Aetheria/Assets/Scripts/ServerShared/Behaviors/ConstantWeapon.cs
Reinier Vens b53e4aec8c Combat & Visibility & Collisions
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
2021-02-26 19:01:47 +00:00

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4.1 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ConstantWeaponData : WeaponData
{
[InspectablePrefab, JsonProperty("ammoInterval"), Key(17)]
public float AmmoInterval = 1;
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new ConstantWeapon(context, this, entity, item);
}
}
public class ConstantWeapon : Weapon, IProgressBehavior
{
private ConstantWeaponData _data;
private int _ammo = 1;
private float _ammoInterval;
private float _reload;
private bool _reloading;
public override int Ammo
{
get => _ammo;
}
public float Progress
{
get { return saturate(_reload); }
}
public override float DamagePerSecond => Damage;
public override float RangeDamagePerSecond(float range)
{
return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range)));
}
public event Action OnReloadBegin;
public event Action OnReloadComplete;
public event Action OnStartFiring;
public event Action OnStopFiring;
public override void ResetEvents()
{
OnReloadBegin = null;
OnReloadComplete = null;
OnStartFiring = null;
OnStopFiring = null;
}
public ConstantWeapon(ItemManager context, ConstantWeaponData data, Entity entity, EquippedItem item) : base(context, data, entity, item)
{
_data = data;
}
public override bool Execute(float delta)
{
base.Execute(delta);
if (_firing)
{
if (_data.AmmoType != Guid.Empty)
{
if (_reloading)
{
_reload -= delta / _data.ReloadTime;
if (_reload < 0)
{
_reloading = false;
OnReloadComplete?.Invoke();
}
return false;
}
_ammoInterval -= delta / _data.AmmoInterval;
if (_ammoInterval < 0)
{
_ammoInterval = 1;
if (_data.MagazineSize > 1 && _ammo > 0) _ammo--;
else
{
var cargo = Entity.FindItemInCargo(_data.AmmoType);
if (cargo != null)
{
var item = cargo.ItemsOfType[_data.AmmoType][0];
if (item is SimpleCommodity simpleCommodity)
cargo.Remove(simpleCommodity, 1);
if(_data.MagazineSize > 1)
{
_reloading = true;
_reload = 1;
OnReloadBegin?.Invoke();
_firing = false;
OnStopFiring?.Invoke();
}
}
return false;
}
}
}
Item.AddHeat(Context.Evaluate(_data.Heat, Item.EquippableItem, Entity) * delta);
Entity.VisibilitySources[this] = Context.Evaluate(_data.Visibility, Item.EquippableItem, Entity);
Entity.Energy -= Context.Evaluate(_data.Energy, Item.EquippableItem, Entity) * delta;
}
return true;
}
public override void Activate()
{
if(!_firing && !_reloading)
{
_firing = true;
OnStartFiring?.Invoke();
}
}
public override void Deactivate()
{
if (_firing)
{
_firing = false;
OnStopFiring?.Invoke();
}
}
}