Aetheria/Assets/Scripts/Gameplay/EntityInstance.cs
Reinier Vens 73651bf16a Game Loop Galaxy Integration
Added sector map in Galaxy tab of in-game menu
Added player flag to Ship (replaces AGM.PlayerEntities)
Refactored sector map to depend on AGM
Moved sector generation to main menu
Main menu now supports resuming previous playthrough
Database and player settings now statically available via AGM
AGM saves current game state in PlayerSettings on exit
Sector generation is now asynchronous
Added progress callbacks to sector gen + progress dialog in menu
Confirmation Dialog / properties panel can now display dynamic text entry
Added zone title to Zone map
Eliminated ZoneData class (properties moved to ZonePack)
Sector, Zone and Entity serialization now fully functional
Entity settings now separate from player settings
Cleaned up old unused networking message classes
Name files now integrated with database cache
Added ability to save/load additive DB cache files in database panel
Cleaned up Wwise sound setup - removed redundant items & fixed spelling errors
Deleted Wwise cache + added to .gitignore
2021-03-15 11:40:46 +00:00

447 lines
18 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UniRx;
using UnityEngine;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
public class EntityInstance : MonoBehaviour
{
public Material InvisibleMaterial;
public static Transform EffectManagerParent;
public ShieldManager Shield;
public HullCollider[] HullColliders;
public RadiatorHardpoint[] RadiatorHardpoints;
public ThrusterHardpoint[] ThrusterHardpoints;
public WeaponHardpoint[] WeaponHardpoints;
public ArticulationPoint[] ArticulationPoints;
public GameObject DestroyEffect;
public event Action OnFadedOut;
public event Action OnFadedIn;
private List<Material> _fadeMaterials = new List<Material>();
private Dictionary<MeshRenderer, Material[]> _meshes = new Dictionary<MeshRenderer, Material[]>();
private List<(MeshRenderer mesh, int submesh, Material material)> _nonFadedSubmeshes = new List<(MeshRenderer mesh, int submesh, Material material)>();
private List<IDisposable> _subscriptions = new List<IDisposable>();
private float _fade = 0;
private bool _fading;
private bool _fadingIn;
private bool _fadedElementsVisible = false;
private bool _unfadedElementsVisible = false;
private float _fadeTime;
private static Dictionary<InstantWeaponData, InstantWeaponEffectManager> _instantWeaponManagers = new Dictionary<InstantWeaponData, InstantWeaponEffectManager>();
private static Dictionary<ConstantWeaponData, ConstantWeaponEffectManager> _constantWeaponManagers = new Dictionary<ConstantWeaponData, ConstantWeaponEffectManager>();
public Dictionary<HardpointData, Transform[]> Barrels { get; private set; }
public Dictionary<HardpointData, int> BarrelIndices { get; private set; }
public Dictionary<Radiator, MeshRenderer> RadiatorMeshes { get; private set; }
public Transform LookAtPoint { get; private set; }
public Entity Entity { get; private set; }
public ZoneRenderer ZoneRenderer { get; private set; }
public bool Visible
{
get => _fade > 0.01f;
}
private void Awake()
{
var meshes = gameObject.GetComponentsInChildren<MeshRenderer>();
var materials = new List<(Material material, List<(MeshRenderer renderer, int index)> submeshes)>();
foreach (var mesh in meshes)
{
_meshes.Add(mesh, mesh.sharedMaterials);
for (var i = 0; i < mesh.sharedMaterials.Length; i++)
{
