Aetheria/Assets/Scripts/ServerShared/Behaviors/Turning.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

72 lines
No EOL
2.2 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;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class TurningData : BehaviorData
{
[InspectableField, JsonProperty("torque"), Key(1), RuntimeInspectable]
public PerformanceStat Torque = new PerformanceStat();
[InspectableField, JsonProperty("visibility"), Key(2)]
public PerformanceStat Visibility = new PerformanceStat();
[InspectableField, JsonProperty("heat"), Key(3)]
public PerformanceStat Heat = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Turning(context, this, entity, item);
}
}
public class Turning : IAnalogBehavior
{
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public float Torque { get; private set; }
public float Axis
{
get => _input;
set => _input = clamp(value, -1, 1);
}
public BehaviorData Data => _data;
private TurningData _data;
private float _input;
public Turning(ItemManager context, TurningData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
}
public void Initialize()
{
}
public bool Update(float delta)
{
Torque = Context.Evaluate(_data.Torque, Item.EquippableItem, Entity);
Entity.Direction = mul(Entity.Direction, Unity.Mathematics.float2x2.Rotate(_input * Torque / Entity.Mass * delta));
Item.Temperature += (abs(_input) * Context.Evaluate(_data.Heat, Item.EquippableItem, Entity) * delta) / Context.GetThermalMass(Item.EquippableItem);
Entity.VisibilitySources[this] = abs(_input) * Context.Evaluate(_data.Visibility, Item.EquippableItem, Entity);
return true;
}
public void Remove()
{
}
}