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
71 lines
2.4 KiB
C#
71 lines
2.4 KiB
C#
using System;
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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 Laser : MonoBehaviour
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{
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public AnimationCurve IntensityCurve;
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public float Duration;
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public LineRenderer LineRenderer;
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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 readonly Vector3[] _zeros = {Vector3.zero, Vector3.zero};
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private void OnEnable()
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{
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_startTime = Time.time;
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LineRenderer.SetPositions(_zeros);
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}
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private void Update()
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{
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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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LineRenderer.SetPosition(0, transform.position);
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bool hitFound = false;
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foreach (var hit in Physics.RaycastAll(new Ray(transform.position, transform.forward), 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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LineRenderer.SetPosition(1, hit.point);
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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 * (Time.deltaTime / Duration), Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, transform.forward);
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transform.position = hit.point;
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LineRenderer.SetPosition(1, hit.point);
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hitFound = true;
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}
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}
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}
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if(!hitFound)
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LineRenderer.SetPosition(1, transform.position + transform.forward * Range);
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LineRenderer.widthMultiplier = IntensityCurve.Evaluate(lerp);
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}
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}
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