Aetheria/Assets/Scripts/Gameplay/Weapons/GuidedProjectileManager.cs

70 lines
3.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UniRx;
using Unity.Mathematics;
using UnityEngine;
using static Unity.Mathematics.math;
public class GuidedProjectileManager : InstantWeaponEffectManager
{
public Prototype ProjectilePrototype;
public Subject<(Entity source, Transform target, GuidedProjectile missile)> OnFireGuided = new Subject<(Entity source, Transform target, GuidedProjectile missile)>();
public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target)
{
if(!weapon.HasGuidedProjectileProfile)
{
Debug.LogError($"Weapon {item.RuntimeItem?.Name ?? "Unknown item"} linked to {name} effect, but has no guided projectile profile!");
return;
}
if(weapon.GuidedProjectileTargeting == GuidedProjectileTargetMode.TargetEntity)
{
if (target == null) return;
var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
p.Source = source.transform;
p.SourceEntity = source.Entity;
p.Target = target.transform;
p.Frequency = weapon.GuidedProjectileDodgeFrequency;
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
var barrel = source.GetBarrel(hp);
p.StartPosition = p.transform.position = barrel.position;
p.Damage = weapon.Damage;
p.Range = weapon.Range;
p.Penetration = weapon.Penetration;
p.Spread = weapon.DamageSpread;
p.DamageType = weapon.DamageType;
p.GuidanceCurve = weapon.GuidedProjectileGuidanceCurve.ToCurve();
p.LiftCurve = weapon.GuidedProjectileLiftCurve.ToCurve();
p.ThrustCurve = weapon.GuidedProjectileThrustCurve.ToCurve();
p.Velocity = barrel.forward * weapon.Velocity;
p.Thrust = weapon.EvaluateGuidedProjectileThrust();
p.TopSpeed = weapon.EvaluateGuidedProjectileVelocity();
OnFireGuided.OnNext((source.Entity, target.transform, p));
}
else if(weapon.GuidedProjectileTargeting == GuidedProjectileTargetMode.LookDirection)
{
var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
p.Source = source.transform;
p.SourceEntity = source.Entity;
p.Frequency = weapon.GuidedProjectileDodgeFrequency;
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
var barrel = source.GetBarrel(hp);
p.StartPosition = p.transform.position = barrel.position;
p.Damage = weapon.Damage;
p.Range = weapon.Range;
p.Penetration = weapon.Penetration;
p.Spread = weapon.DamageSpread;
p.DamageType = weapon.DamageType;
p.GuidanceCurve = weapon.GuidedProjectileGuidanceCurve.ToCurve();
p.LiftCurve = weapon.GuidedProjectileLiftCurve.ToCurve();
p.ThrustCurve = weapon.GuidedProjectileThrustCurve.ToCurve();
p.Velocity = barrel.forward * weapon.Velocity;
p.Thrust = weapon.EvaluateGuidedProjectileThrust();
p.TopSpeed = weapon.EvaluateGuidedProjectileVelocity();
p.TargetPosition = () => source.Entity.Position + length( (float3)source.LookAtPoint.position - source.Entity.Position) * source.Entity.LookDirection;
}
}
}