Aetheria/Assets/Scripts/ServerShared/Behaviors/ProjectileWeapon.cs
Reinier Vens c4be204cd0 First Flight
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
2020-12-22 03:13:43 +00:00

67 lines
No EOL
2.6 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using MessagePack;
using Newtonsoft.Json;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ProjectileWeaponData : WeaponData
{
[InspectablePrefab, JsonProperty("bullet"), Key(6)]
public string BulletPrefab;
[InspectableField, JsonProperty("spread"), Key(7)]
public PerformanceStat Spread = new PerformanceStat();
[InspectableField, JsonProperty("bulletInherit"), Key(8)]
public float Inherit;
[InspectableField, JsonProperty("bulletVelocity"), Key(9)]
public PerformanceStat Velocity = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new ProjectileWeapon(context, this, entity, item);
}
}
public class ProjectileWeapon : IBehavior
{
private ProjectileWeaponData _data;
private Entity Entity { get; }
private EquippedItem Item { get; }
private ItemManager Context { get; }
public BehaviorData Data => _data;
public ProjectileWeapon(ItemManager context, ProjectileWeaponData c, Entity entity, EquippedItem item)
{
Context = context;
_data = c;
Entity = entity;
Item = item;
}
// private void Fire()
// {
// Hardpoint.Temperature += _projectileWeapon.Heat.Evaluate(Hardpoint) / Hardpoint.HeatCapacity;
// var inst = GameObject.Instantiate(_projectileWeapon.BulletPrefab).transform;
// Physics.IgnoreCollision(Hardpoint.Ship.Ship.GetComponent<Collider>(), inst.GetComponent<Collider>());
// var bullet = inst.GetComponent<Bullet>();
// bullet.Target = Hardpoint.Ship.Ship.Target;
// bullet.Source = Hardpoint.Ship.Ship.Hitpoints;
// bullet.Lifetime = _projectileWeapon.Range.Evaluate(Hardpoint) / _projectileWeapon.Velocity.Evaluate(Hardpoint);
// bullet.Damage = _projectileWeapon.Damage.Evaluate(Hardpoint);
// inst.position = Hardpoint.Proxy.position;
// inst.rotation = Hardpoint.Proxy.rotation;
// inst.GetComponent<Rigidbody>().velocity = _projectileWeapon.Velocity.Evaluate(Hardpoint) * Vector3.RotateTowards(-inst.forward, Hardpoint.Ship.Ship.Direction, _projectileWeapon.Deflection * Mathf.Deg2Rad, 1);
// Hardpoint.Ship.Ship.AudioSource.PlayOneShot(_projectileWeapon.Sounds.RandomElement());
// Debug.Log($"Firing bullet {b}");
// }
public bool Update(float delta)
{
return true;
}
}