Aetheria/Assets/Scripts/Gameplay/ActionGameManager.cs
Reinier Vens b779d7c0af Heat System v2 + Lasers
Heat system remade, now guaranteed stable
Schematic heat texture is now
Radiators glow according to temperature
Added Laser weapons
Longinus has split weapon and radiator meshes, weapons can yaw 1 degree for target convergence
Articulation points can now handle 360 rotations properly
Fixed exception caused by hit spread on thin hull sections
Fixed loadout not restoring item rotation
Fixed exception in inventory panel selection
2021-01-27 00:05:30 +00:00

641 lines
No EOL
28 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 System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Cinemachine;
using MessagePack;
using TMPro;
using UniRx;
using UnityEngine;
using Unity.Mathematics;
using UnityEngine.InputSystem;
using UnityEngine.UI;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
public class ActionGameManager : MonoBehaviour
{
public PlaceUIElementWorldspace ViewDot;
public PlaceUIElementWorldspace TargetIndicator;
public Prototype LockIndicator;
public PlaceUIElementWorldspace[] Crosshairs;
public EventLog EventLog;
public GameSettings Settings;
public SectorRenderer SectorRenderer;
// public MapView MapView;
public CinemachineVirtualCamera DockCamera;
public CinemachineVirtualCamera FollowCamera;
public GameObject GameplayUI;
public MenuPanel Menu;
public MapRenderer MenuMap;
public SchematicDisplay SchematicDisplay;
public SchematicDisplay TargetSchematicDisplay;
public InventoryMenu Inventory;
public InventoryPanel ShipPanel;
public InventoryPanel TargetShipPanel;
public ConfirmationDialog ConfirmationDialog;
public float2 Sensitivity;
public int Credits = 15000000;
//public PlayerInput Input;
// private CinemachineFramingTransposer _transposer;
// private CinemachineComposer _composer;
private DirectoryInfo _filePath;
private DirectoryInfo _presetPath;
private bool _editMode;
private float _time;
private AetheriaInput _input;
private int _zoomLevelIndex;
public List<EntityPack> Loadouts { get; set; } = new List<EntityPack>();
// private ShipInput _shipInput;
private IDisposable _shipTargetSubscription;
private float2 _shipYawPitch;
private float3 _viewDirection;
private (HardpointData[] hardpoints, Transform[] barrels, PlaceUIElementWorldspace crosshair)[] _articulationGroups;
private (LockWeapon targetLock, PlaceUIElementWorldspace indicator, Rotate spin)[] _lockingIndicators;
public List<Ship> PlayerShips { get; } = new List<Ship>();
public EquippedDockingBay DockingBay { get; private set; }
public Ship CurrentShip { get; set; }
public DatabaseCache ItemData { get; private set; }
public ItemManager ItemManager { get; private set; }
public Zone Zone { get; private set; }
private readonly (float2 direction, string name)[] _directions = {
(float2(0, 1), "Front"),
(float2(1, 0), "Right"),
(float2(-1, 0), "Left"),
(float2(0, -1), "Rear")
};
public void SaveLoadout(EntityPack pack)
{
File.WriteAllBytes(Path.Combine(_presetPath.FullName, $"{pack.Name}.preset"), MessagePackSerializer.Serialize(pack));
}
void Start()
{
// _transposer = DockCamera.GetCinemachineComponent<CinemachineFramingTransposer>();
// _composer = DockCamera.GetCinemachineComponent<CinemachineComposer>();
//_lookAt = new GameObject().transform;
ConsoleController.MessageReceiver = this;
_filePath = new DirectoryInfo(Application.dataPath).Parent.CreateSubdirectory("GameData");
_presetPath = _filePath.CreateSubdirectory("Presets");
ItemData = new DatabaseCache();
ItemData.Load(_filePath.FullName);
ItemManager = new ItemManager(ItemData, Settings.GameplaySettings, Debug.Log);
Loadouts.AddRange(_presetPath.EnumerateFiles("*.preset")
.Select(fi => MessagePackSerializer.Deserialize<EntityPack>(File.ReadAllBytes(fi.FullName))));
var zoneFile = Path.Combine(_filePath.FullName, "Home.zone");
// If the game has already been run, there will be a Home file containing a ZonePack; if not, generate one
var zonePack = File.Exists(zoneFile) ?
