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>
75 lines
No EOL
2.3 KiB
C#
75 lines
No EOL
2.3 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Linq;
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using MessagePack;
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using Newtonsoft.Json;
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using CultMath;
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using static CultMath.math;
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(10)]
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public class MiningToolData : BehaviorData
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{
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[Inspectable, JsonProperty("dps"), Key(1)]
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public PerformanceStat DamagePerSecond = new PerformanceStat();
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[Inspectable, JsonProperty("efficiency"), Key(2)]
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public PerformanceStat Efficiency = new PerformanceStat();
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[Inspectable, JsonProperty("penetration"), Key(3)]
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public PerformanceStat Penetration = new PerformanceStat();
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[Inspectable, JsonProperty("range"), Key(4)]
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public PerformanceStat Range = new PerformanceStat();
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new MiningTool(this, item);
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}
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public override Behavior CreateInstance(ConsumableItemEffect item)
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{
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return new MiningTool(this, item);
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}
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}
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public class MiningTool : Behavior
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{
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public Guid AsteroidBelt;
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public int Asteroid;
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private MiningToolData _data;
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public float Range { get; private set; }
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public MiningTool(MiningToolData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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public MiningTool(MiningToolData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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public override bool Execute(float dt)
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{
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Range = Evaluate(_data.Range);
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var belt = Entity.Zone.AsteroidBelts[AsteroidBelt];
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if (AsteroidBelt != Guid.Empty &&
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Entity.Zone.AsteroidExists(AsteroidBelt, Asteroid) &&
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length(Entity.Position.xz - belt.Transforms[Asteroid].xy) - belt.Transforms[Asteroid].w < Range)
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{
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Entity.Zone.MineAsteroid(
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Entity,
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AsteroidBelt,
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Asteroid,
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Evaluate(_data.DamagePerSecond) * dt,
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Evaluate(_data.Efficiency),
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Evaluate(_data.Penetration));
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return true;
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}
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return false;
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}
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} |