var material = mesh.sharedMaterials[i];
if (material.shader.FindPropertyIndex("_Fade") >= 0)
{
var match = materials.FirstOrDefault(lm => lm.material == material);
if(match.material==null || material.shader.FindPropertyIndex("_EmissionFresnel") >= 0)
{
match = (material, new List<(MeshRenderer renderer, int index)>());
materials.Add(match);
}
match.submeshes.Add((mesh, i));
}
else
{
_nonFadedSubmeshes.Add((mesh, i, material));
_meshes[mesh][i] = InvisibleMaterial;
}
}
}
foreach (var (material, submeshes) in materials)
{
var materialInstance = Instantiate(material);
_fadeMaterials.Add(materialInstance);
foreach (var (mesh, index) in submeshes)
{
_meshes[mesh][index] = materialInstance;
}
materialInstance.SetFloat("_Fade", 0);
}
foreach (var mesh in _meshes.Keys) mesh.enabled = false;
foreach (var mesh in _meshes) mesh.Key.sharedMaterials = mesh.Value;
}
protected virtual void ShowUnfadedElements()
{
_unfadedElementsVisible = true;
foreach (var (mesh, submesh, material) in _nonFadedSubmeshes) _meshes[mesh][submesh] = material;
foreach (var mesh in _meshes) mesh.Key.sharedMaterials = mesh.Value;
}
protected virtual void HideUnfadedElements()
{
_unfadedElementsVisible = false;
foreach (var (mesh, submesh, material) in _nonFadedSubmeshes) _meshes[mesh][submesh] = InvisibleMaterial;
foreach (var mesh in _meshes) mesh.Key.sharedMaterials = mesh.Value;
}
public void FadeIn(float time)
{
if (_fade > .99f)
{
_fading = false;
return;
}
_fadeTime = time;
_fading = true;
_fadingIn = true;
}
public void FadeOut(float time)
{
if (_fade < .01f)
{
_fading = false;
return;
}
_fadeTime = time;
_fading = true;
_fadingIn = false;
}
public virtual void SetEntity(ZoneRenderer zoneRenderer, Entity entity)
{
gameObject.name = entity.Name;
Entity = entity;
ZoneRenderer = zoneRenderer;
var hullData = entity.ItemManager.GetData(entity.Hull) as HullData;
if(Shield)
Shield.Entity = entity;
foreach (var hullCollider in HullColliders) hullCollider.Entity = entity;
foreach (var item in entity.Equipment)
{
foreach (var behavior in item.Behaviors)
{
if (behavior is InstantWeapon instantWeapon)
{
var data = (InstantWeaponData) instantWeapon.Data;
if (!_instantWeaponManagers.ContainsKey(data))
{
var managerPrefab = UnityHelpers.LoadAsset<InstantWeaponEffectManager>(data.EffectPrefab);
if(managerPrefab)
{
_instantWeaponManagers.Add(data, Instantiate(managerPrefab, EffectManagerParent));
}
else Debug.LogError($"No InstantWeaponEffectManager prefab found at path {data.EffectPrefab}");
}
instantWeapon.OnFire += () =>
_instantWeaponManagers[data].Fire(instantWeapon, item, this, entity.Target.Value != null && ZoneRenderer.EntityInstances.ContainsKey(entity.Target.Value) ? ZoneRenderer.EntityInstances[entity.Target.Value] : null);
if (behavior is ChargedWeapon chargedWeapon)
{
var chargeManager = _instantWeaponManagers[data].GetComponent<ChargeEffectManager>();
if (chargeManager)
{
chargedWeapon.OnStartCharging += () => chargeManager.StartCharging(chargedWeapon, item, this);
chargedWeapon.OnStopCharging += () => chargeManager.StopCharging(chargedWeapon);
chargedWeapon.OnCharged += () => chargeManager.Charged(chargedWeapon);
chargedWeapon.OnFailed += () => chargeManager.Failed(chargedWeapon);
}
}
}
if (behavior is ConstantWeapon constantWeapon)
{
var data = (ConstantWeaponData) constantWeapon.Data;
if (!_constantWeaponManagers.ContainsKey(data))
{
var managerPrefab = UnityHelpers.LoadAsset<ConstantWeaponEffectManager>(data.EffectPrefab);
