Selection is nothing the selected ship can sense: TargetedBy, TargetedByCount, their subscriptions and the music read of them are deleted. Indicator fills, the target panel, the compass, music and the enemy schematic rows now read CurrentEntity's ContactOf / RevealsOf / RevealedSubjects (new, the book's keys); the schematic rows are built by one builder from the book and rebuilt when the revealed set changes. Impact hull effect and projectile hit effects at another ship's position draw only through ActionGameManager.DrawsAt (the player's own ship or a Tracked contact). Builds untested in Unity at this commit; tests NothingReadsSelection and RevealedSubjectsListsTheBook. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
251 lines
11 KiB
C#
251 lines
11 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using CultMath;
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using UnityEngine.Serialization;
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using static CultMath.math;
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public class SchematicDisplay : MonoBehaviour
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{
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public GameSettings Settings;
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public Prototype ListElementPrototype;
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public Color HeaderElementEnabledColor;
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public Color HeaderElementDisabledColor;
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public GameObject OverrideIcon;
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public float OverrideIconBlinkSpeed;
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public GameObject ShieldIcon;
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public Image HeatsinkBackground;
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public TextMeshProUGUI EnergyLabel;
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public TextMeshProUGUI CockpitTemperatureLabel;
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public TextMeshProUGUI RadiatorTemperatureLabel;
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public TextMeshProUGUI HeatStorageTemperatureLabel;
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public TextMeshProUGUI CargoTemperatureLabel;
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public TextMeshProUGUI VisibilityLabel;
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public TextMeshProUGUI HullDurabilityLabel;
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public TextMeshProUGUI DistanceLabel;
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public RectTransform SensorCooldownFill;
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public RectTransform EnergyFill;
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public RectTransform HullDurabilityFill;
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public RectTransform HeatstrokeMeterFill;
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public RectTransform HypothermiaMeterFill;
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public RectTransform HeatstrokeLimitFill;
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private Entity _entity;
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private EquippableItem _hull;
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private Radiator[] _radiators;
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private Cockpit _cockpit;
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private Reactor _reactor;
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private Capacitor[] _capacitors;
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private HeatStorage[] _heatStorages;
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private EquippedCargoBay[] _cargoBays;
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private SchematicDisplayItem[] _schematicItems;
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private bool _enemy;
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private Entity _player;
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public SchematicDisplayItem[] SchematicItems
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{
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get { return _schematicItems; }
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}
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public class SchematicDisplayItem
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{
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public EquippedItem Item;
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public SchematicListElement ListElement;
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public IProgressBehavior Cooldown;
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// public ItemUsage ItemUsage;
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public Weapon Weapon;
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}
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public void ShowShip(Entity entity, Entity player = null)
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{
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_enemy = player != null;
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_player = player;
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ReturnRows();
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_entity = entity;
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if (VisibilityLabel)
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VisibilityLabel.gameObject.SetActive(!_enemy);
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if (!_enemy)
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{
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_cockpit = entity.GetBehavior<Cockpit>();
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_reactor = entity.GetBehavior<Reactor>();
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_capacitors = entity.GetBehaviors<Capacitor>().ToArray();
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_radiators = entity.GetBehaviors<Radiator>().ToArray();
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if (_radiators.Length == 0)
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RadiatorTemperatureLabel.text = "N/A";
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_heatStorages = entity.GetBehaviors<HeatStorage>().ToArray();
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if (_heatStorages.Length == 0)
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HeatStorageTemperatureLabel.text = "N/A";
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_cargoBays = entity.CargoBays.ToArray();
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if (_cargoBays.Length == 0)
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CargoTemperatureLabel.text = "N/A";
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}
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BuildRows(_enemy ? RevealedWeapons() : entity.Equipment.Where(IsWeapon));
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}
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private static bool IsWeapon(EquippedItem item) => item.Behaviors.Any(b => b.Data is WeaponData);
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// An enemy schematic lists what `_player` has seen the ship's weapons do: the weapon items of the player's book on it,
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// in book order (ruling reveal-ends-on-perception), never the ship's live gear. The player's own schematic is its
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// equipment; there is nothing to reveal about your own ship.
