Added new clouds shader with improved raymarching loop Currently only being used in main menu (rest is coming right up!) Removed WWise (it's nice, but all it's doing is throwing exceptions rn since we ain't about to get a license)
527 lines
21 KiB
C#
527 lines
21 KiB
C#
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 UniRx;
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using UnityEngine;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using float2 = Unity.Mathematics.float2;
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using Random = UnityEngine.Random;
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public class EntityInstance : MonoBehaviour
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{
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public MeshRenderer MapIcon;
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public Transform InfluencePrefab;
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public Transform PingPrefab;
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public Material InvisibleMaterial;
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public static Transform EffectManagerParent;
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public ShieldManager Shield;
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public HullCollider[] HullColliders;
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public Transform[] EquipmentHardpoints;
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public RadiatorHardpoint[] RadiatorHardpoints;
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public ThrusterHardpoint[] ThrusterHardpoints;
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public WeaponHardpoint[] WeaponHardpoints;
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public ArticulationPoint[] ArticulationPoints;
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public GameObject DestroyEffect;
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public event Action OnFadedOut;
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public event Action OnFadedIn;
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private List<Material> _fadeMaterials = new List<Material>();
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private Dictionary<MeshRenderer, Material[]> _meshes = new Dictionary<MeshRenderer, Material[]>();
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private List<(MeshRenderer mesh, int submesh, Material material)> _nonFadedSubmeshes = new List<(MeshRenderer mesh, int submesh, Material material)>();
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private List<IDisposable> _subscriptions = new List<IDisposable>();
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private float _fade = 0;
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private bool _fading;
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private bool _fadingIn;
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private bool _fadedElementsVisible = false;
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private bool _unfadedElementsVisible = false;
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private float _fadeTime;
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private bool _destroyed;
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private (Transform transform, MeshRenderer meshRenderer) _currentPing;
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private float _pingBrightness;
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private Sensor _sensor;
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private Transform _influenceInstance;
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//private List<(GameObject source, EquippedItem item)> _audioSources = new List<(GameObject source, EquippedItem item)>();
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// private (Reactor reactor, GameObject sfxSource) _reactor;
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// private Dictionary<Radiator, GameObject> _radiatorSfx = new Dictionary<Radiator, GameObject>();
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private static Dictionary<InstantWeaponData, InstantWeaponEffectManager> _instantWeaponManagers = new Dictionary<InstantWeaponData, InstantWeaponEffectManager>();
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private static Dictionary<ConstantWeaponData, ConstantWeaponEffectManager> _constantWeaponManagers = new Dictionary<ConstantWeaponData, ConstantWeaponEffectManager>();
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public static void ClearWeaponManagers()
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{
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_instantWeaponManagers.Clear();
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_constantWeaponManagers.Clear();
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}
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public CompassIcon CompassIcon { get; set; }
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public Dictionary<HardpointData, Transform[]> Barrels { get; private set; }
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public Dictionary<HardpointData, int> BarrelIndices { get; private set; }
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public Dictionary<Radiator, MeshRenderer> RadiatorMeshes { get; private set; }
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public Transform LookAtPoint { get; private set; }
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public Entity Entity { get; private set; }
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public ZoneRenderer ZoneRenderer { get; private set; }
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public Transform LocalSpace { get; private set; }
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public bool Visible
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{
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get => _fade > 0.01f;
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}
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private void Awake()
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{
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LocalSpace = new GameObject().transform;
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var meshes = gameObject.GetComponentsInChildren<MeshRenderer>();
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var materials = new List<(Material material, List<(MeshRenderer renderer, int index)> submeshes)>();
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foreach (var mesh in meshes)
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{
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_meshes.Add(mesh, mesh.sharedMaterials);
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for (var i = 0; i < mesh.sharedMaterials.Length; i++)
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{
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var material = mesh.sharedMaterials[i];
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if (material.shader.FindPropertyIndex("_Fade") >= 0)
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{
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var match = materials.FirstOrDefault(lm => lm.material == material);
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if(match.material==null || material.shader.FindPropertyIndex("_EmissionFresnel") >= 0)
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{
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match = (material, new List<(MeshRenderer renderer, int index)>());
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materials.Add(match);
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}
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match.submeshes.Add((mesh, i));
