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
259 lines
No EOL
7.7 KiB
C#
259 lines
No EOL
7.7 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 MessagePack;
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using Newtonsoft.Json;
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using UniRx;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using float2 = Unity.Mathematics.float2;
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[Union(0, typeof(TowingControllerData))]
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public abstract class ControllerData : BehaviorData
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{
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[InspectableField, JsonProperty("thrustSensitivity"), Key(1)]
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public float ThrustSensitivity = 1;
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[InspectableField, JsonProperty("thrustSpecificity"), Key(2)]
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public float ThrustSpecificity = 8;
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[InspectableField, JsonProperty("turningSensitivity"), Key(3)]
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public float TurningSensitivity = 1;
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[InspectableField, JsonProperty("tangentSensitivity"), Key(4)]
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public float TangentSensitivity = 4;
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[InspectableField, JsonProperty("targetDistance"), Key(5)]
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public float TargetDistance = 10;
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}
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public abstract class ControllerBase<T> : IBehavior, IController<T>, IInitializableBehavior where T : AgentTask
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{
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protected Entity HomeEntity => (Entity as Ship)?.HomeEntity;
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public bool Available => _spaceworthy && Task == null;
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//public abstract TaskType TaskType { get; }
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public Zone Zone => Entity.Zone;
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public BehaviorData Data => _controllerData;
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protected ItemManager ItemManager { get; }
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protected Entity Entity { get; }
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protected Locomotion Locomotion;
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protected VelocityMatch VelocityMatch;
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protected Aim Aim;
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protected Func<float2> TargetPosition;
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protected Func<float2> TargetVelocity;
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protected bool MatchVelocity;
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// protected List<ZoneDefinition> Path;
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protected T Task;
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protected bool Moving;
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protected bool Waiting;
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private ControllerData _controllerData;
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private MovementPhase _movementPhase;
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private Action _onFinishMoving;
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private bool _spaceworthy;
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private float _waitTime;
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private Action _onFinishWaiting;
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public ControllerBase(ItemManager itemManager, ControllerData data, Entity entity)
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{
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ItemManager = itemManager;
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Entity = entity;
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_controllerData = data;
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CheckSpaceworthiness();
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entity.Equipment.ObserveAdd().Subscribe(added => CheckSpaceworthiness());
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}
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private void CheckSpaceworthiness()
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{
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_spaceworthy = Entity.GetBehavior<Thruster>() != null && Entity.GetBehavior<Reactor>() != null;
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if(_spaceworthy)
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CreateBehaviors();
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}
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public void CreateBehaviors()
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{
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Locomotion = new Locomotion(ItemManager, Entity, _controllerData);
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VelocityMatch = new VelocityMatch(ItemManager, Entity, _controllerData);
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Aim = new Aim(ItemManager, Entity, _controllerData);
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}
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public void Initialize()
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{
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CreateBehaviors();
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// _context.CorporationControllers[_entity.Corporation].Add(this);
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}
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public void AssignTask(T task)
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{
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Task = task;
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Moving = false;
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}
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public bool Update(float delta)
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{
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if (Available)
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{
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// No task is assigned and we're at home, do nothing!
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if (Entity.Parent == HomeEntity)
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return false;
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// No task is assigned, but we're not home, go home!
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if (!Moving)
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{
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GoHome();
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}
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}
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if (Waiting)
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{
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_waitTime -= delta;
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if (_waitTime < 0)
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{
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Waiting = false;
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_onFinishWaiting?.Invoke();
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}
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return true;
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}
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if (Moving)
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{
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if(Entity.Parent!=null)
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Entity.RemoveParent();
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var targetPosition = TargetPosition();
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var distance = length(targetPosition - Entity.Position);
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if (MatchVelocity)
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{
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var targetVelocity = TargetVelocity();
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VelocityMatch.TargetVelocity = targetVelocity;
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if (_movementPhase == MovementPhase.Locomotion)
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{
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var matchDistanceTime = VelocityMatch.MatchDistanceTime;
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Locomotion.Objective = targetPosition + targetVelocity * matchDistanceTime.y;
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Locomotion.Update(delta);
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if (distance < matchDistanceTime.x)
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{
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_movementPhase = MovementPhase.Slowdown;
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//_context.Log($"Controller {_entity.Name} has entered slowdown phase.");
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VelocityMatch.Clear();
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VelocityMatch.OnMatch += () =>
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{
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Moving = false;
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_onFinishMoving?.Invoke();
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};
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}
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}
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else
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{
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VelocityMatch.TargetVelocity = targetVelocity;
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VelocityMatch.Update(delta);
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}
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}
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else
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{
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Locomotion.Objective = TargetPosition();
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Locomotion.Update(delta);
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if (distance < _controllerData.TargetDistance)
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{
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Moving = false;
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_onFinishMoving();
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}
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}
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}
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return true;
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}
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public void FinishTask()
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{
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if (Task == null)
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return;
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Task = null;
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}
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public void GoHome(Action onFinish = null)
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{
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MoveTo(HomeEntity, true, () =>
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{
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Entity.SetParent(HomeEntity);
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onFinish?.Invoke();
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});
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// else MoveTo(homeEntity.Zone.Data.ID, () => MoveTo(homeEntity, true, () =>
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// {
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// _entity.SetParent(homeEntity);
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// onFinish?.Invoke();
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// }));
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}
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public void Wait(float time, Action onFinish = null)
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{
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_waitTime = time;
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Waiting = true;
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_onFinishWaiting = onFinish;
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}
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public void MoveTo(Entity entity, bool matchVelocity = true, Action onFinish = null)
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{
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TargetPosition = () => entity.Position;
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TargetVelocity = () => entity.Velocity;
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MatchVelocity = matchVelocity;
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_movementPhase = MovementPhase.Locomotion;
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Moving = true;
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_onFinishMoving = onFinish;
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}
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public void MoveTo(float2 position, bool matchVelocity = true, Action onFinish = null)
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{
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TargetPosition = () => position;
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TargetVelocity = () => float2.zero;
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MatchVelocity = matchVelocity;
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_movementPhase = MovementPhase.Locomotion;
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Moving = true;
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_onFinishMoving = onFinish;
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}
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public void MoveTo(Func<float2> position, Func<float2> velocity, Action onFinish = null)
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{
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TargetPosition = position;
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TargetVelocity = velocity;
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MatchVelocity = true;
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_movementPhase = MovementPhase.Locomotion;
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Moving = true;
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_onFinishMoving = onFinish;
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}
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// public void MoveTo(Guid zone, Action onFinish = null)
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// {
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// var path = _context.FindPath(_context.GalaxyZones[Zone.Data.ID], _context.GalaxyZones[zone]);
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//
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// void OnNextZone()
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// {
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// path.RemoveAt(0);
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// if (path.Count > 0)
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// {
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// MoveTo(Zone.WormholePosition(Path[0]), false, OnNextZone);
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// }
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// else
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// {
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// onFinish?.Invoke();
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// }
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// }
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//
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// OnNextZone();
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// }
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}
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public enum MovementPhase
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{
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Locomotion,
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Slowdown
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} |