Added MPL license headers SectorRenderer renders entities in sector, manages particle systems for ship thrusters Thrusters apply torque based on orientation and position relative to ship center of mass GameManager controls the player ship's thrusters Player can dock with station if they are near
58 lines
2.2 KiB
C#
58 lines
2.2 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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public class Locomotion : AgentBehavior
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{
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public float2 Objective;
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private const float TangentSensitivity = 2;
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private Thruster _thrust;
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private Turning _turning;
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private VelocityLimit _velocityLimit;
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public Locomotion(ItemManager context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
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{
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_velocityLimit = Entity.GetBehaviors<VelocityLimit>().FirstOrDefault();
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_thrust = Entity.GetBehavior<Thruster>();
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_turning = Entity.GetBehavior<Turning>();
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}
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public override void Update(float delta)
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{
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if (_thrust != null && _turning != null)
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{
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float2 diff = Objective - Entity.Position;
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// We want to go top speed in the direction of our target
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var topSpeed = _velocityLimit?.Limit ?? 1000;
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float2 desiredVelocity = normalize(diff) * topSpeed;
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var accelerationTime = length(desiredVelocity - Entity.Velocity) / (_thrust.Thrust / Entity.Mass);
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var accelerationDistance = accelerationTime * length((desiredVelocity + Entity.Velocity) / 2);
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// We do not have enough space to get to full speed, use approximate maneuvering
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if (accelerationDistance > length(diff))
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{
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float2 tangential = Entity.Velocity - dot(normalize(diff), normalize(Entity.Velocity)) * Entity.Velocity;
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float2 adjustedDirection = normalize(diff) - tangential * TangentSensitivity;
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_turning.Axis = TurningInput(adjustedDirection);
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_thrust.Axis = 1;
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}
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// We have plenty of space, use exact maneuvering
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else
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{
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var deltaV = desiredVelocity - Entity.Velocity;
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_turning.Axis = TurningInput(deltaV);
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_thrust.Axis = ThrustInput(deltaV);
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}
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}
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}
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}
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