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}
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else
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{
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_nonFadedSubmeshes.Add((mesh, i, material));
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_meshes[mesh][i] = InvisibleMaterial;
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}
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}
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}
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foreach (var (material, submeshes) in materials)
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{
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var materialInstance = Instantiate(material);
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_fadeMaterials.Add(materialInstance);
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foreach (var (mesh, index) in submeshes)
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{
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_meshes[mesh][index] = materialInstance;
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}
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materialInstance.SetFloat("_Fade", 0);
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}
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foreach (var mesh in _meshes.Keys) mesh.enabled = false;
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foreach (var mesh in _meshes) mesh.Key.sharedMaterials = mesh.Value;
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}
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protected virtual void ShowUnfadedElements()
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{
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_unfadedElementsVisible = true;
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foreach (var (mesh, submesh, material) in _nonFadedSubmeshes) _meshes[mesh][submesh] = material;
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foreach (var mesh in _meshes) mesh.Key.sharedMaterials = mesh.Value;
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}
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protected virtual void HideUnfadedElements()
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{
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_unfadedElementsVisible = false;
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foreach (var (mesh, submesh, material) in _nonFadedSubmeshes) _meshes[mesh][submesh] = InvisibleMaterial;
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foreach (var mesh in _meshes) mesh.Key.sharedMaterials = mesh.Value;
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}
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public void FadeIn(float time)
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{
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if (_fade > .99f)
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{
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_fading = false;
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return;
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}
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_fadeTime = time;
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_fading = true;
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_fadingIn = true;
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}
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public void FadeOut(float time)
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{
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if (_fade < .01f)
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{
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_fading = false;
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return;
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}
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_fadeTime = time;
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_fading = true;
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_fadingIn = false;
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}
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public virtual void SetEntity(ZoneRenderer zoneRenderer, Entity entity)
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{
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gameObject.name = entity.Name;
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LocalSpace.gameObject.name = $"{entity.Name} Sim Space";
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LocalSpace.SetParent(transform.parent);
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Entity = entity;
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ZoneRenderer = zoneRenderer;
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var hullData = entity.ItemManager.GetData(entity.Hull) as HullData;
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if(Shield)
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Shield.Entity = entity;
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foreach (var hullCollider in HullColliders) hullCollider.Entity = entity;
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foreach (var item in entity.Equipment)
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{
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foreach (var behavior in item.Behaviors)
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{
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if (behavior is Sensor sensor)
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{
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_sensor = sensor;
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sensor.OnPingStart += () =>
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{
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var pingInstance = Instantiate(PingPrefab);
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var pingMesh = pingInstance.GetComponent<MeshRenderer>();
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pingInstance.position = entity.Position;
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_pingBrightness = pingMesh.material.GetFloat("_Depth");
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_currentPing = (pingInstance, pingMesh);
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};
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sensor.OnPingEnd += () => Destroy(_currentPing.transform.gameObject);
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}
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if (behavior is InstantWeapon instantWeapon)
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{
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var data = (InstantWeaponData) instantWeapon.Data;
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if (!_instantWeaponManagers.ContainsKey(data))
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{
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var managerPrefab = UnityHelpers.LoadAsset<InstantWeaponEffectManager>(data.EffectPrefab);
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if(managerPrefab)
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{
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_instantWeaponManagers.Add(data, Instantiate(managerPrefab, EffectManagerParent));
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}
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else Debug.LogError($"No InstantWeaponEffectManager prefab found at path {data.EffectPrefab}");
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}
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instantWeapon.OnFire += () =>
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_instantWeaponManagers[data].Fire(instantWeapon, item, this, entity.Target.Value != null && ZoneRenderer.EntityInstances.ContainsKey(entity.Target.Value) ? ZoneRenderer.EntityInstances[entity.Target.Value] : null);
