111 lines
No EOL
3.6 KiB
C#
111 lines
No EOL
3.6 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using MessagePack;
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using Newtonsoft.Json;
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[Union(0, typeof(ProjectileWeaponData)),
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Union(1, typeof(LauncherData)),
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Union(2, typeof(ConstantWeaponData))]
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public abstract class WeaponData : BehaviorData
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{
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[InspectableField, JsonProperty("damageType"), Key(1)]
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public DamageType DamageType;
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[InspectableField, JsonProperty("damage"), Key(2)]
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public PerformanceStat Damage = new PerformanceStat();
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[InspectableField, JsonProperty("range"), Key(3)]
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public PerformanceStat Range = new PerformanceStat();
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[InspectablePrefab, JsonProperty("effect"), Key(4)]
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public string EffectPrefab;
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}
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public abstract class InstantWeaponData : WeaponData
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{
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[InspectableField, JsonProperty("burstCount"), Key(5)]
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public int BurstCount;
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[InspectableField, JsonProperty("burstTime"), Key(6)]
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public PerformanceStat BurstTime = new PerformanceStat();
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}
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public class InstantWeapon : IBehavior, IAlwaysUpdatedBehavior
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{
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private InstantWeaponData _data;
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public int _burstCount;
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public float _burstTimer;
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private Entity Entity { get; }
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private EquippedItem Item { get; }
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private ItemManager Context { get; }
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public BehaviorData Data => _data;
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public event Action OnFire;
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private float _burstTime;
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public InstantWeapon(ItemManager context, InstantWeaponData c, Entity entity, EquippedItem item)
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{
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Context = context;
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_data = c;
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Entity = entity;
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Item = item;
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}
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// private void Fire()
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// {
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// Hardpoint.Temperature += _projectileWeapon.Heat.Evaluate(Hardpoint) / Hardpoint.HeatCapacity;
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// var inst = GameObject.Instantiate(_projectileWeapon.BulletPrefab).transform;
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// Physics.IgnoreCollision(Hardpoint.Ship.Ship.GetComponent<Collider>(), inst.GetComponent<Collider>());
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// var bullet = inst.GetComponent<Bullet>();
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// bullet.Target = Hardpoint.Ship.Ship.Target;
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// bullet.Source = Hardpoint.Ship.Ship.Hitpoints;
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// bullet.Lifetime = _projectileWeapon.Range.Evaluate(Hardpoint) / _projectileWeapon.Velocity.Evaluate(Hardpoint);
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// bullet.Damage = _projectileWeapon.Damage.Evaluate(Hardpoint);
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// inst.position = Hardpoint.Proxy.position;
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// inst.rotation = Hardpoint.Proxy.rotation;
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// inst.GetComponent<Rigidbody>().velocity = _projectileWeapon.Velocity.Evaluate(Hardpoint) * Vector3.RotateTowards(-inst.forward, Hardpoint.Ship.Ship.Direction, _projectileWeapon.Deflection * Mathf.Deg2Rad, 1);
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// Hardpoint.Ship.Ship.AudioSource.PlayOneShot(_projectileWeapon.Sounds.RandomElement());
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// Debug.Log($"Firing bullet {b}");
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// }
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public bool Update(float delta)
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{
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_burstTime = Context.Evaluate(_data.BurstTime, Item.EquippableItem, Entity) / _burstCount;
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if (_burstTime < .01f)
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{
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for(int i=0; i<_data.BurstCount; i++)
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OnFire?.Invoke();
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}
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else
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{
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_burstCount = _data.BurstCount;
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Fire();
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}
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return true;
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}
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private void Fire()
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{
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_burstCount--;
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_burstTimer = _burstTime;
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OnFire?.Invoke();
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}
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public void AlwaysUpdate(float delta)
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{
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if(_burstCount > 0)
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{
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_burstTimer -= delta;
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if(_burstTimer < 0)
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Fire();
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}
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}
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} |