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
59 lines
No EOL
2.3 KiB
C#
59 lines
No EOL
2.3 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 MessagePack;
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using Newtonsoft.Json;
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class SensorData : BehaviorData
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{
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[InspectableField, JsonProperty("sensitivity"), Key(3), RuntimeInspectable]
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public PerformanceStat Sensitivity = new PerformanceStat();
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new Sensor(context, this, entity, item);
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}
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}
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public class Sensor : IBehavior
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{
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private SensorData _data;
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private Entity Entity { get; }
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private EquippedItem Item { get; }
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private ItemManager Context { get; }
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public BehaviorData Data => _data;
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public Sensor(ItemManager context, SensorData data, Entity entity, EquippedItem item)
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{
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_data = data;
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Entity = entity;
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Item = item;
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Context = context;
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}
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public bool Update(float delta)
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{
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// TODO: Handle Active Detection / Visibility From Reflected Radiance
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return true;
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// var ship = Hardpoint.Ship.Ship.transform;
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// var contacts =
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// Physics.OverlapSphere(ship.position, _data.Range.Evaluate(Hardpoint)).Where(c=>c.attachedRigidbody?.GetComponent<Targetable>()!=null).Select(c=>c.attachedRigidbody.GetComponent<Targetable>());
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// foreach (var contact in contacts)
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// {
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// var diff = (contact.transform.position - ship.position).Flatland();
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// var angle = acos(dot(ship.forward.Flatland().normalized,
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// diff.normalized)) / (float)PI;
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// var sens = _data.Sensitivity.Evaluate(Hardpoint) *
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// Hardpoint.Ship.HullData.VisibilityCurve.Evaluate(saturate(angle));
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// var vis = contact.Visibility / diff.sqrMagnitude;
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// if(vis > 1/sens)
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// Hardpoint.Ship.Contacts[contact] = Time.time;
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// }
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//
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// Hardpoint.Ship.VisibilitySources[this] = _data.Radiance.Evaluate(Hardpoint) / _data.RadianceMasking.Evaluate(Hardpoint);
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}
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} |