MessagePackSerializer.Deserialize<ZonePack>(File.ReadAllBytes(zoneFile)):
ZoneGenerator.GenerateZone(
settings: Settings.ZoneSettings,
// mapLayers: Context.MapLayers,
// resources: Context.Resources,
mass: Settings.DefaultZoneMass,
radius: Settings.DefaultZoneRadius
);
Zone = new Zone(Settings.PlanetSettings, zonePack);
SectorRenderer.ItemManager = ItemManager;
SectorRenderer.LoadZone(Zone);
_input = new AetheriaInput();
_input.Player.Enable();
_input.Global.Enable();
_input.UI.Enable();
_zoomLevelIndex = Settings.DefaultMinimapZoom;
_input.Player.MinimapZoom.performed += context =>
{
_zoomLevelIndex = (_zoomLevelIndex + 1) % Settings.MinimapZoomLevels.Length;
SectorRenderer.MinimapDistance = Settings.MinimapZoomLevels[_zoomLevelIndex];
};
_input.Global.MapToggle.performed += context =>
{
if (Menu.gameObject.activeSelf && Menu.CurrentTab == MenuTab.Map)
{
Cursor.lockState = CursorLockMode.Locked;
_input.Player.Enable();
Menu.gameObject.SetActive(false);
if (CurrentShip != null && CurrentShip.Parent == null)
{
GameplayUI.SetActive(true);
SchematicDisplay.ShowShip(CurrentShip);
ShipPanel.Display(CurrentShip, true);
}
return;
}
Cursor.lockState = CursorLockMode.None;
_input.Player.Disable();
GameplayUI.SetActive(false);
Menu.ShowTab(MenuTab.Map);
MenuMap.Position = CurrentShip.Position.xz;
};
_input.Global.Inventory.performed += context =>
{
if (Menu.gameObject.activeSelf && Menu.CurrentTab == MenuTab.Inventory)
{
Cursor.lockState = CursorLockMode.Locked;
_input.Player.Enable();
Menu.gameObject.SetActive(false);
if (CurrentShip != null && CurrentShip.Parent == null)
{
GameplayUI.SetActive(true);
SchematicDisplay.ShowShip(CurrentShip);
ShipPanel.Display(CurrentShip, true);
}
return;
}
Cursor.lockState = CursorLockMode.None;
_input.Player.Disable();
Menu.ShowTab(MenuTab.Inventory);
GameplayUI.SetActive(false);
};
_input.Global.Dock.performed += context =>
{
if (CurrentShip.Parent == null) Dock();
else Undock();
};
_input.Player.TargetReticle.performed += context =>
{
var underReticle = Zone.Entities.Where(x => x != CurrentShip).MaxBy(x => dot(normalize(x.Position - CurrentShip.Position), CurrentShip.LookDirection));
CurrentShip.Target.Value = CurrentShip.Target.Value == underReticle ? null : underReticle;
};
_input.Player.TargetNearest.performed += context =>
{
CurrentShip.Target.Value = Zone.Entities.Where(x=>x!=CurrentShip).MaxBy(x => length(x.Position - CurrentShip.Position));
};
_input.Player.TargetNext.performed += context =>
{
var targets = Zone.Entities.Where(x => x != CurrentShip).OrderBy(x => length(x.Position - CurrentShip.Position)).ToArray();
var currentTargetIndex = Array.IndexOf(targets, CurrentShip.Target.Value);
CurrentShip.Target.Value = targets[(currentTargetIndex + 1) % targets.Length];
};
_input.Player.TargetPrevious.performed += context =>
{
var targets = Zone.Entities.Where(x => x != CurrentShip).OrderBy(x => length(x.Position - CurrentShip.Position)).ToArray();
var currentTargetIndex = Array.IndexOf(targets, CurrentShip.Target.Value);
CurrentShip.Target.Value = targets[(currentTargetIndex + targets.Length - 1) % targets.Length];
};
#region Trigger Groups
_input.Player.PreviousWeaponGroup.performed += context =>
{
if (CurrentShip.Parent != null) return;
SchematicDisplay.SelectedGroupIndex--;
};
_input.Player.NextWeaponGroup.performed += context =>
{
if (CurrentShip.Parent != null) return;
SchematicDisplay.SelectedGroupIndex++;
};
_input.Player.PreviousWeapon.performed += context =>
{
if (CurrentShip.Parent != null) return;
SchematicDisplay.SelectedItemIndex--;
};
_input.Player.NextWeapon.performed += context =>
{
