Aetheria/Assets/Scripts/Gameplay/ShieldManager.cs
Meta Vens 6140a06a0a Swap Unity.Mathematics usings for CultMath
Every Unity.Mathematics using, alias and qualified name under Assets\Scripts
and tools now names CultMath. The nine `using static ...noise;` lines are
gone: snoise lives on CultMath's math. UnityExtensions loses float4.ToColor
and Color.ToFloat4, which duplicate the bridge's ToColor and ToCultMath; the
float3 colour pair stays because the bridge has none.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 17:39:12 +02:00

78 lines
2.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using CultMath;
using static CultMath.math;
using UnityEngine;
public class ShieldManager : MonoBehaviour
{
public Prototype ShieldPrototype;
public float CollisionHitDuration = 3;
public Entity Entity { get; set; }
private void OnCollisionEnter(Collision other)
{
var otherShield = other.collider.GetComponent<ShieldManager>();
if (!otherShield)
{
var gridObject = other.collider.GetComponent<GridObject>();
if (gridObject)
{
var itemPickup = other.collider.GetComponent<ItemPickup>();
var mine = other.collider.GetComponent<Mine>();
if (itemPickup)
{
if (Entity.CargoBays.Any(c => c.TryStore(itemPickup.Item)))
{
// TODO: Pickup notification!
Destroy(itemPickup.gameObject);
}
else
{
// TODO: Pickup failed notification!
var cp = other.GetContact(0);
gridObject.Velocity += cp.normal * 25;
Debug.Log("Attempted item pickup, but no space in cargo bay!");
}
}
else if (mine)
{
mine.Explode();
}
else
{
Debug.Log("Shield collision occurred with grid object, but other collider isn't a mine or an item pickup!");
}
}
else
Debug.Log("Shield collision occurred, but other collider isn't a shield or a grid object!");
return;
}
var contact = other.GetContact(0);
var normal = normalize(float2(contact.normal.x, contact.normal.z));
var tangent = normal.Rotate(ItemRotation.CounterClockwise);
var v1n = dot(normal, Entity.Velocity);
var v1t = dot(tangent, Entity.Velocity);
var v2n = dot(normal, otherShield.Entity.Velocity);
//var v2t = dot(tangent, otherShield.Entity.Velocity);
var v1np = PostCollisionVelocity(v1n, Entity.Mass, v2n, otherShield.Entity.Mass);
Entity.Velocity = tangent * v1t + normal * v1np;
if(Entity.Shield != null && Entity.Shield.Item.Active.Value) ShowHit(contact.point, CollisionHitDuration);
}
private float PostCollisionVelocity(float v1, float m1, float v2, float m2)
{
return (v1 * (m1 - m2) + m2 * v2) / (m1 + m2);
}
public void ShowHit(Vector3 point, float duration)
{
var shield = ShieldPrototype.Instantiate<ShieldAnimation>();
shield.Direction = normalize(shield.transform.InverseTransformPoint(point));
shield.Duration = duration;
}
}