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if (behavior is ChargedWeapon chargedWeapon)
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{
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var chargeManager = _instantWeaponManagers[data].GetComponent<ChargeEffectManager>();
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if (chargeManager)
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{
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chargedWeapon.OnStartCharging += () => chargeManager.StartCharging(chargedWeapon, item, this);
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chargedWeapon.OnStopCharging += () => chargeManager.StopCharging(chargedWeapon);
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chargedWeapon.OnCharged += () => chargeManager.Charged(chargedWeapon);
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chargedWeapon.OnFailed += () => chargeManager.Failed(chargedWeapon);
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}
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}
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}
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if (behavior is ConstantWeapon constantWeapon)
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{
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var data = (ConstantWeaponData) constantWeapon.Data;
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if (!_constantWeaponManagers.ContainsKey(data))
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{
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var managerPrefab = UnityHelpers.LoadAsset<ConstantWeaponEffectManager>(data.EffectPrefab);
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if(managerPrefab)
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{
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_constantWeaponManagers.Add(data, Instantiate(managerPrefab, EffectManagerParent));
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}
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else Debug.LogError($"No ConstantWeaponEffectManager prefab found at path {data.EffectPrefab}");
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}
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constantWeapon.OnStartFiring += () =>
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_constantWeaponManagers[data].StartFiring(data, item, this, entity.Target.Value != null ? ZoneRenderer.EntityInstances[entity.Target.Value] : null);
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constantWeapon.OnStopFiring += () =>
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_constantWeaponManagers[data].StopFiring(item);
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}
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}
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var hp = Entity.Hardpoints[item.Position.x, item.Position.y];
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if (hp != null && item.Data.SoundBank != 0)
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{
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var hardpointTransform = EquipmentHardpoints.FirstOrDefault(x => x.name == hp.Transform);
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if (hardpointTransform != null)
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{
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var hardpointGameObject = hardpointTransform.gameObject;
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}
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}
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}
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RadiatorMeshes = new Dictionary<Radiator, MeshRenderer>();
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Barrels = new Dictionary<HardpointData, Transform[]>();
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BarrelIndices = new Dictionary<HardpointData, int>();
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foreach (var radiator in entity.GetBehaviors<Radiator>())
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{
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var hp = Entity.Hardpoints[radiator.Item.Position.x, radiator.Item.Position.y];
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if (hp != null && hp.Type == HardpointType.Radiator)
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{
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var mesh = RadiatorHardpoints.FirstOrDefault(x => x.name == hp.Transform);
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if (mesh)
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{
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RadiatorMeshes.Add(radiator, mesh.Mesh);
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}
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}
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}
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foreach (var hp in hullData.Hardpoints)
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{
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if(hp.Type == HardpointType.Ballistic || hp.Type == HardpointType.Energy || hp.Type == HardpointType.Launcher)
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{
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var whp = WeaponHardpoints.FirstOrDefault(x => x.name == hp.Transform);
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if (whp)
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{
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Barrels.Add(hp, whp.FiringPoint);
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BarrelIndices.Add(hp, 0);
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}
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}
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}
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void DamageSchematic(float damage, Shape hitShape)
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{
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foreach (var v in hitShape.Coordinates)
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hitShape[v] = hitShape[v] && hullData.Shape[v];
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float hullDamage = 0;
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var damagePerCell = damage / hitShape.Coordinates.Length;
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foreach (var v in hitShape.Coordinates)
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{
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var d = damagePerCell;
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// Subtract surface damage from armor, passing on the remainder to the item and then to the hull
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var prev = entity.Armor[v.x, v.y];
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entity.Armor[v.x, v.y] = max(prev - d, 0);
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entity.ArmorDamage.OnNext((v, d));
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d = max(d - prev, 0);
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if (d > 0.1f)
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{
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var item = entity.GearOccupancy[v.x, v.y];
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if (item != null)
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{
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prev = item.EquippableItem.Durability;
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item.EquippableItem.Durability = max(prev - d, 0);
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entity.ItemDamage.OnNext((item, d));
