99 lines
3 KiB
C#
99 lines
3 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 Unity.Mathematics;
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using static Unity.Mathematics.math;
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[Inspectable, MessagePackObject, RuntimeInspectable]
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public class LockWeaponData : InstantWeaponData
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{
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[Inspectable, Key(21), RuntimeInspectable]
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public PerformanceStat LockSpeed = new PerformanceStat();
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[Inspectable, Key(22)]
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public PerformanceStat SensorImpact = new PerformanceStat();
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[Inspectable, Key(23), RuntimeInspectable]
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public PerformanceStat LockAngle = new PerformanceStat();
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[Inspectable, Key(24)]
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public PerformanceStat DirectionImpact = new PerformanceStat();
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[Inspectable, Key(25)]
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public PerformanceStat Decay = new PerformanceStat();
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new LockWeapon(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 LockWeapon(this, item);
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}
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}
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public class LockWeapon : InstantWeapon
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{
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private LockWeaponData _data;
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private float _lock;
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private bool _locking;
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private Entity _target;
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public event Action OnLocked;
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public event Action OnBeginLocking;
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public event Action OnLockLost;
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public float LockSpeed { get; private set; }
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public float SensorImpact { get; private set; }
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public float LockAngle { get; private set; }
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public float DirectionImpact { get; private set; }
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public float Decay { get; private set; }
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public override float Progress => saturate(_cooldown > 0 ? _cooldown : _lock);
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public override bool CanFire => base.CanFire && _lock > .99f && Entity.TargetRange > MinRange && Entity.TargetRange < Range;
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public float Lock
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{
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get => saturate(_lock);
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}
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public LockWeapon(LockWeaponData 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 LockWeapon(LockWeaponData 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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if (_target != Entity.Target.Value)
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{
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_lock = 0;
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_target = Entity.Target.Value;
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}
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if (Entity.Target.Value != null && Entity.Target.Value.IsHostileTo(Entity))
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{
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LockSpeed = Evaluate(_data.LockSpeed);
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SensorImpact = Evaluate(_data.SensorImpact);
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LockAngle = Evaluate(_data.LockAngle);
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DirectionImpact = Evaluate(_data.DirectionImpact);
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Decay = Evaluate(_data.Decay);
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var degrees = acos(dot(normalize(Entity.Target.Value.Position - Entity.Position), normalize(Entity.LookDirection))) * 57.2958f;
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if (degrees < LockAngle)
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{
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var lerp = 1 - unlerp(0, 90, degrees);
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_lock = saturate(_lock + pow(lerp, DirectionImpact) * dt * LockSpeed * pow(Entity.EntityInfoGathered[Entity.Target.Value], SensorImpact));
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}
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else _lock = saturate(_lock - dt * Decay);
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}
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return base.Execute(dt);
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}
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}
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