Aetheria/Assets/Scripts/ServerShared/Behaviors/ProjectileWeapon.cs
hyperion51 d8ff1e2289 Stat Effects and Tech Tree Improvements
Tech tree layout is now correct thanks to MSAGL
Blueprint stat effects can now target item stats
Durability is now a PerformanceStat
2020-04-16 03:08:18 +01:00

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;
}