Aetheria/Assets/Scripts/Gameplay/ShipInstance.cs
Reinier Vens b53e4aec8c Combat & Visibility & Collisions
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
2021-02-26 19:01:47 +00:00

72 lines
No EOL
2.3 KiB
C#

using System.Collections;
using System.Linq;
using UnityEngine;
public class ShipInstance : EntityInstance
{
public (Thruster effect, ParticleSystem system, float baseEmission)[] Particles;
public Ship Ship { get; private set; }
public override void SetEntity(SectorRenderer sectorRenderer, Entity entity)
{
base.SetEntity(sectorRenderer, 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;
Particles = ship.GetBehaviors<Thruster>()
.Select<Thruster, (Thruster effect, ParticleSystem system, float baseEmission)>(x =>
{
var effectData = (ThrusterData) x.Data;
var particles = Instantiate(UnityHelpers.LoadAsset<ParticleSystem>(effectData.ParticlesPrefab), transform, false);
var particlesShape = particles.shape;
particlesShape.meshRenderer = ThrusterHardpoints
.FirstOrDefault(t => t.name == x.Entity.Hardpoints[x.Item.Position.x, x.Item.Position.y].Transform)
?.Emitter;
return (x, particles, particles.emission.rateOverTimeMultiplier);
})
.ToArray();
foreach (var particle in Particles)
{
particle.system.gameObject.SetActive(false);
}
}
protected override void ShowUnfadedElements()
{
base.ShowUnfadedElements();
foreach (var particle in Particles)
{
particle.system.gameObject.SetActive(true);
}
}
protected override void HideUnfadedElements()
{
base.HideUnfadedElements();
foreach (var particle in Particles)
{
particle.system.gameObject.SetActive(false);
}
}
public override void Update()
{
base.Update();
foreach (var (effect, system, baseEmission) in Particles)
{
var emissionModule = system.emission;
var item = effect.Item.EquippableItem;
var data = Entity.ItemManager.GetData(item);
emissionModule.rateOverTimeMultiplier = baseEmission * effect.Axis * (item.Durability / data.Durability);
}
transform.rotation = Ship.Rotation;
}
}