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d = max(d - prev, 0);
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}
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}
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hullDamage += d;
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}
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if(hullDamage > .1f)
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{
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entity.Hull.Durability -= hullDamage;
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entity.HullDamage.OnNext(hullDamage);
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}
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}
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foreach (var collider in HullColliders)
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{
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collider.Splash.Subscribe(splash =>
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{
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var hitShape = new Shape(hullData.Shape.Width, hullData.Shape.Height);
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foreach (var v in hullData.Shape.Coordinates)
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{
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var localHitDirection = transform.InverseTransformDirection(splash.Direction);
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var direction = normalize(float2(localHitDirection.x, localHitDirection.z));
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var cellDot = dot(normalize(v - hullData.Shape.CenterOfMass), direction);
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if (cellDot < 0) hitShape[v] = true;
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}
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DamageSchematic(splash.Damage, hitShape);
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});
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collider.Hit.Subscribe(hit =>
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{
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Entity.IncomingHit.OnNext(hit.Source);
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var hardpointIndex = (int) hit.TexCoord.x - 1;
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var hitShape = new Shape(hullData.Shape.Width, hullData.Shape.Height);
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// U coordinate between 0-1 indicates a hit that didn't land directly on a hardpoint
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// Find the 2D position of the hit scaled to the schematic
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float2 hitPos = float2.zero;
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if (hardpointIndex < 0)
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{
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hitPos = float2(hit.TexCoord.x * hullData.Shape.Width, hit.TexCoord.y * hullData.Shape.Height);
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// Search all schematic border cells for the cell which is closest to the hit position
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var hitCell = int2(-1);
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var distance = float.MaxValue;
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foreach (var v in hullData.Shape.Coordinates)
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{
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var cellDist = lengthsq(hitPos - v);
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if (cellDist < distance)
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{
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distance = cellDist;
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hitCell = v;
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hitPos = v + float2(.5f);
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}
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}
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hitShape[hitCell] = true;
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}
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else
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{
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// Collider UV coordinates starting with 1 correspond to hardpoint index
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var hardpoint = hullData.Hardpoints[hardpointIndex];
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// Obtain the hull coordinates of all cells occupied by the hardpoint
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var hardpointCells = hullData.Shape.Inset(hardpoint.Shape, hardpoint.Position);
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hitPos = hardpointCells.CenterOfMass;
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foreach (var v in hardpointCells.Coordinates)
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hitShape[v] = true;
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}
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for (int i = 0; i < Mathf.RoundToInt(hit.Spread); i++)
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{
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hitShape = hitShape.Expand();
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}
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if (hit.Penetration > .5f)
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{
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// Find the local 2D vector corresponding to the direction of the incoming hit
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var localHitDirection = transform.InverseTransformDirection(hit.Direction);
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var penetrationVector = normalize(float2(localHitDirection.x, localHitDirection.z));
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// TODO: Bresenham's line algorithm
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// March a ray through the ship from the hit position
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var penetrationPoint = hitPos;
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var penetrationDistance = 0f;
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while (penetrationDistance < hit.Penetration && hullData.Shape[int2(penetrationPoint)])
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{
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penetrationDistance += .5f;
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hitShape[int2(penetrationPoint)] = true;
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penetrationPoint += penetrationVector * .5f;
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}
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}
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DamageSchematic(hit.Damage, hitShape);
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});
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}
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LookAtPoint = new GameObject($"{entity.Name} Look Point").transform;
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foreach (var articulationPoint in ArticulationPoints)
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{
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articulationPoint.Target = LookAtPoint;
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}
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_subscriptions.Add(Entity.HullDamage.Subscribe(_ =>
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{
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if (Entity.Hull.Durability < .01f)
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{
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if (!this) return;
