New damage system, much easier to understand Splash damage support Hardpoint armor consolidated with hull armor Minimap shows view cone New industry standard palette for temperature display Temperature range display contains palette Restoring loadouts now ignores temperature and armor Items can ignore thermal mass when adding heat Burst weapons can consume single ammo (mainly shotguns) New missile type that follows crosshairs New airburst projectile type that deals splash damage Auto Shotgun and Charged Shotgun
36 lines
1.4 KiB
C#
36 lines
1.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using Random = UnityEngine.Random;
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public class ProjectileManager : InstantWeaponEffectManager
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{
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public Prototype ProjectilePrototype;
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public bool InheritVelocity;
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public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target)
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{
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var p = ProjectilePrototype.Instantiate<Projectile>();
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var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
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var barrel = source.GetBarrel(hp);
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var angle = weapon.Spread / 2;
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p.SourceEntity = source.Entity;
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p.StartPosition = p.transform.position = barrel.position;
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p.Velocity = Quaternion.Euler(
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Random.Range(-angle, angle),
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Random.Range(-angle, angle),
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Random.Range(-angle, angle)) *
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barrel.forward *
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weapon.Velocity;
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p.Damage = weapon.Damage;
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p.Range = weapon.Range;
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p.Penetration = weapon.Penetration;
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p.Spread = weapon.DamageSpread;
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p.DamageType = weapon.WeaponData.DamageType;
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p.Zone = source.Entity.Zone;
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p.AirburstDistance = target != null ? length(source.Entity.Position - target.Entity.Position) : (weapon.Range * .75f);
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p.Trail.Clear();
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}
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}
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