if (CurrentShip.Parent != null) return;
SchematicDisplay.SelectedItemIndex++;
};
_input.Player.ToggleWeaponGroup.performed += context =>
{
if (CurrentShip.Parent != null) return;
var item = SchematicDisplay.SchematicItems[SchematicDisplay.SelectedItemIndex];
if (CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].items.Contains(item.Item))
CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].items.Remove(item.Item);
else CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].items.Add(item.Item);
foreach (var group in item.Item.BehaviorGroups.Values)
{
var behavior = group.GetBehavior<IActivatedBehavior>();
if(behavior != null)
{
if (CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].behaviors.Contains(behavior))
CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].behaviors.Remove(behavior);
else CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].behaviors.Add(behavior);
}
}
SchematicDisplay.UpdateTriggerGroups();
};
_input.Player.FireGroup1.started += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[0].behaviors) s.Activate();
};
_input.Player.FireGroup1.canceled += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[0].behaviors) s.Deactivate();
};
_input.Player.FireGroup2.started += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[1].behaviors) s.Activate();
};
_input.Player.FireGroup2.canceled += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[1].behaviors) s.Deactivate();
};
_input.Player.FireGroup3.started += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[2].behaviors) s.Activate();
};
_input.Player.FireGroup3.canceled += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[2].behaviors) s.Deactivate();
};
_input.Player.FireGroup4.started += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[3].behaviors) s.Activate();
};
_input.Player.FireGroup4.canceled += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[3].behaviors) s.Deactivate();
};
_input.Player.FireGroup5.started += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[4].behaviors) s.Activate();
};
_input.Player.FireGroup5.canceled += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[4].behaviors) s.Deactivate();
};
_input.Player.FireGroup6.started += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[5].behaviors) s.Activate();
};
_input.Player.FireGroup6.canceled += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[5].behaviors) s.Deactivate();
};
#endregion
// ConsoleController.AddCommand("editmode", _ => ToggleEditMode());
ConsoleController.AddCommand("savezone", args =>
{
if (args.Length > 0)
Zone.Data.Name = args[0];
SaveZone();
});
var stationType = ItemData.GetAll<HullData>().First(x=>x.HullType==HullType.Station);
var stationHull = ItemManager.CreateInstance(stationType, 0, 1) as EquippableItem;
var stationParent = Zone.PlanetInstances.Values.OrderByDescending(p => p.BodyData.Mass.Value).ElementAt(3);
var stationParentOrbit = stationParent.Orbit.Data.ID;
var stationParentPos = Zone.GetOrbitPosition(stationParentOrbit);
var stationPos = stationParentPos + ItemManager.Random.NextFloat2Direction() * stationParent.GravityWellRadius.Value * .1f;
var stationOrbit = Zone.CreateOrbit(stationParentOrbit, stationPos);
var station = new OrbitalEntity(ItemManager, Zone, stationHull, stationOrbit.ID);
Zone.Entities.Add(station);
var dockingBayData = ItemData.GetAll<DockingBayData>().First();
var dockingBay = ItemManager.CreateInstance(dockingBayData, 1, 1) as EquippableItem;
station.TryEquip(dockingBay);
station.Active = true;
var reactorData = ItemData.GetAll<GearData>().First(x => x.HardpointType == HardpointType.Reactor && x.Shape.Height == 2);
