Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged Added machine gun weapon & VFX Moved third party code to Plugins folder to improve compile times
152 lines
4.6 KiB
C#
152 lines
4.6 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 ChargedWeaponData : InstantWeaponData
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{
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[InspectableField, JsonProperty("chargeTime"), Key(18), RuntimeInspectable]
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public PerformanceStat ChargeTime = new PerformanceStat();
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[InspectableField, JsonProperty("chargeEnergy"), Key(19), RuntimeInspectable]
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public PerformanceStat ChargeEnergy = new PerformanceStat();
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[InspectableField, JsonProperty("chargeHeat"), Key(20), RuntimeInspectable]
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public PerformanceStat ChargeHeat = new PerformanceStat();
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[InspectableField, JsonProperty("canFireEarly"), Key(21)]
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public bool CanFireEarly;
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[InspectableField, JsonProperty("failureCharge"), Key(22)]
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public float FailureCharge;
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[InspectableField, JsonProperty("failureDamage"), Key(23)]
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public float FailureDamage = 1;
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[InspectableField, JsonProperty("chargeDamage"), Key(24)]
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public float ChargeDamage = 1;
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[InspectableField, JsonProperty("chargeSpread"), Key(25)]
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public float ChargeSpread = 1;
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[InspectableField, JsonProperty("chargeBurstCount"), Key(26)]
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public float ChargeBurstCount = 1;
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[InspectableField, JsonProperty("chargeVisibility"), Key(27)]
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public float ChargeVisibility = 1;
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[InspectableField, JsonProperty("chargeVelocity"), Key(28)]
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public float ChargeVelocity = 1;
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new ChargedWeapon(context, this, entity, item);
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}
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}
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public class ChargedWeapon : InstantWeapon
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{
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private ChargedWeaponData _data;
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private bool _charging;
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private bool _charged;
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private float _charge;
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private float _progress;
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public float ChargeTime { get; protected set; }
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public float ChargeEnergy { get; protected set; }
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public float ChargeHeat { get; protected set; }
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public event Action OnStartCharging;
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public event Action OnStopCharging;
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public event Action OnCharged;
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public event Action OnFailed;
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public override void ResetEvents()
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{
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OnStartCharging = null;
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OnStopCharging = null;
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OnCharged = null;
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OnFailed = null;
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}
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public override float Progress => saturate(_charging ? _charge : _cooldown);
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public float Charge
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{
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get => _charge;
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}
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public ChargedWeapon(ItemManager context, ChargedWeaponData 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 override void UpdateStats()
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{
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base.UpdateStats();
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ChargeTime = Context.Evaluate(_data.ChargeTime, Item.EquippableItem, Entity);
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ChargeEnergy = Context.Evaluate(_data.ChargeEnergy, Item.EquippableItem, Entity);
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ChargeHeat = Context.Evaluate(_data.ChargeHeat, Item.EquippableItem, Entity);
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Damage *= lerp(1, _data.ChargeDamage, saturate(_charge));
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Spread *= lerp(1, _data.ChargeSpread, saturate(_charge));
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BurstCount *= lerp(1, _data.ChargeBurstCount, saturate(_charge));
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Visibility *= lerp(1, _data.ChargeVisibility, saturate(_charge));
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Velocity *= lerp(1, _data.ChargeVelocity, saturate(_charge));
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}
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public override bool Execute(float delta)
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{
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if (_charging)
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{
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_charge += delta / ChargeTime;
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if (!_charged)
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{
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Item.AddHeat(ChargeHeat * (delta / ChargeTime));
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if(_charge > 1)
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{
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_charged = true;
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OnCharged?.Invoke();
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}
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}
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if (_data.FailureCharge > 1 && _charge > _data.FailureCharge)
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{
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_charging = false;
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_cooldown = 1;
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_coolingDown = true;
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_charge = 0;
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OnFailed?.Invoke();
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Item.EquippableItem.Durability -= _data.FailureDamage;
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}
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}
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return base.Execute(delta);
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}
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public override void Activate()
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{
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if(!_coolingDown)
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{
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OnStartCharging?.Invoke();
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_charging = true;
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_charged = false;
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}
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}
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public override void Deactivate()
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{
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if (_charging)
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{
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if (_data.CanFireEarly || _charge > 1)
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{
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Trigger();
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_charge = 0;
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}
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OnStopCharging?.Invoke();
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_charging = false;
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}
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}
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}
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