Aetheria/Assets/Scripts/Gameplay/ShipInstance.cs
Meta Vens 2281793154 Convert engine types through CultMath.UnityBridge
CultMath has no implicit conversions to or from Vector*, Quaternion or
Color, so Assembly-CSharp converts explicitly with ToCultMath/ToUnity at
each engine boundary: FieldDriver, GuidedProjectile(Manager),
EntityInstance, ActionGameManager, HullCollider, GridObject, ShipInstance,
ShieldManager, ItemPickup, FieldTester, PlaceUIElementWorldspace,
MapMenuInput, MapRenderer, SectorRenderer and ZoneRenderer. CultMath math
calls that were handed Unity vectors now take converted values;
Vector3.Scale in FieldDriver becomes a float3 product, and ItemPickup's
Vector3.Dot on float3s becomes dot. packages-lock.json records the
cultmath git package at f0605367 and demotes com.unity.mathematics to a
transitive dependency.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 17:47:33 +02:00

140 lines
No EOL
5 KiB
C#

using System;
using System.Collections;
using System.Linq;
using UnityEngine;
using CultMath;
using CultMath.UnityBridge;
using static CultMath.math;
public class ShipInstance : EntityInstance
{
private static int _shipIndex;
public TractorBeam TractorBeam;
private class ThrusterInstance
{
public Thruster Thruster;
public ParticleSystem System;
public float BaseEmission;
public int MaxParticleCount;
}
private class AetherDriveInstance
{
public AetherDrive Drive;
public ParticleSystem Particles;
public float BaseEmission;
public float BaseForce;
}
private ThrusterInstance[] _thrusters;
private AetherDriveInstance _aetherDrive;
public Ship Ship { get; private set; }
private void Start()
{
var tractorBeamMain = TractorBeam.ParticleSystem.main;
tractorBeamMain.customSimulationSpace = LocalSpace;
}
public override void SetEntity(ZoneRenderer zoneRenderer, Entity entity)
{
base.SetEntity(zoneRenderer, entity);
var ship = entity as Ship;
if (ship == null)
{
Debug.LogError($"Attempted to assign non-ship entity to {gameObject.name} ship instance prefab!");
return;
}
Ship = ship;
var drive = ship.GetBehavior<AetherDrive>();
if (drive != null)
{
var particles = Instantiate(UnityHelpers.LoadAsset<ParticleSystem>(drive.DriveData.Particles), transform, false);
var main = particles.main;
main.customSimulationSpace = LocalSpace;
_aetherDrive = new AetherDriveInstance
{
Drive = drive,
BaseEmission = particles.emission.rateOverTimeMultiplier,
Particles = particles,
BaseForce = particles.forceOverLifetime.z.curveMultiplier
};
}
_thrusters = ship.GetBehaviors<Thruster>().Select(thruster =>
{
var effectData = (ThrusterData) thruster.Data;
var particles = Instantiate(UnityHelpers.LoadAsset<ParticleSystem>(effectData.ParticlesPrefab), transform, false);
var particlesShape = particles.shape;
var thrusterHardpoint = ThrusterHardpoints
.FirstOrDefault(t => t.name == ship.Hardpoints[thruster.Item.Position.x, thruster.Item.Position.y].Transform);
particlesShape.meshRenderer = thrusterHardpoint?.Emitter;
// if (!string.IsNullOrEmpty(thruster.Item.Data.SoundEffectTrigger) && thrusterHardpoint != null)
// {
// AkSoundEngine.RegisterGameObj(thrusterHardpoint.gameObject);
// AkSoundEngine.PostEvent(thruster.Item.Data.SoundEffectTrigger, thrusterHardpoint.gameObject);
// }
return new ThrusterInstance
{
Thruster = thruster,
System = particles,
BaseEmission = particles.emission.rateOverTimeMultiplier,
MaxParticleCount = 0
};
})
.ToArray();
foreach (var particle in _thrusters)
{
particle.System.gameObject.SetActive(false);
}
}
protected override void ShowUnfadedElements()
{
base.ShowUnfadedElements();
foreach (var particle in _thrusters)
{
particle.System.gameObject.SetActive(true);
}
}
protected override void HideUnfadedElements()
{
base.HideUnfadedElements();
foreach (var particle in _thrusters)
{
particle.System.gameObject.SetActive(false);
}
}
public override void Update()
{
base.Update();
TractorBeam.Power = Entity.TractorPower;
TractorBeam.Direction = Entity.LookDirection.ToUnity();
if (_aetherDrive != null)
{
var thrust = length(_aetherDrive.Drive.ThrustDirection);
var forceOverLifetime = _aetherDrive.Particles.forceOverLifetime;
forceOverLifetime.xMultiplier = _aetherDrive.Drive.ThrustDirection.x * _aetherDrive.BaseForce;
forceOverLifetime.zMultiplier = _aetherDrive.Drive.ThrustDirection.y * _aetherDrive.BaseForce;
var emissionModule = _aetherDrive.Particles.emission;
emissionModule.rateOverTimeMultiplier = _aetherDrive.BaseEmission * thrust;
}
foreach (var thrusterInstance in _thrusters)
{
var emissionModule = thrusterInstance.System.emission;
var item = thrusterInstance.Thruster.Item.EquippableItem;
var data = Entity.ItemManager.GetData(item);
thrusterInstance.MaxParticleCount = thrusterInstance.System.particleCount;
emissionModule.rateOverTimeMultiplier = thrusterInstance.BaseEmission * thrusterInstance.Thruster.Axis * (item.Durability / data.Durability);
}
transform.rotation = Ship.Rotation.ToUnity();
}
}