delta)
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{
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if (_target != Entity.Target.Value)
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{
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_lock = 0;
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_target = Entity.Target.Value;
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}
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if (Entity.Target.Value != null && Entity.Target.Value.IsHostileTo(Entity))
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{
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LockSpeed = Item.Evaluate(_data.LockSpeed);
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SensorImpact = Item.Evaluate(_data.SensorImpact);
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LockAngle = Item.Evaluate(_data.LockAngle);
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DirectionImpact = Item.Evaluate(_data.DirectionImpact);
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Decay = Item.Evaluate(_data.Decay);
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var degrees = acos(dot(normalize(Entity.Target.Value.Position - Entity.Position), normalize(Entity.LookDirection))) * 57.2958f;
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if (degrees < LockAngle)
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{
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var lerp = 1 - unlerp(0, 90, degrees);
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_lock = saturate(_lock + pow(lerp, DirectionImpact) * delta * LockSpeed * pow(Entity.EntityInfoGathered[Entity.Target.Value], SensorImpact));
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}
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else _lock = saturate(_lock - delta * Decay);
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}
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return base.Execute(delta);
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}
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}
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