213 lines
6.9 KiB
C#
213 lines
6.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[Inspectable]
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public class ChargedWeaponConfig : InstantWeaponConfig
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{
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[Inspectable]
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public PerformanceStat ChargeTime = new PerformanceStat();
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[Inspectable]
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public PerformanceStat ChargeEnergy = new PerformanceStat();
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[Inspectable]
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public PerformanceStat ChargeHeat = new PerformanceStat();
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[Inspectable]
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public bool CanFireEarly;
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[Inspectable]
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public float FailureCharge;
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[Inspectable]
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public float FailureDamage = 1;
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[Inspectable]
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public float ChargeFiringDamageMultiplier = 1;
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[Inspectable]
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public float ChargeFiringSpreadMultiplier = 1;
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[Inspectable]
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public float ChargeFiringBurstCountMultiplier = 1;
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[Inspectable]
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public float ChargeFiringVisibilityMultiplier = 1;
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[Inspectable]
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public float ChargeFiringVelocityMultiplier = 1;
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[Inspectable]
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public float ChargeFiringHeatMultiplier = 1;
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new ChargedWeapon(this, item);
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}
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public override Behavior CreateInstance(ConsumableItemEffect item)
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{
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return new ChargedWeapon(this, item);
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}
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}
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public class ChargedWeapon : InstantWeapon
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{
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private readonly PerformanceStat _chargeTime;
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private readonly PerformanceStat _chargeEnergy;
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private readonly PerformanceStat _chargeHeat;
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private readonly bool _canFireEarly;
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private readonly float _failureCharge;
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private readonly float _failureDamage;
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private readonly float _chargeFiringDamageMultiplier;
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private readonly float _chargeFiringSpreadMultiplier;
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private readonly float _chargeFiringBurstCountMultiplier;
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private readonly float _chargeFiringVisibilityMultiplier;
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private readonly float _chargeFiringVelocityMultiplier;
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private readonly float _chargeFiringHeatMultiplier;
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private bool _charging;
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private bool _charged;
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private float _charge;
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private float _progress;
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public float ChargeTime { get; protected set; }
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public float ChargeEnergy { get; protected set; }
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public float ChargeHeat { get; protected set; }
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public override float DamagePerSecond => Damage * _chargeFiringDamageMultiplier / (Cooldown + ChargeTime);
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public override float RangeDamagePerSecond(float range)
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{
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return Damage *
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_chargeFiringDamageMultiplier *
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DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) /
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(Cooldown + ChargeTime);
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}
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public event Action OnStartCharging;
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public event Action OnStopCharging;
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public event Action OnCharged;
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public event Action OnFailed;
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public override void ResetEvents()
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{
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base.ResetEvents();
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OnStartCharging = null;
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OnStopCharging = null;
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OnCharged = null;
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OnFailed = null;
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}
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public override float Progress => saturate(_charging ? _charge : _cooldown);
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public float Charge
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{
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get => _charge;
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}
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public bool Charging => _charging;
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public bool Charged => _charged;
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public ChargedWeapon(ChargedWeaponConfig data, EquippedItem item) : base(data, item)
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{
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_chargeTime = data.ChargeTime;
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_chargeEnergy = data.ChargeEnergy;
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_chargeHeat = data.ChargeHeat;
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_canFireEarly = data.CanFireEarly;
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_failureCharge = data.FailureCharge;
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_failureDamage = data.FailureDamage;
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_chargeFiringDamageMultiplier = data.ChargeFiringDamageMultiplier;
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_chargeFiringSpreadMultiplier = data.ChargeFiringSpreadMultiplier;
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_chargeFiringBurstCountMultiplier = data.ChargeFiringBurstCountMultiplier;
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_chargeFiringVisibilityMultiplier = data.ChargeFiringVisibilityMultiplier;
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_chargeFiringVelocityMultiplier = data.ChargeFiringVelocityMultiplier;
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_chargeFiringHeatMultiplier = data.ChargeFiringHeatMultiplier;
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}
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public ChargedWeapon(ChargedWeaponConfig data, ConsumableItemEffect item) : base(data, item)
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{
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_chargeTime = data.ChargeTime;
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_chargeEnergy = data.ChargeEnergy;
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_chargeHeat = data.ChargeHeat;
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_canFireEarly = data.CanFireEarly;
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_failureCharge = data.FailureCharge;
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_failureDamage = data.FailureDamage;
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_chargeFiringDamageMultiplier = data.ChargeFiringDamageMultiplier;
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_chargeFiringSpreadMultiplier = data.ChargeFiringSpreadMultiplier;
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_chargeFiringBurstCountMultiplier = data.ChargeFiringBurstCountMultiplier;
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_chargeFiringVisibilityMultiplier = data.ChargeFiringVisibilityMultiplier;
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_chargeFiringVelocityMultiplier = data.ChargeFiringVelocityMultiplier;
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_chargeFiringHeatMultiplier = data.ChargeFiringHeatMultiplier;
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}
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protected override void UpdateStats()
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{
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base.UpdateStats();
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ChargeTime = Evaluate(_chargeTime);
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ChargeEnergy = Evaluate(_chargeEnergy);
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ChargeHeat = Evaluate(_chargeHeat);
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Damage *= lerp(1, _chargeFiringDamageMultiplier, saturate(_charge));
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Heat *= lerp(1, _chargeFiringHeatMultiplier, saturate(_charge));
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Spread *= lerp(1, _chargeFiringSpreadMultiplier, saturate(_charge));
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BurstCount *= lerp(1, _chargeFiringBurstCountMultiplier, saturate(_charge));
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Visibility *= lerp(1, _chargeFiringVisibilityMultiplier, saturate(_charge));
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Velocity *= lerp(1, _chargeFiringVelocityMultiplier, saturate(_charge));
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}
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public override bool Execute(float dt)
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{
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if (_charging)
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{
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_charge += dt / ChargeTime;
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Item.SetAudioParameter(SpecialAudioParameter.ChargeLevel, saturate(_charge));
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if (!_charged)
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{
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AddHeat(ChargeHeat * (dt / ChargeTime));
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if(_charge > 1)
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{
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_charged = true;
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OnCharged?.Invoke();
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}
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}
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if (_failureCharge > 1 && _charge > _failureCharge)
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{
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_charging = false;
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_cooldown = 1;
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_coolingDown = true;
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_charge = 0;
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OnFailed?.Invoke();
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Item.FireAudioEvent(ChargedWeaponAudioEvent.Fail);
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CauseDamage(_failureDamage);
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}
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}
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return base.Execute(dt);
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}
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public override void Activate()
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{
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if(!_charging && !_coolingDown)
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{
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OnStartCharging?.Invoke();
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Item.FireAudioEvent(ChargedWeaponAudioEvent.Start);
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_charging = true;
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_charged = false;
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}
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}
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public override void Deactivate()
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{
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if (_charging)
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{
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if (_canFireEarly || _charge > 1)
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{
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Trigger();
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_charge = 0;
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}
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OnStopCharging?.Invoke();
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Item.FireAudioEvent(ChargedWeaponAudioEvent.Stop);
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_charging = false;
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}
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}
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}
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