if(managerPrefab)
{
_constantWeaponManagers.Add(data, Instantiate(managerPrefab, EffectManagerParent));
}
else Debug.LogError($"No ConstantWeaponEffectManager prefab found at path {data.EffectPrefab}");
}
constantWeapon.OnStartFiring += () =>
_constantWeaponManagers[data].StartFiring(data, item, this, entity.Target.Value != null ? ZoneRenderer.EntityInstances[entity.Target.Value] : null);
constantWeapon.OnStopFiring += () =>
_constantWeaponManagers[data].StopFiring(item);
}
}
}
RadiatorMeshes = new Dictionary<Radiator, MeshRenderer>();
Barrels = new Dictionary<HardpointData, Transform[]>();
BarrelIndices = new Dictionary<HardpointData, int>();
foreach (var radiator in entity.GetBehaviors<Radiator>())
{
var hp = Entity.Hardpoints[radiator.Item.Position.x, radiator.Item.Position.y];
if (hp != null && hp.Type == HardpointType.Radiator)
{
var mesh = RadiatorHardpoints.FirstOrDefault(x => x.name == hp.Transform);
if (mesh)
{
RadiatorMeshes.Add(radiator, mesh.Mesh);
}
}
}
foreach (var hp in hullData.Hardpoints)
{
if(hp.Type == HardpointType.Ballistic || hp.Type == HardpointType.Energy || hp.Type == HardpointType.Launcher)
{
var whp = WeaponHardpoints.FirstOrDefault(x => x.name == hp.Transform);
if (whp)
{
Barrels.Add(hp, whp.FiringPoint);
BarrelIndices.Add(hp, 0);
}
}
}
void DamageSchematic(float damage, Shape hitShape)
{
foreach (var v in hitShape.Coordinates)
hitShape[v] = hitShape[v] && hullData.Shape[v];
float hullDamage = 0;
var damagePerCell = damage / hitShape.Coordinates.Length;
foreach (var v in hitShape.Coordinates)
{
var d = damagePerCell;
// Subtract surface damage from armor, passing on the remainder to the item and then to the hull
var prev = entity.Armor[v.x, v.y];
entity.Armor[v.x, v.y] = max(prev - d, 0);
entity.ArmorDamage.OnNext((v, d));
d = max(d - prev, 0);
if (d > 0.1f)
{
var item = entity.GearOccupancy[v.x, v.y];
if (item != null)
{
prev = item.EquippableItem.Durability;
item.EquippableItem.Durability = max(prev - d, 0);
entity.ItemDamage.OnNext((item, d));
d = max(d - prev, 0);
}
}
hullDamage += d;
}
if(hullDamage > .1f)
{
entity.Hull.Durability -= hullDamage;
entity.HullDamage.OnNext(hullDamage);
}
}
foreach (var collider in HullColliders)
{
collider.Splash.Subscribe(splash =>
{
var hitShape = new Shape(hullData.Shape.Width, hullData.Shape.Height);
foreach (var v in hullData.Shape.Coordinates)
{
var localHitDirection = transform.InverseTransformDirection(splash.Direction);
var direction = normalize(float2(localHitDirection.x, localHitDirection.z));
var cellDot = dot(normalize(v - hullData.Shape.CenterOfMass), direction);
if (cellDot < 0) hitShape[v] = true;
}
DamageSchematic(splash.Damage, hitShape);
});
collider.Hit.Subscribe(hit =>
{
var hardpointIndex = (int) hit.TexCoord.x - 1;
var hitShape = new Shape(hullData.Shape.Width, hullData.Shape.Height);
// U coordinate between 0-1 indicates a hit that didn't land directly on a hardpoint
// Find the 2D position of the hit scaled to the schematic
float2 hitPos = float2.zero;
if (hardpointIndex < 0)
{
hitPos = float2(hit.TexCoord.x * hullData.Shape.Width, hit.TexCoord.y * hullData.Shape.Height);
// Search all schematic border cells for the cell which is closest to the hit position
var hitCell = int2(-1);
var distance = float.MaxValue;
foreach (var v in hullData.Shape.Coordinates)
{
var cellDist = lengthsq(hitPos - v);
if (cellDist < distance)
{
distance = cellDist;
