Marking player location on galaxy map Fixed non-input field focus disabling global key map Player start ship is now always the same Loadout generator now demands exact match for item dimensions Thermal damage now triggers ItemDamaged event = player can die from cockpit wear! Properties panel now has a much more attractive UI Implemented curve control for properties UI Centralized number formatting in player settings Moved significant digits to player settings Added temperature unit option in player settings
186 lines
No EOL
5.4 KiB
C#
186 lines
No EOL
5.4 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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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class InstantWeaponData : WeaponData
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{
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[Inspectable, JsonProperty("count"), Key(17)]
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public PerformanceStat Count = new PerformanceStat();
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[Inspectable, JsonProperty("burstTime"), Key(18)]
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public PerformanceStat BurstTime = new PerformanceStat();
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[Inspectable, 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(EquippedItem item)
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{
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return new InstantWeapon(this, 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(InstantWeaponData data, EquippedItem item) : base(data, 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 && (!Item.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 = Item.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 && (!Item.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.Entity.ItemDamage.OnNext((Item, Item.Wear));
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Item.AddHeat(Heat);
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Item.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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} |