Converted entity materials to new fade shader Implemented visibility system Refactored per-instance entity code to run inside monobehavior on entity instances Created state machine AI for enemy ships with basic patrol and combat routines Removed legacy AI code (controller item behaviors) Added automatic trigger group assignment for matched weapons Created ship collision system Created shield VFX and colliders
147 lines
No EOL
4.8 KiB
C#
147 lines
No EOL
4.8 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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// using System;
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// using System.Collections;
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// using System.Collections.Generic;
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// using System.Linq;
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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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//
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// [MessagePackObject, JsonObject(MemberSerialization.OptIn), EntityTypeRestriction(HullType.Ship), Order(-100)]
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// public class HaulingControllerData : ControllerData
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// {
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// [InspectableField, JsonProperty("targetDistance"), Key(6)]
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// public float DockTime = 2;
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// public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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// {
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// return new HaulingController(context, this, entity, item);
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// }
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// }
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//
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// public class HaulingController : ControllerBase<HaulingTask>, IBehavior, IPersistentBehavior
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// {
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// private HaulingControllerData _data;
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// private EquippedItem Item { get; }
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//
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// private bool _taskStarted;
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// private int _itemsDelivered;
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// private int _itemsCarried;
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// private SimpleCommodity _simpleCommodityDelivery;
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// private List<CraftedItemInstance> _craftedItemDelivery = new List<CraftedItemInstance>();
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//
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// public HaulingController(ItemManager itemManager, HaulingControllerData data, Entity entity, EquippedItem item) : base(itemManager, data, entity)
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// {
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// _data = data;
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// Item = item;
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// }
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//
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// public new bool Execute(float delta)
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// {
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// if (Task != null)
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// {
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// if (!_taskStarted)
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// {
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// MoveTo(Task.Origin, true, OnPickup);
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// //MoveTo(haulingTask.Zone, OnOriginZoneArrival);
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// _taskStarted = true;
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// }
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// }
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// return base.Execute(delta);
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// }
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//
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// // void OnOriginZoneArrival()
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// // {
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// // var haulingTask = _context.ItemData.Get<HaulingTask>(Task);
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// //
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// // _entity.SetMessage("Entering pickup phase.");
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// //
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// // MoveTo(_context.ItemData.Get<Entity>(haulingTask.Origin), true, OnPickup);
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// // }
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//
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// void OnPickup()
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// {
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// Entity.SetParent(Task.Origin);
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//
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// _itemsCarried = Task.Origin.TryTransferItems(Entity, Task.ItemType, Task.Quantity - _itemsDelivered);
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//
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// if (_itemsCarried == 0)
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// {
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// FinishTask();
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// return;
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// }
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//
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// Wait(_data.DockTime, OnItemObtained);
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// }
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//
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// void OnItemObtained()
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// {
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// Entity.SetMessage("Entering delivery phase.");
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//
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// MoveTo(Task.Target, true, OnDelivery);
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// //MoveTo(target.Zone.Data.ID, OnTargetZoneArrival);
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// }
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//
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// // void OnTargetZoneArrival()
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// // {
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// // var haulingTask = _context.ItemData.Get<HaulingTask>(Task);
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// //
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// // MoveTo(_context.ItemData.Get<Entity>(haulingTask.Target), true, OnDelivery);
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// // }
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//
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// void OnDelivery()
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// {
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// Entity.SetParent(Task.Target);
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//
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// var itemsDelivered = Entity.TryTransferItems(Task.Target, Task.ItemType, _itemsCarried);
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// _itemsCarried -= itemsDelivered;
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// _itemsDelivered += itemsDelivered;
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//
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// Wait(_data.DockTime, () =>
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// {
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// // We were unable to transfer all onboard items to target entity, cargo is probably full. Bring back the surplus and end the mission
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// if(_itemsCarried > 0)
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// MoveTo(Task.Origin, true, ReturnSurplusToOrigin);
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// // We have delivered the target quantity of items, end the mission
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// else if(_itemsDelivered >= Task.Quantity)
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// FinishTask();
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// // We aren't done yet. Resetting the task will make us go for another delivery run
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// else
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// _taskStarted = false;
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// });
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// }
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//
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// void ReturnSurplusToOrigin()
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// {
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// Entity.SetParent(Task.Origin);
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//
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// Entity.TryTransferItems(Task.Origin, Task.ItemType, _itemsCarried);
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//
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// Wait(_data.DockTime, OnItemObtained);
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//
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// FinishTask();
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// }
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//
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// public PersistentBehaviorData Store()
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// {
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// return new HaulingControllerPersistence
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// {
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// Task = Task
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// };
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// }
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//
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// public void Restore(PersistentBehaviorData data)
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// {
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// var towingControllerPersistence = data as HaulingControllerPersistence;
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// Task = towingControllerPersistence.Task;
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// }
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// }
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//
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// public class HaulingControllerPersistence : PersistentBehaviorData
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// {
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// [JsonProperty("task"), Key(0)]
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// public HaulingTask Task;
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// } |