Aetheria/Assets/Scripts/ServerShared/OrbitalEntity.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

54 lines
1.7 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
public class OrbitalEntity : Entity
{
private Guid _orbitData;
private static Dictionary<Guid, float2> _orbitPositions = new Dictionary<Guid, float2>();
public OrbitalEntity(GameContext context, IEnumerable<Gear> items, IEnumerable<ItemInstance> cargo, Guid orbit) : base(context, items, cargo)
{
_orbitData = orbit;
}
public static void ClearOrbits()
{
_orbitPositions.Clear();
}
// Determine orbital position recursively, caching parent positions to avoid repeated calculations
private float2 GetOrbitPosition(Guid orbit)
{
// Root orbit is fixed at center
if(orbit==Guid.Empty)
return float2.zero;
if (!_orbitPositions.ContainsKey(orbit))
{
var orbitData = Context.Cache.Get<OrbitData>(orbit);
_orbitPositions[orbit] = GetOrbitPosition(orbitData.Parent) + (orbitData.Period < .01f ? float2.zero :
OrbitData.Evaluate((float) (Context.Time / -orbitData.Period + orbitData.Phase)) *
orbitData.Distance);
}
var position = _orbitPositions[orbit];
if (float.IsNaN(position.x))
{
Context.Log("Orbit position is NaN, something went very wrong!");
return float2.zero;
}
return _orbitPositions[orbit];
}
public override void Update(float delta)
{
var newPosition = GetOrbitPosition(_orbitData);
Velocity = (newPosition - Position) / delta;
Position = newPosition;
base.Update(delta);
}
}