Items will switch themselves off below a customizable threshold to avoid damage Player can toggle thermal override to disable safety shutdown Selecting an item allows player to select whether the item will override Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold) Performance Stat evaluation has been moved to EquippedItem, slight performance improvement Item online and active status are now reactive properties Created player settings file to store e.g. shutdown threshold Fixed crash when entering wormhole while enemies are visible
95 lines
3.2 KiB
C#
95 lines
3.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using static Unity.Mathematics.math;
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public class HitscanEffect : MonoBehaviour
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{
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public float Duration;
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public AnimationCurve IntensityCurve;
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public LineRenderer Line;
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public ParticleSystem LineEffect;
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public Prototype HitEffect;
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public Zone Zone { get; set; }
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public float Damage { get; set; }
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public float Penetration { get; set; }
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public float Spread { get; set; }
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public DamageType DamageType { get; set; }
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public Entity SourceEntity { get; set; }
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public float Range { get; set; }
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private float _startTime;
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private bool _active = false;
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public void Fire()
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{
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_startTime = Time.time;
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var hitFound = false;
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var ray = new Ray(transform.position, transform.forward);
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foreach (var hit in Physics.RaycastAll(ray, Range, 1 | (1 << 17)))
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{
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var shield = hit.collider.GetComponent<ShieldManager>();
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if (shield)
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{
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if (!(shield.Entity.Shield != null && shield.Entity.Shield.Item.Active.Value && shield.Entity.Shield.CanTakeHit(DamageType, Damage))) continue;
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if (shield.Entity != SourceEntity)
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{
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shield.Entity.Shield.TakeHit(DamageType, Damage);
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shield.ShowHit(hit.point, sqrt(Damage));
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hitFound = true;
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}
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}
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var hull = hit.collider.GetComponent<HullCollider>();
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if (hull)
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{
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if (hull.Entity != SourceEntity)
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{
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hull.SendHit(Damage, Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, transform.forward);
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transform.position = hit.point;
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hitFound = true;
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}
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}
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if (hitFound && HitEffect != null)
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{
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var ht = HitEffect.Instantiate<Transform>();
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ht.SetParent(hit.collider.transform);
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ht.position = hit.point;
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}
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var length = (hit.point - transform.position).magnitude;
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Line.SetPosition(1, Vector3.forward * length);
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var emission = LineEffect.emission;
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emission.rateOverTimeMultiplier = length;
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var shape = LineEffect.shape;
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shape.position = Vector3.forward * (length / 2);
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shape.scale = Vector3.one * (length / 2);
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}
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if(!hitFound)
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{
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Line.SetPosition(1, Vector3.forward * Range);
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var emission = LineEffect.emission;
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emission.rateOverTimeMultiplier = Range;
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var shape = LineEffect.shape;
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shape.position = Vector3.forward * (Range / 2);
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shape.scale = Vector3.one * (Range / 2);
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}
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LineEffect.Play(true);
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_active = true;
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}
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void Update()
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{
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if (!_active) return;
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var lerp = (Time.time - _startTime) / Duration;
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if (lerp > 1)
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{
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GetComponent<Prototype>().ReturnToPool();
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return;
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}
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Line.widthMultiplier = IntensityCurve.Evaluate(lerp);
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}
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}
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