Copied Main Menu to gameplay scene Added Pause functionality (ESC key) Save & Restore discovered zones Applied vertical offset to asteroids (no more intersections!) Nebula shader optimized to improve early exit Nebula shader outputs light scattering to second render target Modified depth of field shader to use nebula light scattering
60 lines
No EOL
1.8 KiB
C#
60 lines
No EOL
1.8 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.Collections.Generic;
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class CapacitorData : BehaviorData
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{
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[Inspectable, JsonProperty("capacity"), Key(1), RuntimeInspectable]
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public PerformanceStat Capacity = new PerformanceStat();
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[Inspectable, JsonProperty("efficiency"), Key(2), RuntimeInspectable]
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public PerformanceStat Efficiency = 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 Capacitor(context, this, entity, item);
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}
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}
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public class Capacitor : IBehavior
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{
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private CapacitorData _data;
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public Entity Entity { get; }
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public EquippedItem Item { get; }
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public ItemManager Context { get; }
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public BehaviorData Data => _data;
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public float Charge { get; private set; }
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public float Capacity { get; private set; }
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public float Efficiency { get; private set; } = 1;
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public void AddCharge(float charge)
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{
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Charge = clamp(Charge + charge, 0, Capacity);
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Item.AddHeat(abs(charge) * (1-Efficiency));
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}
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public Capacitor(ItemManager context, CapacitorData data, Entity entity, EquippedItem item)
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{
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Context = context;
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_data = data;
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Entity = entity;
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Item = item;
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}
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public bool Execute(float delta)
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{
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Capacity = Item.Evaluate(_data.Capacity);
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Efficiency = Item.Evaluate(_data.Efficiency);
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return true;
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}
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} |