Changed title font to Montserrat Added trailer-specific camera transitions Added key to hide UI Fixed input listening while console is open Added animated zone reveal effect in galaxy map Added Ping action for sensors Added debug console commands (e.g. give command to get any item in legendary+ quality) Temporarily disabled wwise Fixed infinite loop in weapon penetration code Guided missiles now predict target position Fixed hitscan weapons Fixed invisible enemies bug Fixed various loadout generator issues (can now generate turrets!) Fixed wormhole crash when enemy is targeted Saving/loading current zone time when exiting game (planets keep their positions) Created slime simulation in test scene - WIP
185 lines
No EOL
5.5 KiB
C#
185 lines
No EOL
5.5 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 InstantWeaponData : WeaponData
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{
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[InspectableField, JsonProperty("count"), Key(17)]
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public PerformanceStat Count = new PerformanceStat();
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[InspectableField, JsonProperty("burstTime"), Key(18)]
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public PerformanceStat BurstTime = new PerformanceStat();
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[InspectableField, JsonProperty("cooldown"), Key(19), RuntimeInspectable]
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public PerformanceStat Cooldown = new PerformanceStat();
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[InspectablePrefab, JsonProperty("ammoInterval"), Key(20)]
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public bool SingleAmmoBurst;
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new InstantWeapon(context, this, entity, item);
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}
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}
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public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
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{
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private InstantWeaponData _data;
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protected int _burstRemaining;
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private float _burstTimer;
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private float _burstInterval;
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protected float _cooldown; // Normalized
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private int _ammo = 0;
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protected bool _coolingDown;
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public float BurstCount { get; protected set; }
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public float BurstTime { get; protected set; }
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public float Cooldown { get; protected set; }
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public virtual bool CanFire
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{
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get => !_coolingDown;
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}
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public override float DamagePerSecond => Damage / Cooldown;
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public override float RangeDamagePerSecond(float range)
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{
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return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / Cooldown;
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}
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public override int Ammo
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{
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get => _ammo;
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}
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public virtual float Progress => saturate(_cooldown);
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public event Action OnReloadBegin;
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public event Action OnReloadComplete;
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public event Action OnCooldownComplete;
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public event Action OnFire;
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public virtual void ResetEvents()
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{
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OnReloadBegin = null;
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OnReloadComplete = null;
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OnCooldownComplete = null;
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OnFire = null;
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}
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public InstantWeapon(ItemManager context, InstantWeaponData data, Entity entity, EquippedItem item) : base(context,data,entity,item)
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{
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_data = data;
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_ammo = data.MagazineSize;
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}
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protected void Trigger()
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{
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// If 1 ammo is consumed per burst, perform ammo and energy consumption here
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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if(_data.SingleAmmoBurst && (!Entity.TryConsumeEnergy(Energy) || !UseAmmo())) return;
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_burstRemaining = (int) BurstCount;
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_burstInterval = BurstTime / _burstRemaining;
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_burstTimer = 0;
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_cooldown = 1;
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_coolingDown = true;
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}
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protected override void UpdateStats()
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{
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base.UpdateStats();
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BurstCount = Item.Evaluate(_data.Count);
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BurstTime = Item.Evaluate(_data.BurstTime);
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Cooldown = Item.Evaluate(_data.Cooldown);
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Damage /= (int) BurstCount;
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Heat /= (int) BurstCount;
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Energy /= (int) BurstCount;
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}
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private bool UseAmmo()
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{
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if (_data.MagazineSize <= 1) return true;
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if (_ammo > 0)
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{
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_ammo--;
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return true;
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}
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var hasAmmo = true;
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if (_data.AmmoType != Guid.Empty)
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{
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var cargo = Entity.FindItemInCargo(_data.AmmoType);
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if (cargo != null)
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{
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var item = cargo.ItemsOfType[_data.AmmoType][0];
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if (item is SimpleCommodity simpleCommodity)
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cargo.Remove(simpleCommodity, 1);
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}
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else hasAmmo = false;
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}
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if(hasAmmo)
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{
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OnReloadBegin?.Invoke();
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_cooldown = 1;
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_coolingDown = true;
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_firing = false;
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}
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_burstRemaining = 0;
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return false;
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}
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public override bool Execute(float delta)
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{
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base.Execute(delta);
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if (_coolingDown)
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{
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_cooldown -= delta / (_data.MagazineSize > 0 && _ammo == 0 ? _data.ReloadTime : Cooldown);
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if (_cooldown < 0)
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{
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_coolingDown = false;
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if (_data.MagazineSize > 0 && _ammo == 0)
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{
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_ammo = _data.MagazineSize;
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OnReloadComplete?.Invoke();
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}
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else
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OnCooldownComplete?.Invoke();
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}
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}
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_burstTimer += delta;
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while (_burstRemaining > 0 && _burstTimer > 0)
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{
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// If multiple ammo is consumed per burst, perform ammo and energy consumption here
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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if (!_data.SingleAmmoBurst && (!Entity.TryConsumeEnergy(Energy) || !UseAmmo()))
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{
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_burstRemaining = 0;
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return false;
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}
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_burstRemaining--;
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_burstTimer -= _burstInterval;
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OnFire?.Invoke();
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Item.EquippableItem.Durability -= Item.Wear;
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Item.AddHeat(Heat);
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Entity.VisibilitySources[this] = Visibility;
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}
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return true;
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}
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public override void Activate()
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{
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// if(CanFire)
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// Trigger();
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// base.Activate();
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}
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} |