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>
36 lines
1,007 B
C#
36 lines
1,007 B
C#
|
|
using System;
|
|
using CultMath;
|
|
using static CultMath.math;
|
|
using float2 = CultMath.float2;
|
|
|
|
public abstract class MoveToState : BaseState
|
|
{
|
|
private VelocityLimit _velocityLimit;
|
|
protected abstract float2 TargetPosition { get; }
|
|
public float Distance { get; private set; }
|
|
|
|
protected MoveToState(Agent agent) : base(agent)
|
|
{
|
|
}
|
|
|
|
public override void Update(float delta)
|
|
{
|
|
var diff = TargetPosition - _agent.Ship.Position.xz;
|
|
var dir = normalize(diff);
|
|
Distance = length(diff);
|
|
|
|
// We want to go top speed in the direction of our target
|
|
var desiredVelocity = dir * _agent.TopSpeed;
|
|
_agent.Ship.LookDirection = float3(dir.x, 0, dir.y);
|
|
_agent.Accelerate(desiredVelocity);
|
|
}
|
|
}
|
|
|
|
public class MoveToOrbitState : MoveToState
|
|
{
|
|
public Guid Orbit { get; set; }
|
|
public MoveToOrbitState(Agent agent) : base(agent) { }
|
|
|
|
protected override float2 TargetPosition => _agent.Ship.Zone.GetOrbitPosition(Orbit);
|
|
}
|