Aetheria/Assets/Scripts/ServerShared/Behaviors/ChargedWeapon.cs
Reinier Vens a51c402fc5 Reflected Visibility
Ships are now more visible in lit areas (depending on cross section stat in Reflector behavior)
Refactored all behaviors to remove context & entity references (can get them from equipped item reference if needed)
Fixed crash when enemy dies of heatstroke while targeted
Exponential decay for visibility now uses correct time-independent formula
Refactored item inspection in properties panel (now consistent between equipped items vs. inventory and store items, shows effect of heat on stats)
Reordered item properties and added spacing between groups
2021-04-12 04:20:52 +01:00

166 lines
5.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class ChargedWeaponData : InstantWeaponData
{
[Inspectable, JsonProperty("chargeTime"), Key(21), RuntimeInspectable]
public PerformanceStat ChargeTime = new PerformanceStat();
[Inspectable, JsonProperty("chargeEnergy"), Key(22), RuntimeInspectable]
public PerformanceStat ChargeEnergy = new PerformanceStat();
[Inspectable, JsonProperty("chargeHeat"), Key(23), RuntimeInspectable]
public PerformanceStat ChargeHeat = new PerformanceStat();
[Inspectable, JsonProperty("canFireEarly"), Key(24)]
public bool CanFireEarly;
[Inspectable, JsonProperty("failureCharge"), Key(25)]
public float FailureCharge;
[Inspectable, JsonProperty("failureDamage"), Key(26)]
public float FailureDamage = 1;
[Inspectable, JsonProperty("chargeDamage"), Key(27)]
public float ChargeFiringDamageMultiplier = 1;
[Inspectable, JsonProperty("chargeSpread"), Key(28)]
public float ChargeFiringSpreadMultiplier = 1;
[Inspectable, JsonProperty("chargeBurstCount"), Key(29)]
public float ChargeFiringBurstCountMultiplier = 1;
[Inspectable, JsonProperty("chargeVisibility"), Key(30)]
public float ChargeFiringVisibilityMultiplier = 1;
[Inspectable, JsonProperty("chargeVelocity"), Key(31)]
public float ChargeFiringVelocityMultiplier = 1;
[Inspectable, JsonProperty("chargeHeatMul"), Key(32)]
public float ChargeFiringHeatMultiplier = 1;
public override IBehavior CreateInstance(EquippedItem item)
{
return new ChargedWeapon(this, item);
}
}
public class ChargedWeapon : InstantWeapon, IEventBehavior
{
private ChargedWeaponData _data;
private bool _charging;
private bool _charged;
private float _charge;
private float _progress;
public float ChargeTime { get; protected set; }
public float ChargeEnergy { get; protected set; }
public float ChargeHeat { get; protected set; }
public override float DamagePerSecond => Damage * _data.ChargeFiringDamageMultiplier / (Cooldown + ChargeTime);
public override float RangeDamagePerSecond(float range)
{
return Damage *
_data.ChargeFiringDamageMultiplier *
_data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) /
(Cooldown + ChargeTime);
}
public event Action OnStartCharging;
public event Action OnStopCharging;
public event Action OnCharged;
public event Action OnFailed;
public override void ResetEvents()
{
base.ResetEvents();
OnStartCharging = null;
OnStopCharging = null;
OnCharged = null;
OnFailed = null;
}
public override float Progress => saturate(_charging ? _charge : _cooldown);
public float Charge
{
get => _charge;
}
public ChargedWeapon(ChargedWeaponData data, EquippedItem item) : base(data, item)
{
_data = data;
}
protected override void UpdateStats()
{
base.UpdateStats();
ChargeTime = Item.Evaluate(_data.ChargeTime);
ChargeEnergy = Item.Evaluate(_data.ChargeEnergy);
ChargeHeat = Item.Evaluate(_data.ChargeHeat);
Damage *= lerp(1, _data.ChargeFiringDamageMultiplier, saturate(_charge));
Heat *= lerp(1, _data.ChargeFiringHeatMultiplier, saturate(_charge));
Spread *= lerp(1, _data.ChargeFiringSpreadMultiplier, saturate(_charge));
BurstCount *= lerp(1, _data.ChargeFiringBurstCountMultiplier, saturate(_charge));
Visibility *= lerp(1, _data.ChargeFiringVisibilityMultiplier, saturate(_charge));
Velocity *= lerp(1, _data.ChargeFiringVelocityMultiplier, saturate(_charge));
}
public override bool Execute(float delta)
{
if (_charging)
{
_charge += delta / ChargeTime;
if (!_charged)
{
Item.AddHeat(ChargeHeat * (delta / ChargeTime));
if(_charge > 1)
{
_charged = true;
OnCharged?.Invoke();
}
}
if (_data.FailureCharge > 1 && _charge > _data.FailureCharge)
{
_charging = false;
_cooldown = 1;
_coolingDown = true;
_charge = 0;
OnFailed?.Invoke();
Item.EquippableItem.Durability -= _data.FailureDamage;
}
}
return base.Execute(delta);
}
public override void Activate()
{
if(!_charging && !_coolingDown)
{
OnStartCharging?.Invoke();
_charging = true;
_charged = false;
}
}
public override void Deactivate()
{
if (_charging)
{
if (_data.CanFireEarly || _charge > 1)
{
Trigger();
_charge = 0;
}
OnStopCharging?.Invoke();
_charging = false;
}
}
}