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
63 lines
No EOL
1.9 KiB
C#
63 lines
No EOL
1.9 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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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 ShieldData : BehaviorData
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{
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[Inspectable, JsonProperty("efficiency"), Key(1), RuntimeInspectable]
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public PerformanceStat Efficiency = new PerformanceStat();
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[Inspectable, JsonProperty("energy"), Key(2), RuntimeInspectable]
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public PerformanceStat EnergyUsage = 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 Shield(context, this, entity, item);
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}
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}
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public class Shield : IBehavior
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{
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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 float Efficiency { get; private set; }
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public float EnergyUsage { get; private set; }
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public BehaviorData Data => _data;
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private ShieldData _data;
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public Shield(ItemManager context, ShieldData 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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Efficiency = Item.Evaluate(_data.Efficiency);
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EnergyUsage = Item.Evaluate(_data.EnergyUsage);
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return true;
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}
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public bool CanTakeHit(DamageType type, float damage)
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{
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return Entity.CanConsumeEnergy(damage * EnergyUsage);
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}
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public void TakeHit(DamageType type, float damage)
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{
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Entity.TryConsumeEnergy(damage * EnergyUsage);
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Item.AddHeat(damage / Efficiency);
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}
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} |