Heat system remade, now guaranteed stable Schematic heat texture is now Radiators glow according to temperature Added Laser weapons Longinus has split weapon and radiator meshes, weapons can yaw 1 degree for target convergence Articulation points can now handle 360 rotations properly Fixed exception caused by hit spread on thin hull sections Fixed loadout not restoring item rotation Fixed exception in inventory panel selection
50 lines
No EOL
1.6 KiB
C#
50 lines
No EOL
1.6 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 MessagePack;
|
|
using Newtonsoft.Json;
|
|
using Unity.Mathematics;
|
|
using static Unity.Mathematics.math;
|
|
|
|
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
|
|
public class RadiatorData : BehaviorData
|
|
{
|
|
[InspectableField, JsonProperty("emissivity"), Key(1), RuntimeInspectable]
|
|
public PerformanceStat Emissivity = new PerformanceStat();
|
|
|
|
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
|
|
{
|
|
return new Radiator(context, this, entity, item);
|
|
}
|
|
}
|
|
|
|
public class Radiator : IBehavior
|
|
{
|
|
public Entity Entity { get; }
|
|
public EquippedItem Item { get; }
|
|
public ItemManager Context { get; }
|
|
|
|
public BehaviorData Data => _data;
|
|
|
|
public float Emissivity;
|
|
|
|
private RadiatorData _data;
|
|
|
|
public Radiator(ItemManager context, RadiatorData data, Entity entity, EquippedItem item)
|
|
{
|
|
Context = context;
|
|
_data = data;
|
|
Entity = entity;
|
|
Item = item;
|
|
}
|
|
|
|
public bool Execute(float delta)
|
|
{
|
|
Emissivity = Context.Evaluate(_data.Emissivity, Item.EquippableItem, Entity);
|
|
var rad = pow(Item.Temperature, Context.GameplaySettings.HeatRadiationExponent) * Context.GameplaySettings.HeatRadiationMultiplier * Emissivity;
|
|
Item.AddHeat(-rad * delta * Context.GetThermalMass(Item.EquippableItem));
|
|
Entity.VisibilitySources[this] = rad;
|
|
return true;
|
|
}
|
|
} |