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
176 lines
No EOL
5.4 KiB
C#
176 lines
No EOL
5.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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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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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class InstantWeaponData : WeaponData
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{
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[InspectableField, JsonProperty("count"), Key(17)]
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public PerformanceStat Count = new PerformanceStat();
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[InspectableField, JsonProperty("burstTime"), Key(18)]
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public PerformanceStat BurstTime = new PerformanceStat();
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[InspectableField, JsonProperty("cooldown"), Key(19), RuntimeInspectable]
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public PerformanceStat Cooldown = new PerformanceStat();
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[InspectablePrefab, JsonProperty("ammoInterval"), Key(20)]
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public bool SingleAmmoBurst;
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new InstantWeapon(context, this, entity, item);
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}
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}
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public class InstantWeapon : Weapon, IProgressBehavior
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{
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private InstantWeaponData _data;
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protected int _burstRemaining;
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private float _burstTimer;
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private float _burstInterval;
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protected float _cooldown; // Normalized
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private int _ammo = 0;
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protected bool _coolingDown;
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public float BurstCount { get; protected set; }
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public float BurstTime { get; protected set; }
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public float Cooldown { get; protected set; }
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public virtual bool CanFire
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{
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get => !_coolingDown;
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}
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public override float DamagePerSecond => Damage / Cooldown;
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public override float RangeDamagePerSecond(float range)
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{
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return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / Cooldown;
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}
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public override int Ammo
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{
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get => _ammo;
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}
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public virtual float Progress => saturate(_cooldown);
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public event Action OnReloadBegin;
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public event Action OnReloadComplete;
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public event Action OnCooldownComplete;
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public event Action OnFire;
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public override void ResetEvents()
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{
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OnReloadBegin = null;
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OnReloadComplete = null;
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OnCooldownComplete = null;
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OnFire = null;
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}
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public InstantWeapon(ItemManager context, InstantWeaponData data, Entity entity, EquippedItem item) : base(context,data,entity,item)
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{
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_data = data;
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}
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protected void Trigger()
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{
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// If 1 ammo is consumed per burst, perform ammo consumption here
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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if(_data.SingleAmmoBurst && !UseAmmo()) return;
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_burstRemaining = (int) BurstCount;
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_burstInterval = BurstTime / _burstRemaining;
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_burstTimer = 0;
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_cooldown = 1;
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_coolingDown = true;
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}
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protected override void UpdateStats()
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{
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base.UpdateStats();
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BurstCount = Context.Evaluate(_data.Count, Item.EquippableItem, Entity);
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BurstTime = Context.Evaluate(_data.BurstTime, Item.EquippableItem, Entity);
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Cooldown = Context.Evaluate(_data.Cooldown, Item.EquippableItem, Entity);
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Damage /= (int) BurstCount;
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Heat /= (int) BurstCount;
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Energy /= (int) BurstCount;
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}
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private bool UseAmmo()
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{
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if (_data.AmmoType != Guid.Empty)
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{
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if (_data.MagazineSize > 1 && _ammo > 0) _ammo--;
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else
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{
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var cargo = Entity.FindItemInCargo(_data.AmmoType);
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if (cargo != null)
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{
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var item = cargo.ItemsOfType[_data.AmmoType][0];
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if (item is SimpleCommodity simpleCommodity)
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cargo.Remove(simpleCommodity, 1);
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if(_data.MagazineSize > 1)
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{
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OnReloadBegin?.Invoke();
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_cooldown = 1;
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_coolingDown = true;
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_firing = false;
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}
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}
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_burstRemaining = 0;
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return false;
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}
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}
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return true;
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}
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public override bool Execute(float delta)
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{
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base.Execute(delta);
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if (_coolingDown)
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{
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_cooldown -= delta / (_data.AmmoType != Guid.Empty && _ammo == 0 ? _data.ReloadTime : Cooldown);
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if (_cooldown < 0)
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{
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_coolingDown = false;
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if (_data.AmmoType != Guid.Empty && _ammo == 0)
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{
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_ammo = _data.MagazineSize;
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OnReloadComplete?.Invoke();
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}
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else
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OnCooldownComplete?.Invoke();
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}
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}
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_burstTimer += delta;
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while (_burstRemaining > 0 && _burstTimer > 0)
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{
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// If 1 ammo is consumed per shot in the burst, perform ammo consumption here
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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if (!_data.SingleAmmoBurst && !UseAmmo()) return false;
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_burstRemaining--;
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_burstTimer -= _burstInterval;
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OnFire?.Invoke();
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Item.AddHeat(Heat);
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Entity.VisibilitySources[this] = Visibility;
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Entity.Energy -= Energy;
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}
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return true;
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}
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public override void Activate()
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{
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if(CanFire)
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Trigger();
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base.Activate();
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}
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} |