var autocannonData = ItemData.GetAll<GearData>().First(x => x.Name == "Autocannon");
var ammoData = ItemData.GetAll<SimpleCommodityData>().First(x => x.Name == "AC2 Ammo");
var turretType = ItemData.GetAll<HullData>().First(x=>x.HullType==HullType.Turret);
var controlModuleData = ItemData.GetAll<GearData>().First(x => x.Name == "Murder Module");
var cargo1Data = ItemData.GetAll<CargoBayData>().First(x => x.Name == "Cargo Bay 1x1");
for(int i=0; i<5; i++)
{
var turretParent = Zone.PlanetInstances.Values.OrderByDescending(p => p.BodyData.Mass.Value).ElementAt(5+i);
var turretParentOrbit = turretParent.Orbit.Data.ID;
var turretParentPos = Zone.GetOrbitPosition(turretParentOrbit);
var turretPos = turretParentPos + ItemManager.Random.NextFloat2Direction() * turretParent.GravityWellRadius.Value * .25f;
var turretOrbit = Zone.CreateOrbit(turretParentOrbit, turretPos);
var turret = new OrbitalEntity(ItemManager, Zone, ItemManager.CreateInstance(turretType, 0, 1) as EquippableItem, turretOrbit.ID);
turret.TryEquip(ItemManager.CreateInstance(reactorData, .5f, 1) as EquippableItem);
turret.TryEquip(ItemManager.CreateInstance(controlModuleData, .5f, 1) as EquippableItem);
turret.TryEquip(ItemManager.CreateInstance(autocannonData, .5f, 1) as EquippableItem);
turret.TryEquip(ItemManager.CreateInstance(autocannonData, .5f, 1) as EquippableItem);
turret.TryEquip(ItemManager.CreateInstance(cargo1Data, .5f, 1) as EquippableItem);
turret.CargoBays.First().TryStore(ItemManager.CreateInstance(ammoData, 400));
turret.Active = true;
Zone.Entities.Add(turret);
}
var hullType = ItemData.GetAll<HullData>().First(x=>x.Name == "Djinni");
var shipHull = ItemManager.CreateInstance(hullType, 0, 1) as EquippableItem;
var ship = new Ship(ItemManager, Zone, shipHull);
PlayerShips.Add(ship);
CurrentShip = ship;
ship.ArmorDamage.Subscribe(hit =>
{
var direction = _directions.MaxBy(d => dot(d.direction, normalize(hit.pos - hullType.Shape.CenterOfMass)));
EventLog.LogMessage(
$"{direction.name} armor hit for {hit.damage} damage, currently {((int) (ship.Armor[hit.pos.x, hit.pos.y] / hullType.Armor * 100)).ToString()}%",
Settings.ArmorHitColor);
});
ship.HullDamage.Subscribe(hit => EventLog.LogMessage($"Hull Structure hit for {hit} damage"));
ship.ItemDamage.Subscribe(hit =>
{
var data = ItemManager.GetData(hit.item.EquippableItem);
EventLog.LogMessage(
$"{hit.item.EquippableItem.Name} hit for {hit.damage} damage, currently {((int) (hit.item.EquippableItem.Durability / data.Durability * 100)).ToString()}%",
Settings.GearHitColor);
});
ship.HardpointDamage.Subscribe(hit => EventLog.LogMessage(
$"{Enum.GetName(typeof(HardpointType), hit.hardpoint.Type)} hardpoint hit for {hit.damage} damage, currently {((int) (ship.HardpointArmor[hit.hardpoint] / hit.hardpoint.Armor * 100)).ToString()}%",
Settings.HardpointHitColor));
var thrusterData = ItemData.GetAll<GearData>().First(x => x.HardpointType == HardpointType.Thruster && x.Shape.Height == 1);
for (int i = 0; i < 8; i++)
{
ship.TryEquip(ItemManager.CreateInstance(thrusterData, .5f, 1) as EquippableItem);
//dockingCargo.TryStore(ItemManager.CreateInstance(thrusterData, .5f, 1));
}
ship.TryEquip(ItemManager.CreateInstance(reactorData, .5f, 1) as EquippableItem);
var cockpitData = ItemData.GetAll<GearData>().First(x => x.Behaviors.Any(b=>b is CockpitData));
ship.TryEquip(ItemManager.CreateInstance(cockpitData, .5f, 1) as EquippableItem);
ship.TryEquip(ItemManager.CreateInstance(autocannonData, .5f, 1) as EquippableItem);
ship.TryEquip(ItemManager.CreateInstance(autocannonData, .5f, 1) as EquippableItem);
