Aetheria/Assets/Scripts/Gameplay/ShipInstance.cs
Reinier Vens 11a55e236b Loot
Fixed: unable to undock with an aetheric drive (game requires locomotion)
Entities have a chance of dropping any item on board when killed
Mine behavior generalized to grid objects, used in dropped loot
Added tractor beam (not itemized yet) which pulls in nearby loot (and mines!)
Items are added to player inventory when they collide with the ship (and mines explode!)
Added console command to spawn turret
2021-04-15 04:25:22 +01:00

129 lines
No EOL
5 KiB
C#

using System;
using System.Collections;
using System.Linq;
using UnityEngine;
public class ShipInstance : EntityInstance
{
private static int _shipIndex;
public TractorBeam TractorBeam;
private class ThrusterInstance
{
public Thruster Thruster;
public GameObject SfxSource;
public ParticleSystem System;
public float BaseEmission;
public int MaxParticleCount;
}
private ThrusterInstance[] _thrusters;
public Ship Ship { get; private set; }
private void Start()
{
var tractorBeamMain = TractorBeam.ParticleSystem.main;
tractorBeamMain.customSimulationSpace = LocalSpace;
}
public override void SetEntity(ZoneRenderer zoneRenderer, Entity entity)
{
base.SetEntity(zoneRenderer, entity);
var ship = entity as Ship;
if (ship == null)
{
Debug.LogError($"Attempted to assign non-ship entity to {gameObject.name} ship instance prefab!");
return;
}
Ship = ship;
_thrusters = ship.GetBehaviors<Thruster>().Select(thruster =>
{
var effectData = (ThrusterData) thruster.Data;
var particles = Instantiate(UnityHelpers.LoadAsset<ParticleSystem>(effectData.ParticlesPrefab), transform, false);
var particlesShape = particles.shape;
var thrusterHardpoint = ThrusterHardpoints
.FirstOrDefault(t => t.name == ship.Hardpoints[thruster.Item.Position.x, thruster.Item.Position.y].Transform);
particlesShape.meshRenderer = thrusterHardpoint?.Emitter;
// if (!string.IsNullOrEmpty(thruster.Item.Data.SoundEffectTrigger) && thrusterHardpoint != null)
// {
// AkSoundEngine.RegisterGameObj(thrusterHardpoint.gameObject);
// AkSoundEngine.PostEvent(thruster.Item.Data.SoundEffectTrigger, thrusterHardpoint.gameObject);
// }
return new ThrusterInstance
{
Thruster = thruster,
SfxSource = thrusterHardpoint?.gameObject,
System = particles,
BaseEmission = particles.emission.rateOverTimeMultiplier,
MaxParticleCount = 0
};
})
.ToArray();
foreach (var particle in _thrusters)
{
particle.System.gameObject.SetActive(false);
}
}
protected override void ShowUnfadedElements()
{
base.ShowUnfadedElements();
foreach (var particle in _thrusters)
{
particle.System.gameObject.SetActive(true);
}
}
protected override void HideUnfadedElements()
{
base.HideUnfadedElements();
foreach (var particle in _thrusters)
{
particle.System.gameObject.SetActive(false);
}
}
public override void Update()
{
base.Update();
TractorBeam.Power = Entity.TractorPower;
TractorBeam.Direction = Entity.LookDirection;
foreach (var thrusterInstance in _thrusters)
{
var emissionModule = thrusterInstance.System.emission;
var item = thrusterInstance.Thruster.Item.EquippableItem;
var data = Entity.ItemManager.GetData(item);
thrusterInstance.MaxParticleCount = thrusterInstance.System.particleCount;
emissionModule.rateOverTimeMultiplier = thrusterInstance.BaseEmission * thrusterInstance.Thruster.Axis * (item.Durability / data.Durability);
// if (thrusterInstance.SfxSource)
// {
// var throttle = 0f;
// if (thrusterInstance.System.particleCount > 0)
// throttle = (float) thrusterInstance.System.particleCount / thrusterInstance.MaxParticleCount;
// AkSoundEngine.SetObjectPosition(thrusterInstance.SfxSource, thrusterInstance.SfxSource.transform);
// AkSoundEngine.SetRTPCValue("thruster_throttle", throttle, thrusterInstance.SfxSource);
// AkSoundEngine.SetRTPCValue("performance_durability", thrusterInstance.Thruster.Item.DurabilityPerformance, thrusterInstance.SfxSource);
// AkSoundEngine.SetRTPCValue("performance_thermal", thrusterInstance.Thruster.Item.ThermalPerformance, thrusterInstance.SfxSource);
// AkSoundEngine.SetRTPCValue("performance_quality", thrusterInstance.Thruster.Item.EquippableItem.Quality, thrusterInstance.SfxSource);
// }
}
transform.rotation = Ship.Rotation;
}
public override void OnDestroy()
{
foreach (var thrusterInstance in _thrusters)
{
if (thrusterInstance.SfxSource)
{
AkSoundEngine.PostEvent(thrusterInstance.Thruster.Item.Data.SoundEffectTrigger + "_stop", thrusterInstance.SfxSource);
AkSoundEngine.UnregisterGameObj(thrusterInstance.SfxSource);
}
}
}
}