Aetheria/Assets/Scripts/Gameplay/Weapons/Mine.cs
2021-02-06 15:29:04 +00:00

125 lines
4.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using UnityEngine;
using Random = UnityEngine.Random;
public class Mine : MonoBehaviour
{
public MeshRenderer MeshRenderer;
public int EmissionSubmesh;
public AnimationCurve EmissionCurve;
public float ActiveCycleDuration;
public float ArmedCycleDuration;
public float ActiveEmission;
public float ArmedEmission;
public float RotationSpeed;
public float GridOffset;
public float GridAttraction;
public float Gravity;
public float Drag = .1f;
public float LaunchDrag;
public Prototype HitEffect;
public float Lifetime;
public float ActivationDelay;
public float BlastRange;
public float BlastDelay;
private float2 _selfVelocity;
private float _startTime;
private float _blastTime;
private bool _blastCountdown;
private bool _active;
private Material _material;
private float _pulseLerp;
private float _emission;
public Zone Zone { get; set; }
public Vector3 Velocity { get; set; }
public float Damage { get; set; }
public DamageType DamageType { get; set; }
public EntityInstance Source { get; set; }
public float Range { get; set; }
private void Start()
{
_material = MeshRenderer.materials[EmissionSubmesh];
}
private void OnEnable()
{
_startTime = Time.time;
_blastCountdown = false;
_active = false;
_emission = 0;
}
// Update is called once per frame
void Update()
{
if (Zone == null) return;
var t = transform;
var position = t.position;
var gridHeight = Zone.GetHeight(position.Flatland()) + GridOffset;
Velocity += Vector3.up * (sign(gridHeight - position.y) * GridAttraction * Time.deltaTime);
Velocity *= max(0, 1 - LaunchDrag * Time.deltaTime);
var normal = Zone.GetNormal(position.Flatland());
var force = new float2(normal.x, normal.z);
var forceMagnitude = lengthsq(force);
if (forceMagnitude > .001f)
{
var fa = 1 / (1 - forceMagnitude) - 1;
_selfVelocity += normalize(force) * Zone.Settings.GravityStrength * fa * Gravity;
}
_selfVelocity *= max(0, 1 - Drag * Time.deltaTime);
t.position = position + (Velocity + new Vector3(_selfVelocity.x,0,_selfVelocity.y)) * Time.deltaTime;
t.localRotation = Quaternion.Euler(sin(Time.time-_startTime * RotationSpeed) * 90, 0, cos(Time.time-_startTime * RotationSpeed) * 90);
if (Time.time - _startTime > ActivationDelay && !_active)
{
_active = true;
}
if(_active)
{
_emission = lerp(_emission, _blastCountdown ? ArmedEmission : ActiveEmission, Time.deltaTime * 10);
_pulseLerp += Time.deltaTime / (_blastCountdown ? ArmedCycleDuration : ActiveCycleDuration);
_pulseLerp %= 1;
if(!_blastCountdown)
{
foreach (var collider in Physics.OverlapSphere(t.position, BlastRange, 1))
{
var hull = collider.GetComponent<HullCollider>();
if (hull)
{
_blastCountdown = true;
_blastTime = Time.time + BlastDelay;
}
}
}
if ((position - Source.Prefab.transform.position).magnitude > Range ||
Time.time - _startTime > Lifetime ||
_blastCountdown && Time.time > _blastTime)
{
foreach (var collider in Physics.OverlapSphere(t.position, BlastRange, 1))
{
var hull = collider.GetComponent<HullCollider>();
if (hull)
{
hull.SendSplash(Damage, DamageType, Source.Entity, (collider.transform.position - t.position).normalized);
}
}
var ht = HitEffect.Instantiate<Transform>();
ht.position = t.position;
GetComponent<Prototype>().ReturnToPool();
}
}
_material.SetFloat("_Emission", _emission * EmissionCurve.Evaluate(_pulseLerp));
}
}