hitCell = v;
}
}
hitShape[hitCell] = true;
}
else
{
// Collider UV coordinates starting with 1 correspond to hardpoint index
var hardpoint = hullData.Hardpoints[hardpointIndex];
// Obtain the hull coordinates of all cells occupied by the hardpoint
var hardpointCells = hullData.Shape.Inset(hardpoint.Shape, hardpoint.Position);
hitPos = hardpointCells.CenterOfMass;
foreach (var v in hardpointCells.Coordinates)
hitShape[v] = true;
}
for (int i = 0; i < Mathf.RoundToInt(hit.Spread); i++)
{
hitShape = hitShape.Expand();
}
if (hit.Penetration > .5f)
{
// Find the local 2D vector corresponding to the direction of the incoming hit
var localHitDirection = transform.InverseTransformDirection(hit.Direction);
var penetrationVector = normalize(float2(localHitDirection.x, localHitDirection.z));
// March a ray through the ship from the hit position
var penetrationPoint = hitPos;
var penetrationDistance = 0;
while (penetrationDistance < hit.Penetration)
{
penetrationPoint += penetrationVector * .5f;
hitShape[int2(penetrationPoint)] = true;
}
}
DamageSchematic(hit.Damage, hitShape);
});
}
LookAtPoint = new GameObject($"{entity.Name} Look Point").transform;
foreach (var articulationPoint in ArticulationPoints)
{
articulationPoint.Target = LookAtPoint;
}
_subscriptions.Add(Entity.HullDamage.Subscribe(_ =>
{
if (Entity.Hull.Durability < .01f)
{
if (DestroyEffect != null)
{
var t = Instantiate(DestroyEffect).transform;
t.position = transform.position;
}
entity.Zone.Entities.Remove(entity);
}
}));
// _subscriptions.Add(entity.Docked.Take(1).Subscribe(parent =>
// {
// if (Visible)
// {
// FadeOut(sectorRenderer.EntityFadeTime);
// OnFadedOut += () => entity.Zone.Entities.Remove(entity);
// }
// else entity.Zone.Entities.Remove(entity);
// }));
}
public Transform GetBarrel(HardpointData hardpoint)
{
if (Barrels.ContainsKey(hardpoint))
{
var barrel = Barrels[hardpoint][BarrelIndices[hardpoint]];
BarrelIndices[hardpoint] = (BarrelIndices[hardpoint] + 1) % Barrels[hardpoint].Length;
return barrel;
}
return transform;
}
public virtual void Update()
{
if (_fading)
{
if (_fadingIn)
{
_fade += Time.deltaTime / _fadeTime;
if (!_fadedElementsVisible && _fade > .01f)
{
_fadedElementsVisible = true;
foreach (var mesh in _meshes.Keys) mesh.enabled = true;
}
if (_fade > 1)
{
_fade = 1;
_fading = false;
OnFadedIn?.Invoke();
OnFadedIn = null;
ShowUnfadedElements();
}
foreach(var material in _fadeMaterials) material.SetFloat("_Fade", _fade);
}
else
{
_fade -= Time.deltaTime / _fadeTime;
if(_unfadedElementsVisible && _fade < .99f) HideUnfadedElements();
if (_fade < 0)
{
_fadedElementsVisible = false;
foreach (var mesh in _meshes.Keys) mesh.enabled = false;
_fade = 0;
_fading = false;
OnFadedOut?.Invoke();
OnFadedOut = null;
}
foreach(var material in _fadeMaterials) material.SetFloat("_Fade", _fade);
}
}
foreach (var x in RadiatorMeshes)
{
x.Value.material.SetFloat("_Emission", Entity.ItemManager.GameplaySettings.TemperatureEmissionCurve.Evaluate(x.Key.Temperature));
}
foreach (var x in Barrels)
{
Entity.HardpointTransforms[x.Key] = (x.Value[0].position, x.Value[0].forward);
}
LookAtPoint.position = transform.position + (Vector3) Entity.LookDirection *
(Entity.Target.Value != null ? max(Entity.TargetRange,Entity.ItemManager.GameplaySettings.ConvergenceMinimumDistance) : 10000);
transform.position = Entity.Position;
}
private void OnDestroy()
{
foreach(var x in _subscriptions)
x.Dispose();
}
}