Aetheria/Assets/Scripts/Gameplay/Weapons/GuidedProjectile.cs
Meta Vens 55c3fc6a49 Delete AetheriaMath in favour of CultMath
AetheriaMath predates the CultMath swap and re-implemented helpers CultMath
now owns. Callers use CultMath directly: decay (Ship, AetherDrive, Entity),
damp (VelocityConversion, FieldTester, FieldDriver), first_order_intercept
(TurretController, Combat, GuidedProjectile), quadratic_bezier (FieldDriver)
and smootherstep (Ship). Parameter order matches in every case, and those
formulas have the same float evaluation order, so behaviour is unchanged.
Galaxy's commented-out segment check names distance_to_segment.

The other overloads had no callers and are dropped without a CultMath
counterpart being needed: the double Damp overloads, FindDistanceToSegment,
GetCatmullRomPosition, GetCubicSplinePosition, Smoothstep(x), and the
Deg2Rad/Rad2Deg constants.

AetherDb census, factions and hardpoint-fit are byte-identical to the
pre-cut captures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 18:02:41 +02:00

226 lines
No EOL
8.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using CultMath;
using CultMath.UnityBridge;
using static CultMath.math;
using Random = UnityEngine.Random;
using static Noise1D;
using float3 = CultMath.float3;
public class GuidedProjectile : MonoBehaviour
{
public Prototype HitEffect;
public Prototype ChildProjectile;
public int Children;
public float SplitTime;
public float SplitSeparationForwardness;
public float SplitSeparationVelocity;
public ParticleSystem Particles;
public float FadeOutTime;
public AnimationCurve ThrustCurve;
public AnimationCurve GuidanceCurve;
public AnimationCurve LiftCurve;
public float Frequency;
public float Thrust;
public float TopSpeed;
public Transform Source;
public Func<Vector3> TargetPosition;
private float _phase;
private float _prevDist;
private bool _active;
private bool _alive;
private Vector3 _targetVelocity;
private Vector3 _previousTargetPosition;
public Transform Target { get; set; }
public float3 StartPosition { get; set; }
public float Range { get; set; }
public Vector3 Velocity { get; set; }
public float Damage { get; set; }
public float Penetration { get; set; }
public float Spread { get; set; }
public DamageType DamageType { get; set; }
public Entity SourceEntity { get; set; }
public event Action OnKill;
void OnEnable()
{
_active = _alive = true;
_phase = Random.value * 100;
_prevDist = Single.MaxValue;
Particles.startColor = Color.white;
//var main = Particles.main;
//main.startColor = new ParticleSystem.MinMaxGradient { mode = ParticleSystemGradientMode.Color, color = Color.white };
Particles.Clear(true);
Particles.Play(true);
}
void Update ()
{
if (SourceEntity == null) return;
var t = transform;
if (_active)
{
if (TargetPosition == null && !Target)
{
StartCoroutine(FadeOut());
return;
}
var position = t.position.ToCultMath();
var targetPosition = TargetPosition?.Invoke() ?? Target.position;
_targetVelocity = lerp(_targetVelocity.ToCultMath(), (targetPosition - _previousTargetPosition).ToCultMath(), saturate(Time.deltaTime * 5)).ToUnity();
_previousTargetPosition = targetPosition;
targetPosition = first_order_intercept(position,float3.zero, TopSpeed, targetPosition.ToCultMath(), _targetVelocity.ToCultMath()).ToUnity();
var diff = targetPosition - transform.position;
var targetDist = diff.magnitude;
var sourceDist = length(StartPosition.xz - position.xz);
if (sourceDist > Range || dot(diff.ToCultMath(), Velocity.ToCultMath()) < 0)
{
StartCoroutine(FadeOut());
if (HitEffect != null)
{
var ht = HitEffect.Instantiate<Transform>();
ht.position = t.position;
}
return;
}
_prevDist = targetDist;
var targetDistFlat = diff.Flatland().magnitude;
