Aetheria/Assets/Scripts/ServerShared/Behaviors/Turning.cs
hyperion51 7cd24147ae Behavior Refactoring
Behaviors and PerformanceStats are no longer associated solely with Ships, instead there's a generic Entity class which will also be used for stations and turrets.
2020-04-09 10:33:16 +01:00

59 lines
No EOL
1.7 KiB
C#

using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class TurningData : IBehaviorData
{
[InspectableField, JsonProperty("torque"), Key(0)]
public PerformanceStat Torque = new PerformanceStat();
[InspectableField, JsonProperty("visibility"), Key(1)]
public PerformanceStat Visibility = new PerformanceStat();
[InspectableField, JsonProperty("heat"), Key(2)]
public PerformanceStat Heat = new PerformanceStat();
public IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
{
return new Turning(context, this, entity, item);
}
}
public class Turning : IAnalogBehavior
{
public Entity Entity { get; }
public Gear Item { get; }
public GameContext Context { get; }
public IBehaviorData Data => _data;
private TurningData _data;
private float _turning;
public Turning(GameContext context, TurningData data, Entity entity, Gear item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
}
public void SetAxis(float value)
{
_turning = clamp(value, -1, 1);
}
public void Initialize()
{
}
public void Update(float delta)
{
Entity.Direction = mul(Entity.Direction, Unity.Mathematics.float2x2.Rotate(_turning * Context.Evaluate(_data.Torque, Item, Entity) * delta));
Entity.AddHeat(abs(_turning) * Context.Evaluate(_data.Heat, Item, Entity) * delta);
Entity.VisibilitySources[this] = abs(_turning) * Context.Evaluate(_data.Visibility, Item, Entity);
}
}