Aetheria/Assets/Scripts/ServerShared/Agents/VelocityMatch.cs
Reinier Vens 357f9db329 Weapon Scripting Overhaul
Weapons are now monolithic behaviors
Various new weapon behavior types implemented
All weapons have optional magazine and reload mechanic
Visibility now decays globally
2021-01-25 05:53:36 +00:00

63 lines
2 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
public class VelocityMatch : AgentBehavior
{
public event Action OnMatch;
public float2 TargetVelocity;
private Thruster _thrust;
private const float TargetThreshold = .1f;
private ItemManager _context;
public VelocityMatch(ItemManager context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
{
_context = context;
_thrust = Entity.GetBehavior<Thruster>();
}
public void Clear()
{
OnMatch = null;
}
public override void Update(float delta)
{
// if (_thrust != null && _turning != null)
// {
// var deltaV = TargetVelocity - Entity.Velocity;
// if(length(deltaV) < TargetThreshold)
// OnMatch?.Invoke();
// _turning.Axis = TurningInput(deltaV);
// _thrust.Axis = ThrustInput(deltaV);
// }
}
public float2 MatchDistanceTime
{
get
{
// var velocity = length(Entity.Velocity);
// var deltaV = TargetVelocity - Entity.Velocity;
//
// var stoppingTime = length(deltaV) / (_thrust.Thrust / Entity.Mass);
// var stoppingDistance = stoppingTime * (velocity / 2);
//
// var angleDiff = Entity.Direction.AngleDiff(deltaV);
// var turnaroundTime = angleDiff / (_turning.Torque / Entity.Mass);
// var turnaroundDistance = turnaroundTime * velocity;
//
// return float2(stoppingDistance + turnaroundDistance, stoppingTime + turnaroundTime);
return float2.zero;
}
}
}