var curveLerp = 1 - targetDistFlat / (sourceDist + targetDistFlat);
var dir = diff.normalized;
var right = cross(dir.ToCultMath(), float3(0, 1, 0));
var up = cross(dir.ToCultMath(), right);
if (Children > 0 && SplitTime < curveLerp)
{
for (int i = 0; i < Children; i++)
{
var child = ChildProjectile.Instantiate<GuidedProjectile>();
child.transform.position = t.position;
child.StartPosition = StartPosition;
var randomDirection = normalize(Random.insideUnitCircle.ToCultMath());
var perpendicularRandom = randomDirection.x * right + randomDirection.y * up;
child.Velocity = (normalize(lerp(perpendicularRandom, dir.ToCultMath(), SplitSeparationForwardness)) * length(Velocity.ToCultMath()) * SplitSeparationVelocity).ToUnity();
child.Range = Range;
child.Damage = Damage / Children;
child.Penetration = Penetration;
child.Spread = Spread;
child.DamageType = DamageType;
child.Source = Source;
child.Target = Target;
child.SourceEntity = SourceEntity;
child.GuidanceCurve = GuidanceCurve;
child.LiftCurve = LiftCurve;
child.ThrustCurve = ThrustCurve;
child.Thrust = Thrust;
child.TopSpeed = TopSpeed;
child.Frequency = Frequency;
child.Thrust = Thrust;
}
StartCoroutine(Kill());
if (HitEffect != null)
{
var ht = HitEffect.Instantiate<Transform>();
ht.position = t.position;
}
}
var dodge = normalize(lerp(
normalize(right * noise(Time.time * Frequency + _phase) + up * noise(Time.time * Frequency + (100 + _phase))),
float3(0, 1, 0), LiftCurve.Evaluate(curveLerp))).ToUnity();
var desired = Vector3.Slerp(dodge, dir, GuidanceCurve.Evaluate(curveLerp)).normalized * TopSpeed;
var thrustCurve = ThrustCurve.Evaluate(curveLerp);
var thrust = Thrust * thrustCurve;
var c = Color.white * thrustCurve;
c.a = 1;
Particles.startColor = c;
Velocity += (desired-Velocity).normalized * (thrust * Time.deltaTime);
}
if(_alive)
{
var ray = new Ray(t.position, Velocity);
foreach (var hit in Physics.RaycastAll(ray, Velocity.magnitude * Time.deltaTime, 1 | (1 << 17)))
{
var shield = hit.collider.GetComponent<ShieldManager>();
if (shield)
{
if (!(shield.Entity.Shield != null && shield.Entity.Shield.Item.Active.Value && shield.Entity.Shield.CanTakeHit(DamageType, Damage))) continue;
if (shield.Entity != SourceEntity)
{
shield.Entity.Shield.TakeHit(DamageType, Damage);
shield.ShowHit(hit.point, sqrt(Damage));
}
}
var hull = hit.collider.GetComponent<HullCollider>();
if (hull && !(hull.Entity.Shield != null && hull.Entity.Shield.Item.Active.Value && hull.Entity.Shield.CanTakeHit(DamageType, Damage)))
{
if (hull.Entity != SourceEntity)
{
hull.SendHit(Damage, Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, transform.forward);
transform.position = hit.point;
StartCoroutine(Kill());
}
}
else// if (hit.transform.gameObject.layer == 1)
{
StartCoroutine(Kill());
return;
}
if (HitEffect != null)
{
var ht = HitEffect.Instantiate<Transform>();
ht.SetParent(hit.collider.transform);
ht.position = hit.point;
return;
}
}
t.position += Velocity * Time.deltaTime;
}
}
IEnumerator FadeOut()
{
_active = false;
var startTime = Time.time;
while (Time.time - startTime < FadeOutTime)
{
var lerp = 1 - (Time.time - startTime) / FadeOutTime;
var c = Color.white * lerp;
c.a = 1;
Particles.startColor = c;
//var main = Particles.main;
//main.startColor = new ParticleSystem.MinMaxGradient { mode = ParticleSystemGradientMode.Color, color = Color.white * lerp };
yield return null;
}
StartCoroutine(Kill());
}
IEnumerator Kill()
{
_active = false;
_alive = false;
Particles.Stop(true, ParticleSystemStopBehavior.StopEmitting);
var startTime = Time.time;
var lifetime = Particles.main.startLifetime.constant;
while (Time.time - startTime < lifetime)
{
yield return null;
}
OnKill?.Invoke();
GetComponent<Prototype>().ReturnToPool();
}
}