var lrmmData = ItemData.GetAll<GearData>().First(x => x.Name == "LRMM72");
ship.TryEquip(ItemManager.CreateInstance(lrmmData, .5f, 1) as EquippableItem);
ship.TryEquip(ItemManager.CreateInstance(lrmmData, .5f, 1) as EquippableItem);
var cargoData = ItemData.GetAll<CargoBayData>().First(x => x.Name == "Cargo Bay 4x4");
ship.TryEquip(ItemManager.CreateInstance(cargoData, .5f, 1) as EquippableItem);
ship.CargoBays.First().TryStore(ItemManager.CreateInstance(ammoData, 200));
//dockingCargo.TryStore(ItemManager.CreateInstance(reactorData, .5f, 1));
Dock();
// MapButton.onClick.AddListener(() =>
// {
// if (_currentMenuTabButton == MapPanel) return;
//
// _currentMenuTabButton.GetComponent<TextMeshProUGUI>().color = Color.white;
// _currentMenuTabButton = MapButton;
// });
//
//InventoryPanel.Display(ItemManager, entity);
}
public void Dock()
{
if (CurrentShip.Parent != null) return;
foreach (var entity in Zone.Entities.ToArray())
{
if (lengthsq(entity.Position.xz - CurrentShip.Position.xz) <
Settings.GameplaySettings.DockingDistance * Settings.GameplaySettings.DockingDistance)
{
var bay = entity.TryDock(CurrentShip);
if (bay != null)
{
DockingBay = bay;
DockCamera.enabled = true;
FollowCamera.enabled = false;
CurrentShip.Active = false;
var orbital = (OrbitalEntity) entity;
DockCamera.Follow = SectorRenderer.EntityInstances[orbital].Transform;
var parentOrbit = Zone.Orbits[orbital.OrbitData].Data.Parent;
var parentPlanet = SectorRenderer.Planets[Zone.Planets.FirstOrDefault(p => p.Value.Orbit == parentOrbit).Key];
DockCamera.LookAt = parentPlanet.Body.transform;
Menu.ShowTab(MenuTab.Inventory);
Cursor.lockState = CursorLockMode.None;
_input.Player.Disable();
GameplayUI.SetActive(false);
if(_lockingIndicators!=null) foreach(var (_, indicator, _) in _lockingIndicators)
indicator.GetComponent<Prototype>().ReturnToPool();
}
}
}
}
public void Undock()
{
if (CurrentShip.Parent == null) return;
if (CurrentShip.GetBehavior<Cockpit>() == null)
{
ConfirmationDialog.Clear();
ConfirmationDialog.Title.text = "Can't undock. Missing cockpit component!";
ConfirmationDialog.Show();
}
else if (CurrentShip.GetBehavior<Thruster>() == null)
{
ConfirmationDialog.Clear();
ConfirmationDialog.Title.text = "Can't undock. Missing thruster component!";
ConfirmationDialog.Show();
}
else if (CurrentShip.GetBehavior<Reactor>() == null)
{
ConfirmationDialog.Clear();
ConfirmationDialog.Title.text = "Can't undock. Missing reactor component!";
ConfirmationDialog.Show();
}
else if (CurrentShip.Parent.TryUndock(CurrentShip))
{
Menu.gameObject.SetActive(false);
DockingBay = null;
CurrentShip.Active = true;
//_shipInput = new ShipInput(_input.Player, _currentShip);
DockCamera.enabled = false;
FollowCamera.enabled = true;
FollowCamera.LookAt = SectorRenderer.EntityInstances[CurrentShip].LookAtPoint;
FollowCamera.Follow = SectorRenderer.EntityInstances[CurrentShip].Transform;
_articulationGroups = CurrentShip.Equipment
.Where(item => item.Behaviors.Any(x => x.Data is WeaponData && !(x.Data is LauncherData)))
.GroupBy(item => SectorRenderer.EntityInstances[CurrentShip]
.GetBarrel(CurrentShip.Hardpoints[item.Position.x, item.Position.y])
.GetComponentInParent<ArticulationPoint>()?.Group ?? -1)
.Select((group, index) => {
return (
group.Select(item => CurrentShip.Hardpoints[item.Position.x, item.Position.y]).ToArray(),
group.Select(item => SectorRenderer.EntityInstances[CurrentShip].GetBarrel(CurrentShip.Hardpoints[item.Position.x, item.Position.y])).ToArray(),
Crosshairs[index]
);
}).ToArray();
foreach (var crosshair in Crosshairs)
crosshair.gameObject.SetActive(false);
foreach (var group in _articulationGroups)
