Aetheria/Assets/ShieldManager.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

47 lines
1.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using UnityEngine;
public class ShieldManager : MonoBehaviour
{
public Prototype ShieldPrototype;
public float CollisionHitDuration = 3;
public Entity Entity { get; set; }
private void OnCollisionEnter(Collision other)
{
var otherShield = other.collider.GetComponent<ShieldManager>();
if (!otherShield)
{
Debug.Log("Shield collision occurred, but other collider isn't a shield!");
return;
}
var contact = other.GetContact(0);
var normal = normalize(float2(contact.normal.x, contact.normal.z));
var tangent = normal.Rotate(ItemRotation.CounterClockwise);
var v1n = dot(normal, Entity.Velocity);
var v1t = dot(tangent, Entity.Velocity);
var v2n = dot(normal, otherShield.Entity.Velocity);
//var v2t = dot(tangent, otherShield.Entity.Velocity);
var v1np = PostCollisionVelocity(v1n, Entity.Mass, v2n, otherShield.Entity.Mass);
Entity.Velocity = tangent * v1t + normal * v1np;
if(Entity.ShieldEnabled) ShowHit(contact.point, CollisionHitDuration);
}
private float PostCollisionVelocity(float v1, float m1, float v2, float m2)
{
return (v1 * (m1 - m2) + m2 * v2) / (m1 + m2);
}
public void ShowHit(Vector3 point, float duration)
{
var shield = ShieldPrototype.Instantiate<ShieldAnimation>();
shield.Direction = shield.transform.InverseTransformPoint(point);
shield.Duration = duration;
}
}