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.
59 lines
No EOL
1.7 KiB
C#
59 lines
No EOL
1.7 KiB
C#
using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class TurningData : IBehaviorData
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{
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[InspectableField, JsonProperty("torque"), Key(0)]
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public PerformanceStat Torque = new PerformanceStat();
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[InspectableField, JsonProperty("visibility"), Key(1)]
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public PerformanceStat Visibility = new PerformanceStat();
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[InspectableField, JsonProperty("heat"), Key(2)]
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public PerformanceStat Heat = new PerformanceStat();
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public IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
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{
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return new Turning(context, this, entity, item);
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}
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}
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public class Turning : IAnalogBehavior
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{
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public Entity Entity { get; }
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public Gear Item { get; }
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public GameContext Context { get; }
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public IBehaviorData Data => _data;
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private TurningData _data;
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private float _turning;
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public Turning(GameContext context, TurningData data, Entity entity, Gear item)
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{
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Context = context;
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_data = data;
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Entity = entity;
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Item = item;
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}
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public void SetAxis(float value)
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{
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_turning = clamp(value, -1, 1);
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}
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public void Initialize()
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{
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}
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public void Update(float delta)
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{
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Entity.Direction = mul(Entity.Direction, Unity.Mathematics.float2x2.Rotate(_turning * Context.Evaluate(_data.Torque, Item, Entity) * delta));
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Entity.AddHeat(abs(_turning) * Context.Evaluate(_data.Heat, Item, Entity) * delta);
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Entity.VisibilitySources[this] = abs(_turning) * Context.Evaluate(_data.Visibility, Item, Entity);
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}
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} |