group.crosshair.gameObject.SetActive(true);
_lockingIndicators = CurrentShip.GetBehaviors<LockWeapon>().Select(x =>
{
var i = LockIndicator.Instantiate<PlaceUIElementWorldspace>();
return (x, i, i.GetComponent<Rotate>());
}).ToArray();
CurrentShip.HullDamage.Subscribe(f =>
{
if (float.IsNaN(CurrentShip.Hull.Durability))
Debug.Log("WTF!");
});
_shipTargetSubscription?.Dispose();
_shipTargetSubscription = CurrentShip.Target.Subscribe(target =>
{
TargetIndicator.gameObject.SetActive(CurrentShip.Target.Value != null);
TargetShipPanel.gameObject.SetActive(target != null);
if (target != null)
{
TargetShipPanel.Display(target, true);
TargetSchematicDisplay.ShowShip(target, CurrentShip);
}
});
Cursor.lockState = CursorLockMode.Locked;
GameplayUI.SetActive(true);
_input.Player.Enable();
ShipPanel.Display(CurrentShip, true);
SchematicDisplay.ShowShip(CurrentShip);
}
else
{
ConfirmationDialog.Title.text = "Can't undock. Must empty docking bay!";
ConfirmationDialog.Show();
}
}
public void SaveZone() => File.WriteAllBytes(
Path.Combine(_filePath.FullName, $"{Zone.Data.Name}.zone"), MessagePackSerializer.Serialize(Zone.Pack()));
// public void ToggleEditMode()
// {
// _editMode = !_editMode;
// FollowCamera.gameObject.SetActive(!_editMode);
// TopDownCamera.gameObject.SetActive(_editMode);
// }
public IEnumerable<EquippedCargoBay> AvailableCargoBays()
{
if (CurrentShip.Parent != null)
{
foreach (var bay in CurrentShip.Parent.DockingBays)
{
if (PlayerShips.Contains(bay.DockedShip)) yield return bay;
}
}
}
public IEnumerable<Ship> AvailableShips()
{
if (CurrentShip.Parent != null)
{
foreach (var ship in PlayerShips)
{
if (CurrentShip.Parent.Children.Contains(ship)) yield return ship;
}
}
else
yield return CurrentShip;
}
void Update()
{
if(!_editMode)
{
_time += Time.deltaTime;
ItemManager.Time = Time.time;
if(CurrentShip.Parent==null)
{
var look = _input.Player.Look.ReadValue<Vector2>();
_shipYawPitch = float2(_shipYawPitch.x + look.x * Sensitivity.x, clamp(_shipYawPitch.y + look.y * Sensitivity.y, -.45f * PI, .45f * PI));
_viewDirection = mul(float3(0, 0, 1), Unity.Mathematics.float3x3.Euler(float3(_shipYawPitch.yx, 0), RotationOrder.YXZ));
CurrentShip.LookDirection = _viewDirection;
CurrentShip.MovementDirection = _input.Player.Move.ReadValue<Vector2>();
}
}
Zone.Update(_time, Time.deltaTime);
SectorRenderer.Time = _time;
}
private void LateUpdate()
{
UpdateTargetIndicators();
}
private void UpdateTargetIndicators()
{
if (CurrentShip == null || CurrentShip.Parent != null) return;
ViewDot.Target = SectorRenderer.EntityInstances[CurrentShip].LookAtPoint.position;
if (CurrentShip.Target.Value != null)
TargetIndicator.Target = CurrentShip.Target.Value.Position;
var distance = length((float3)ViewDot.Target - CurrentShip.Position);
foreach (var (_, barrels, crosshair) in _articulationGroups)
{
var averagePosition = Vector3.zero;
foreach (var barrel in barrels)
averagePosition += barrel.position + barrel.forward * distance;
averagePosition /= barrels.Length;
crosshair.Target = averagePosition;
}
foreach (var (targetLock, indicator, spin) in _lockingIndicators)
{
var showLockingIndicator = targetLock.Lock > .01f && CurrentShip.Target.Value != null;
indicator.gameObject.SetActive(showLockingIndicator);
if(showLockingIndicator)
{
indicator.Target = CurrentShip.Target.Value.Position;
indicator.NoiseAmplitude = Settings.GameplaySettings.LockIndicatorNoiseAmplitude * (1 - targetLock.Lock);
indicator.NoiseFrequency = Settings.GameplaySettings.LockIndicatorFrequency.Evaluate(targetLock.Lock);
spin.Speed = Settings.GameplaySettings.LockSpinSpeed.Evaluate(targetLock.Lock);
}
}
}
}