The one conflict, ShipInstance.cs's thruster emitter lookup, keeps the branch's thruster.Item.Hardpoint.Transform and master's new ThrusterHardpoint.WireExhaust(particles, thrusterHardpoint). Master's side as written would have brought back the origin-cell hardpoint lookup. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
143 lines
No EOL
5.4 KiB
C#
143 lines
No EOL
5.4 KiB
C#
using System;
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using System.Collections;
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using System.Linq;
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using UnityEngine;
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using CultMath;
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using CultMath.UnityBridge;
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using static CultMath.math;
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public class ShipInstance : EntityInstance
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{
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private static int _shipIndex;
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public TractorBeam TractorBeam;
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private class ThrusterInstance
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{
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public Thruster Thruster;
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public ParticleSystem System;
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public float BaseEmission;
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public int MaxParticleCount;
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}
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private class AetherDriveInstance
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{
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public AetherDrive Drive;
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public ParticleSystem Particles;
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public float BaseEmission;
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public float BaseForce;
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}
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private ThrusterInstance[] _thrusters;
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private AetherDriveInstance _aetherDrive;
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public Ship Ship { get; private set; }
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private void Start()
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{
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var tractorBeamMain = TractorBeam.ParticleSystem.main;
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tractorBeamMain.customSimulationSpace = LocalSpace;
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}
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public override void SetEntity(ZoneRenderer zoneRenderer, Entity entity)
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{
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base.SetEntity(zoneRenderer, entity);
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var ship = entity as Ship;
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if (ship == null)
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{
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Debug.LogError($"Attempted to assign non-ship entity to {gameObject.name} ship instance prefab!");
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return;
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}
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Ship = ship;
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var drive = ship.GetBehavior<AetherDrive>();
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if (drive != null)
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{
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var particles = Instantiate(EngineAssets.Load<ParticleSystem>(drive.DriveData.Particles), transform, false);
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var main = particles.main;
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main.customSimulationSpace = LocalSpace;
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_aetherDrive = new AetherDriveInstance
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{
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Drive = drive,
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BaseEmission = particles.emission.rateOverTimeMultiplier,
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Particles = particles,
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BaseForce = particles.forceOverLifetime.z.curveMultiplier
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};
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}
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_thrusters = ship.GetBehaviors<Thruster>().Select(thruster =>
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{
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var effectData = (ThrusterData) thruster.Data;
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var particles = Instantiate(EngineAssets.Load<ParticleSystem>(effectData.ParticlesPrefab), transform, false);
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var thrusterHardpoint = ThrusterHardpoints
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.FirstOrDefault(t => t.name == thruster.Item.Hardpoint.Transform);
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ThrusterHardpoint.WireExhaust(particles, thrusterHardpoint);
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// if (!string.IsNullOrEmpty(thruster.Item.Data.SoundEffectTrigger) && thrusterHardpoint != null)
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// {
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// AkSoundEngine.RegisterGameObj(thrusterHardpoint.gameObject);
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// AkSoundEngine.PostEvent(thruster.Item.Data.SoundEffectTrigger, thrusterHardpoint.gameObject);
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// }
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return new ThrusterInstance
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{
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Thruster = thruster,
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System = particles,
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BaseEmission = particles.emission.rateOverTimeMultiplier,
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MaxParticleCount = 0
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};
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})
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.ToArray();
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foreach (var particle in _thrusters)
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{
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particle.System.gameObject.SetActive(false);
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}
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}
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protected override void ShowUnfadedElements()
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{
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base.ShowUnfadedElements();
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foreach (var particle in _thrusters)
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{
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particle.System.gameObject.SetActive(true);
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}
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}
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protected override void HideUnfadedElements()
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{
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base.HideUnfadedElements();
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foreach (var particle in _thrusters)
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{
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particle.System.gameObject.SetActive(false);
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}
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}
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public override void Update()
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{
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base.Update();
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TractorBeam.Power = Entity.TractorPower;
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TractorBeam.Direction = Entity.LookDirection.ToUnity();
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if (_aetherDrive != null)
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{
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var thrust = length(_aetherDrive.Drive.ThrustDirection);
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var forceOverLifetime = _aetherDrive.Particles.forceOverLifetime;
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forceOverLifetime.xMultiplier = _aetherDrive.Drive.ThrustDirection.x * _aetherDrive.BaseForce;
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forceOverLifetime.zMultiplier = _aetherDrive.Drive.ThrustDirection.y * _aetherDrive.BaseForce;
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var emissionModule = _aetherDrive.Particles.emission;
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// Cut 8 (operator ask 2026-09-19): intent (thrust) times condition -- presentation reads the
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// simulation's own ratio rather than recomputing any part of it. AetherDrive.Condition is the
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// equivalent of Thruster.Condition below (Torque in place of Thrust).
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emissionModule.rateOverTimeMultiplier = _aetherDrive.BaseEmission * thrust * _aetherDrive.Drive.Condition;
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}
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foreach (var thrusterInstance in _thrusters)
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{
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var emissionModule = thrusterInstance.System.emission;
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thrusterInstance.MaxParticleCount = thrusterInstance.System.particleCount;
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// Cut 8 (operator ask 2026-09-19): intent (Axis) times condition (Thruster.Condition, the item's
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// resolved Thrust against its own perfect-conditions Thrust) -- no durability/heat/power arithmetic
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// recomputed here, only the same emission math that already existed.
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emissionModule.rateOverTimeMultiplier = thrusterInstance.BaseEmission * thrusterInstance.Thruster.Axis * thrusterInstance.Thruster.Condition;
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}
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transform.rotation = Ship.Rotation.ToUnity();
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}
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} |