Weapons are now monolithic behaviors Various new weapon behavior types implemented All weapons have optional magazine and reload mechanic Visibility now decays globally
63 lines
2 KiB
C#
63 lines
2 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 System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using float2 = Unity.Mathematics.float2;
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public class VelocityMatch : AgentBehavior
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{
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public event Action OnMatch;
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public float2 TargetVelocity;
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private Thruster _thrust;
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private const float TargetThreshold = .1f;
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private ItemManager _context;
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public VelocityMatch(ItemManager context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
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{
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_context = context;
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_thrust = Entity.GetBehavior<Thruster>();
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}
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public void Clear()
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{
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OnMatch = null;
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}
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public override void Update(float delta)
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{
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// if (_thrust != null && _turning != null)
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// {
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// var deltaV = TargetVelocity - Entity.Velocity;
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// if(length(deltaV) < TargetThreshold)
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// OnMatch?.Invoke();
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// _turning.Axis = TurningInput(deltaV);
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// _thrust.Axis = ThrustInput(deltaV);
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// }
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}
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public float2 MatchDistanceTime
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{
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get
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{
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// var velocity = length(Entity.Velocity);
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// var deltaV = TargetVelocity - Entity.Velocity;
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//
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// var stoppingTime = length(deltaV) / (_thrust.Thrust / Entity.Mass);
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// var stoppingDistance = stoppingTime * (velocity / 2);
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//
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// var angleDiff = Entity.Direction.AngleDiff(deltaV);
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// var turnaroundTime = angleDiff / (_turning.Torque / Entity.Mass);
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// var turnaroundDistance = turnaroundTime * velocity;
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//
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// return float2(stoppingDistance + turnaroundDistance, stoppingTime + turnaroundTime);
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return float2.zero;
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}
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}
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}
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