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
92 lines
3.2 KiB
C#
92 lines
3.2 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 LockWeaponData : InstantWeaponData
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{
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[InspectableField, JsonProperty("speed"), Key(21), RuntimeInspectable]
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public PerformanceStat LockSpeed = new PerformanceStat();
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[InspectableField, JsonProperty("sensorImpact"), Key(22)]
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public PerformanceStat SensorImpact = new PerformanceStat();
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[InspectableField, JsonProperty("threshold"), Key(23), RuntimeInspectable]
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public PerformanceStat LockAngle = new PerformanceStat();
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[InspectableField, JsonProperty("directionImpact"), Key(24)]
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public PerformanceStat DirectionImpact = new PerformanceStat();
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[InspectableField, JsonProperty("decay"), Key(25)]
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public PerformanceStat Decay = new PerformanceStat();
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new LockWeapon(context, this, entity, item);
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}
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}
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public class LockWeapon : InstantWeapon
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{
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private LockWeaponData _data;
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private float _lock;
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private bool _locking;
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private Entity _target;
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public event Action OnLocked;
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public event Action OnBeginLocking;
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public event Action OnLockLost;
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public float LockSpeed { get; private set; }
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public float SensorImpact { get; private set; }
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public float LockAngle { get; private set; }
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public float DirectionImpact { get; private set; }
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public float Decay { get; private set; }
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public override float Progress => saturate(_cooldown > 0 ? _cooldown : _lock);
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public override bool CanFire => base.CanFire && _lock > .99f && Entity.TargetRange > MinRange && Entity.TargetRange < Range;
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public float Lock
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{
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get => saturate(_lock);
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}
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public LockWeapon(ItemManager context, LockWeaponData 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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public override bool Execute(float delta)
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{
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if (_target != Entity.Target.Value)
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{
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_lock = 0;
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_target = Entity.Target.Value;
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}
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if (Entity.Target.Value != null)
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{
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LockSpeed = Context.Evaluate(_data.LockSpeed, Item.EquippableItem, Entity);
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SensorImpact = Context.Evaluate(_data.SensorImpact, Item.EquippableItem, Entity);
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LockAngle = Context.Evaluate(_data.LockAngle, Item.EquippableItem, Entity);
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DirectionImpact = Context.Evaluate(_data.DirectionImpact, Item.EquippableItem, Entity);
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Decay = Context.Evaluate(_data.Decay, Item.EquippableItem, Entity);
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var degrees = acos(dot(normalize(Entity.Target.Value.Position - Entity.Position), normalize(Entity.LookDirection))) * 57.2958f;
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if (degrees < LockAngle)
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{
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var lerp = 1 - unlerp(0, 90, degrees);
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_lock = saturate(_lock + pow(lerp, DirectionImpact) * delta * LockSpeed);
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}
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else _lock = saturate(_lock - delta * Decay);
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}
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return base.Execute(delta);
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}
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}
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