Tech tree layout is now correct thanks to MSAGL Blueprint stat effects can now target item stats Durability is now a PerformanceStat
101 lines
No EOL
3.7 KiB
C#
101 lines
No EOL
3.7 KiB
C#
using MessagePack;
|
|
using Newtonsoft.Json;
|
|
|
|
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
|
|
public class ProjectileWeaponData : WeaponData, IBehaviorData
|
|
{
|
|
[InspectablePrefab, JsonProperty("bullet"), Key(9)]
|
|
public string BulletPrefab;
|
|
|
|
[InspectableField, JsonProperty("spread"), Key(10)]
|
|
public PerformanceStat Spread = new PerformanceStat();
|
|
|
|
[InspectableField, JsonProperty("bulletInherit"), Key(11)]
|
|
public float Inherit;
|
|
|
|
[InspectableField, JsonProperty("bulletVelocity"), Key(12)]
|
|
public PerformanceStat Velocity = new PerformanceStat();
|
|
|
|
public IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
|
|
{
|
|
return new ProjectileWeapon(context, this, entity, item);
|
|
}
|
|
}
|
|
|
|
public class ProjectileWeapon : IActivatedBehavior
|
|
{
|
|
private bool _firing;
|
|
private float _cooldown; // normalized
|
|
private ProjectileWeaponData _projectileWeapon;
|
|
public Entity Entity { get; }
|
|
public Gear Item { get; }
|
|
public GameContext Context { get; }
|
|
private float _firingVisibility;
|
|
|
|
public ProjectileWeapon(GameContext context, ProjectileWeaponData c, Entity entity, Gear item)
|
|
{
|
|
Context = context;
|
|
_projectileWeapon = c;
|
|
Entity = entity;
|
|
Item = item;
|
|
}
|
|
|
|
public void Activate()
|
|
{
|
|
// Debug.Log("Activating ProjectileWeapon");
|
|
// _firing = true;
|
|
// Observable.EveryUpdate().TakeWhile(_ => _firing).Subscribe(_ =>
|
|
// {
|
|
// // Debug.Log($"Updating Observable {_cooldown}");
|
|
// if (_cooldown < 0)
|
|
// {
|
|
// _cooldown = 1;
|
|
// Fire(0);
|
|
// if(_projectileWeapon.BurstCount>1)
|
|
// Observable.Interval(TimeSpan.FromSeconds(_projectileWeapon.BurstTime.Evaluate(Hardpoint) / (_projectileWeapon.BurstCount-1))).Take(_projectileWeapon.BurstCount-1)
|
|
// .Subscribe(l => Fire(l+1));
|
|
// }
|
|
// });
|
|
}
|
|
|
|
private void Fire(long b)
|
|
{
|
|
// _firingVisibility += _projectileWeapon.Visibility.Evaluate(Hardpoint);
|
|
// Hardpoint.Temperature += _projectileWeapon.Heat.Evaluate(Hardpoint) / Hardpoint.HeatCapacity;
|
|
// var inst = GameObject.Instantiate(_projectileWeapon.BulletPrefab).transform;
|
|
// Physics.IgnoreCollision(Hardpoint.Ship.Ship.GetComponent<Collider>(), inst.GetComponent<Collider>());
|
|
// var bullet = inst.GetComponent<Bullet>();
|
|
// bullet.Target = Hardpoint.Ship.Ship.Target;
|
|
// bullet.Source = Hardpoint.Ship.Ship.Hitpoints;
|
|
// bullet.Lifetime = _projectileWeapon.Range.Evaluate(Hardpoint) / _projectileWeapon.Velocity.Evaluate(Hardpoint);
|
|
// bullet.Damage = _projectileWeapon.Damage.Evaluate(Hardpoint);
|
|
// inst.position = Hardpoint.Proxy.position;
|
|
// inst.rotation = Hardpoint.Proxy.rotation;
|
|
// inst.GetComponent<Rigidbody>().velocity = _projectileWeapon.Velocity.Evaluate(Hardpoint) * Vector3.RotateTowards(-inst.forward, Hardpoint.Ship.Ship.Direction, _projectileWeapon.Deflection * Mathf.Deg2Rad, 1);
|
|
// Hardpoint.Ship.Ship.AudioSource.PlayOneShot(_projectileWeapon.Sounds.RandomElement());
|
|
// Debug.Log($"Firing bullet {b}");
|
|
}
|
|
|
|
public void Deactivate()
|
|
{
|
|
_firing = false;
|
|
}
|
|
|
|
public void Initialize()
|
|
{
|
|
}
|
|
|
|
public void Update(float delta)
|
|
{
|
|
_cooldown -= delta / Context.Evaluate(_projectileWeapon.Cooldown, Item, Entity);
|
|
|
|
_firingVisibility *= Context.Evaluate(_projectileWeapon.VisibilityDecay, Item, Entity);
|
|
|
|
if (_firingVisibility < 0.01f)
|
|
{
|
|
Entity.VisibilitySources.Remove(this);
|
|
}
|
|
}
|
|
|
|
public IBehaviorData Data => _projectileWeapon;
|
|
} |