Aetheria/Assets/Scripts/ServerShared/Agents/Locomotion.cs
hyperion51 6aeb2ae280 Entity Persistence Refactoring
Entities refactored to enable robust persistence
Entities detect stale data references and reload behaviors
2020-05-06 04:56:36 +01:00

40 lines
1.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Mathematics;
using static Unity.Mathematics.math;
public class Locomotion : AgentBehavior
{
public float2 Objective;
private const float Sensitivity = 1;
private const float TangentSensitivity = 2;
private GameContext _context;
private Guid _entity;
private IAnalogBehavior _thrust;
private IAnalogBehavior _turning;
public Locomotion(GameContext context, Guid entity)
{
_context = context;
_entity = entity;
var entityObject = _context.Cache.Get<Entity>(_entity);
_thrust = entityObject.Axes.Keys.FirstOrDefault(x => x is Thruster);
_turning = entityObject.Axes.Keys.FirstOrDefault(x => x is Turning);
}
public override void Update(float delta)
{
var entity = _context.Cache.Get<Entity>(_entity);
if (_thrust != null && _turning != null)
{
float2 diff = Objective - entity.Position;
float2 tangential = entity.Velocity - dot(normalize(diff), normalize(entity.Velocity)) * entity.Velocity;
float angleDiff = entity.Direction.AngleDiff(normalize(diff) - tangential * TangentSensitivity);
entity.Axes[_turning] = clamp(-angleDiff * Sensitivity, -1, 1);
entity.Axes[_thrust] = 1;
}
}
}