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_destroyed = true;
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foreach (var gear in Entity.Equipment)
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{
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if (gear != Entity.EquippedHull && Random.value < ZoneRenderer.Settings.LootDropProbability)
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{
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ZoneRenderer.DropItem(
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Entity.Position,
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Random.onUnitSphere * ZoneRenderer.Settings.LootDropVelocity,
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gear.EquippableItem);
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}
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}
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foreach (var cargo in Entity.CargoBays)
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{
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foreach (var item in cargo.Cargo.Keys)
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{
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ZoneRenderer.DropItem(
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Entity.Position,
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Random.onUnitSphere * ZoneRenderer.Settings.LootDropVelocity,
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item);
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}
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}
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if (DestroyEffect != null)
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{
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var t = Instantiate(DestroyEffect).transform;
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t.position = transform.position;
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}
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entity.Zone.Entities.Remove(entity);
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}
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}));
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if (entity is OrbitalEntity orbital && orbital.IsSecureArea)
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{
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_influenceInstance = Instantiate(InfluencePrefab);
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_influenceInstance.transform.localScale = Vector3.one * orbital.SecurityRadius;
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}
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}
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public Transform GetBarrel(HardpointData hardpoint)
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{
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if (Barrels.ContainsKey(hardpoint))
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{
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var barrel = Barrels[hardpoint][BarrelIndices[hardpoint]];
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BarrelIndices[hardpoint] = (BarrelIndices[hardpoint] + 1) % Barrels[hardpoint].Length;
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return barrel;
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}
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return transform;
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}
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public virtual void Update()
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{
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if (_currentPing.transform)
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{
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_currentPing.transform.localScale = _sensor.PingRadius * Vector3.one;
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_currentPing.meshRenderer.material.SetFloat("_Depth", _pingBrightness * _sensor.PingBrightness);
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}
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if (_fading)
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{
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if (_fadingIn)
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{
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_fade += Time.deltaTime / _fadeTime;
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if (!_fadedElementsVisible && _fade > .01f)
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{
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_fadedElementsVisible = true;
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foreach (var mesh in _meshes.Keys) mesh.enabled = true;
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}
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if (_fade > 1)
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{
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_fade = 1;
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_fading = false;
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OnFadedIn?.Invoke();
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OnFadedIn = null;
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ShowUnfadedElements();
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}
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foreach(var material in _fadeMaterials) material.SetFloat("_Fade", _fade);
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}
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else
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{
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_fade -= Time.deltaTime / _fadeTime;
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if(_unfadedElementsVisible && _fade < .99f) HideUnfadedElements();
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if (_fade < 0)
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{
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_fadedElementsVisible = false;
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foreach (var mesh in _meshes.Keys) mesh.enabled = false;
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_fade = 0;
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_fading = false;
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OnFadedOut?.Invoke();
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OnFadedOut = null;
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}
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foreach(var material in _fadeMaterials) material.SetFloat("_Fade", _fade);
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}
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}
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foreach (var x in RadiatorMeshes)
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{
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x.Value.material.SetFloat("_Emission", Entity.ItemManager.GameplaySettings.TemperatureEmissionCurve.Evaluate(x.Key.RadiatorTemperature));
|
|
}
|
|
|
|
foreach (var x in Barrels)
|
|
{
|
|
Entity.HardpointTransforms[x.Key] = (x.Value[0].position, x.Value[0].forward);
|
|
}
|
|
|
|
LookAtPoint.position = transform.position + (Vector3) Entity.LookDirection *
|
|
(Entity.Target.Value != null ? max(Entity.TargetRange,Entity.ItemManager.GameplaySettings.ConvergenceMinimumDistance) : 10000);
|
|
LocalSpace.localPosition = transform.position = Entity.Position;
|
|
if (_influenceInstance)
|
|
_influenceInstance.position = new Vector3(Entity.Position.x, 0, Entity.Position.z);
|
|
}
|
|
|
|
public virtual void OnDestroy()
|
|
{
|
|
if (_influenceInstance) Destroy(_influenceInstance.gameObject);
|
|
Destroy(LocalSpace.gameObject);
|
|
foreach(var x in _subscriptions)
|
|
x.Dispose();
|
|
}
|
|
}
|