Aetheria/Assets/Scripts/ServerShared/Behaviors/LockWeapon.cs
Reinier Vens 526a737a4d Modular Database Tools
Extracted all inspector code for database inspector into a single class per supported field type and wrote reflection code to invoke them automatically
Removed all Aetheria-specific code from database tools
Database View editor is now abstract and supports arbitrary grouping of entry types; specific users must implement their own database view
2021-03-31 04:07:11 +01:00

92 lines
3.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class LockWeaponData : InstantWeaponData
{
[Inspectable, JsonProperty("speed"), Key(21), RuntimeInspectable]
public PerformanceStat LockSpeed = new PerformanceStat();
[Inspectable, JsonProperty("sensorImpact"), Key(22)]
public PerformanceStat SensorImpact = new PerformanceStat();
[Inspectable, JsonProperty("threshold"), Key(23), RuntimeInspectable]
public PerformanceStat LockAngle = new PerformanceStat();
[Inspectable, JsonProperty("directionImpact"), Key(24)]
public PerformanceStat DirectionImpact = new PerformanceStat();
[Inspectable, JsonProperty("decay"), Key(25)]
public PerformanceStat Decay = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new LockWeapon(context, this, entity, item);
}
}
public class LockWeapon : InstantWeapon
{
private LockWeaponData _data;
private float _lock;
private bool _locking;
private Entity _target;
public event Action OnLocked;
public event Action OnBeginLocking;
public event Action OnLockLost;
public float LockSpeed { get; private set; }
public float SensorImpact { get; private set; }
public float LockAngle { get; private set; }
public float DirectionImpact { get; private set; }
public float Decay { get; private set; }
public override float Progress => saturate(_cooldown > 0 ? _cooldown : _lock);
public override bool CanFire => base.CanFire && _lock > .99f && Entity.TargetRange > MinRange && Entity.TargetRange < Range;
public float Lock
{
get => saturate(_lock);
}
public LockWeapon(ItemManager context, LockWeaponData data, Entity entity, EquippedItem item) : base(context, data, entity, item)
{
_data = data;
}
public override bool Execute(float delta)
{
if (_target != Entity.Target.Value)
{
_lock = 0;
_target = Entity.Target.Value;
}
if (Entity.Target.Value != null && Entity.Target.Value.IsHostileTo(Entity))
{
LockSpeed = Item.Evaluate(_data.LockSpeed);
SensorImpact = Item.Evaluate(_data.SensorImpact);
LockAngle = Item.Evaluate(_data.LockAngle);
DirectionImpact = Item.Evaluate(_data.DirectionImpact);
Decay = Item.Evaluate(_data.Decay);
var degrees = acos(dot(normalize(Entity.Target.Value.Position - Entity.Position), normalize(Entity.LookDirection))) * 57.2958f;
if (degrees < LockAngle)
{
var lerp = 1 - unlerp(0, 90, degrees);
_lock = saturate(_lock + pow(lerp, DirectionImpact) * delta * LockSpeed * pow(Entity.EntityInfoGathered[Entity.Target.Value], SensorImpact));
}
else _lock = saturate(_lock - delta * Decay);
}
return base.Execute(delta);
}
}