Aetheria/Assets/Scripts/ServerShared/Behaviors/LockWeapon.cs
Reinier Vens 1092159063 Thermal Performance Threshold & Thermal Override
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
2021-03-07 01:10:31 +00:00

92 lines
3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class LockWeaponData : InstantWeaponData
{
[InspectableField, JsonProperty("speed"), Key(21), RuntimeInspectable]
public PerformanceStat LockSpeed = new PerformanceStat();
[InspectableField, JsonProperty("sensorImpact"), Key(22)]
public PerformanceStat SensorImpact = new PerformanceStat();
[InspectableField, JsonProperty("threshold"), Key(23), RuntimeInspectable]
public PerformanceStat LockAngle = new PerformanceStat();
[InspectableField, JsonProperty("directionImpact"), Key(24)]
public PerformanceStat DirectionImpact = new PerformanceStat();
[InspectableField, 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)
{
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);
}
else _lock = saturate(_lock - delta * Decay);
}
return base.Execute(delta);
}
}