Aetheria/Assets/Scripts/ServerShared/Behaviors/LockWeapon.cs
2026-06-15 18:27:29 +01:00

114 lines
3.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable]
public class LockWeaponConfig : InstantWeaponConfig
{
[Inspectable]
public PerformanceStat LockSpeed = new PerformanceStat();
[Inspectable]
public PerformanceStat SensorImpact = new PerformanceStat();
[Inspectable]
public PerformanceStat LockAngle = new PerformanceStat();
[Inspectable]
public PerformanceStat DirectionImpact = new PerformanceStat();
[Inspectable]
public PerformanceStat Decay = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new LockWeapon(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new LockWeapon(this, item);
}
}
public class LockWeapon : InstantWeapon
{
private readonly PerformanceStat _lockSpeed;
private readonly PerformanceStat _sensorImpact;
private readonly PerformanceStat _lockAngle;
private readonly PerformanceStat _directionImpact;
private readonly PerformanceStat _decay;
private float _lock;
private bool _locking;
private Entity _target;
public event Action OnLocked;
public event Action OnBeginLocking;
public event Action OnLockLost;
public float LockSpeed { get; private set; }
public float SensorImpact { get; private set; }
public float LockAngle { get; private set; }
public float DirectionImpact { get; private set; }
public float Decay { get; private set; }
public override float Progress => saturate(_cooldown > 0 ? _cooldown : _lock);
public override bool CanFire => base.CanFire && _lock > .99f && Entity.TargetRange > MinRange && Entity.TargetRange < Range;
public float Lock
{
get => saturate(_lock);
}
public float LockProgress => saturate(_lock);
public Entity LockTarget => _target;
public LockWeapon(LockWeaponConfig data, EquippedItem item) : base(data, item)
{
_lockSpeed = data.LockSpeed;
_sensorImpact = data.SensorImpact;
_lockAngle = data.LockAngle;
_directionImpact = data.DirectionImpact;
_decay = data.Decay;
}
public LockWeapon(LockWeaponConfig data, ConsumableItemEffect item) : base(data, item)
{
_lockSpeed = data.LockSpeed;
_sensorImpact = data.SensorImpact;
_lockAngle = data.LockAngle;
_directionImpact = data.DirectionImpact;
_decay = data.Decay;
}
public override bool Execute(float dt)
{
if (_target != Entity.Target.Value)
{
_lock = 0;
_target = Entity.Target.Value;
}
if (Entity.Target.Value != null && Entity.Target.Value.IsHostileTo(Entity))
{
LockSpeed = Evaluate(_lockSpeed);
SensorImpact = Evaluate(_sensorImpact);
LockAngle = Evaluate(_lockAngle);
DirectionImpact = Evaluate(_directionImpact);
Decay = Evaluate(_decay);
var degrees = acos(dot(normalize(Entity.Target.Value.Position - Entity.Position), normalize(Entity.LookDirection))) * 57.2958f;
if (degrees < LockAngle)
{
var lerp = 1 - unlerp(0, 90, degrees);
_lock = saturate(_lock + pow(lerp, DirectionImpact) * dt * LockSpeed * pow(Entity.EntityInfoGathered[Entity.Target.Value], SensorImpact));
}
else _lock = saturate(_lock - dt * Decay);
}
return base.Execute(dt);
}
}