Fixed Laser cancelling bug Fixed Turrets not activating Added ability to bind player perspective to orbital entities Added Markov Chain name generator + Australian place name dataset Modified old "galaxy" shader to serve as sector background Implemented Cem Yuksel's Weighted Sample Elimination for Poisson Disk Sample Sets Created sector generator which places sectors using WSE
72 lines
2.5 KiB
C#
72 lines
2.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using static Unity.Mathematics.math;
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public class Laser : MonoBehaviour
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{
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public AnimationCurve IntensityCurve;
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public float Duration;
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public LineRenderer LineRenderer;
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public float Damage { get; set; }
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public float Penetration { get; set; }
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public float Spread { get; set; }
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public DamageType DamageType { get; set; }
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public Entity SourceEntity { get; set; }
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public float Range { get; set; }
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private float _startTime;
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private readonly Vector3[] _zeros = {Vector3.zero, Vector3.zero};
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private void OnEnable()
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{
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_startTime = Time.time;
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LineRenderer.SetPositions(_zeros);
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}
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private void Update()
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{
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var lerp = (Time.time - _startTime) / Duration;
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if (lerp > 1)
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{
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GetComponent<Prototype>().ReturnToPool();
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return;
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}
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LineRenderer.SetPosition(0, transform.position);
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bool hitFound = false;
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foreach (var hit in Physics.RaycastAll(new Ray(transform.position, transform.forward), Range, 1 | (1 << 17)))
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{
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var shield = hit.collider.GetComponent<ShieldManager>();
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if (shield)
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{
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if (!(shield.Entity.Shield != null && shield.Entity.Shield.Item.Active.Value && shield.Entity.Shield.CanTakeHit(DamageType, Damage))) continue;
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if (shield.Entity != SourceEntity)
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{
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shield.Entity.Shield.TakeHit(DamageType, Damage);
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shield.ShowHit(hit.point, sqrt(Damage));
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LineRenderer.SetPosition(1, hit.point);
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hitFound = true;
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break;
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}
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}
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var hull = hit.collider.GetComponent<HullCollider>();
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if (hull && !(hull.Entity.Shield != null && hull.Entity.Shield.Item.Active.Value && hull.Entity.Shield.CanTakeHit(DamageType, Damage)))
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{
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if (hull.Entity != SourceEntity)
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{
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hull.SendHit(Damage * (Time.deltaTime / Duration), Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, transform.forward);
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LineRenderer.SetPosition(1, hit.point);
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hitFound = true;
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break;
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}
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}
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}
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if(!hitFound)
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LineRenderer.SetPosition(1, transform.position + transform.forward * Range);
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LineRenderer.widthMultiplier = IntensityCurve.Evaluate(lerp);
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}
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}
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