Aetheria/Assets/Scripts/Gameplay/Weapons/GuidedProjectileManager.cs
Reinier Vens ab54f878f4 Quality Tiers
Item Manufacturers now defined in item data
Items are generated at specific quality tiers with associated colors, displayed in title of properties panel when selected
2021-03-08 02:57:38 +00:00

61 lines
2.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
using static Unity.Mathematics.math;
public class GuidedProjectileManager : InstantWeaponEffectManager
{
public Prototype ProjectilePrototype;
public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target)
{
if (target == null) return;
if(weapon.Data is LauncherData launcher)
{
var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
p.Source = source.transform;
p.SourceEntity = source.Entity;
p.Target = target.transform;
p.Frequency = launcher.DodgeFrequency;
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
var barrel = source.GetBarrel(hp);
p.StartPosition = p.transform.position = barrel.position;
p.Damage = weapon.Damage;
p.Range = weapon.Range;
p.Penetration = weapon.Penetration;
p.Spread = weapon.DamageSpread;
p.DamageType = weapon.WeaponData.DamageType;
p.GuidanceCurve = launcher.GuidanceCurve.ToCurve();
p.LiftCurve = launcher.LiftCurve.ToCurve();
p.ThrustCurve = launcher.ThrustCurve.ToCurve();
p.Velocity = barrel.forward * weapon.Velocity;
p.Thrust = item.Evaluate(launcher.Thrust);
p.TopSpeed = item.Evaluate(launcher.MissileVelocity);
}
else if(weapon.Data is GuidedWeaponData guidance)
{
var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
p.Source = source.transform;
p.SourceEntity = source.Entity;
p.Target = target?.transform;
p.Frequency = guidance.DodgeFrequency;
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
var barrel = source.GetBarrel(hp);
p.StartPosition = p.transform.position = barrel.position;
p.Damage = weapon.Damage;
p.Range = weapon.Range;
p.Penetration = weapon.Penetration;
p.Spread = weapon.DamageSpread;
p.DamageType = weapon.WeaponData.DamageType;
p.GuidanceCurve = guidance.GuidanceCurve.ToCurve();
p.LiftCurve = guidance.LiftCurve.ToCurve();
p.ThrustCurve = guidance.ThrustCurve.ToCurve();
p.Velocity = barrel.forward * weapon.Velocity;
p.Thrust = item.Evaluate(guidance.Thrust);
p.TopSpeed = item.Evaluate(guidance.MissileVelocity);
p.TargetPosition = () => source.Entity.Position + length( (float3)source.LookAtPoint.position - source.Entity.Position) * source.Entity.LookDirection;
}
else Debug.LogError($"Weapon {item.EquippableItem.Name} linked to {name} effect, but is not a Launcher!");
}
}