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private IEnumerable<EquippedItem> RevealedWeapons() => _player.RevealsOf(_entity).Select(r => r.Item).Where(IsWeapon);
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private void ReturnRows()
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{
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if (_schematicItems == null) return;
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foreach (var item in _schematicItems)
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item.ListElement.GetComponent<Prototype>().ReturnToPool();
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_schematicItems = null;
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}
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private void BuildRows(IEnumerable<EquippedItem> items)
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{
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_schematicItems = items
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.Select(x => new SchematicDisplayItem
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{
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Item = x,
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ListElement = ListElementPrototype.Instantiate<SchematicListElement>(),
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Cooldown = _enemy ? null : (IProgressBehavior) x.Behaviors.FirstOrDefault(b=> b is IProgressBehavior),
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// ItemUsage = _enemy ? null : (ItemUsage) x.Behaviors.FirstOrDefault(b=> b is ItemUsage),
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Weapon = (Weapon) x.Behaviors.FirstOrDefault(b=>b is Weapon)
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})
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.ToArray();
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foreach (var x in _schematicItems)
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{
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if(x.Item.Data is WeaponItemData weaponItemData)
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x.ListElement.ShowWeapon(weaponItemData);
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//x.ListElement.Label.text = x.Item.EquippableItem.Name;
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if (!_enemy)
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{
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x.ListElement.InfiniteAmmoIcon.gameObject.SetActive(!x.Weapon.WeaponData.AmmoType.IsSet());
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x.ListElement.AmmoLabel.gameObject.SetActive(x.Weapon.WeaponData.AmmoType.IsSet());
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}
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}
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}
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void Update()
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{
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if (_entity != null)
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{
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if (!_enemy)
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{
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OverrideIcon.SetActive(_entity.OverrideShutdown && cos(Time.time * OverrideIconBlinkSpeed) > 0);
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ShieldIcon.SetActive(_entity.Shield!=null && _entity.Shield.Item.Active.Value);
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if (_radiators.Length == 1)
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RadiatorTemperatureLabel.text = $"{((int)(_radiators[0].RadiatorTemperature - 273.15f)).ToString()}°C";
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else if (_radiators.Length > 1)
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RadiatorTemperatureLabel.text =
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$"{((int)(_radiators.Min(r => r.RadiatorTemperature) - 273.15f)).ToString()}-" +
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$"{((int)(_radiators.Max(r => r.RadiatorTemperature) - 273.15f)).ToString()}°C";
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HeatsinkBackground.color = _entity.HeatsinksEnabled ? HeaderElementEnabledColor : HeaderElementDisabledColor;
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if (_heatStorages.Length == 1)
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HeatStorageTemperatureLabel.text = $"{((int)(_heatStorages[0].Item.Temperature - 273.15f)).ToString()}°C";
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else if (_heatStorages.Length > 1)
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HeatStorageTemperatureLabel.text =
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$"{((int)(_heatStorages.Min(r => r.Item.Temperature) - 273.15f)).ToString()}-" +
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$"{((int)(_heatStorages.Max(r => r.Item.Temperature) - 273.15f)).ToString()}°C";
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if (_cargoBays.Length == 1)
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CargoTemperatureLabel.text = $"{((int)(_cargoBays[0].Temperature - 273.15f)).ToString()}°C";
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else if (_cargoBays.Length > 1)
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CargoTemperatureLabel.text =
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$"{((int)(_cargoBays.Min(r => r.Temperature) - 273.15f)).ToString()}-" +
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$"{((int)(_cargoBays.Max(r => r.Temperature) - 273.15f)).ToString()}°C";
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if(_cockpit != null)
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{
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CockpitTemperatureLabel.text = $"{((int) (_cockpit.Item.Temperature - 273.15f)).ToString()}°C";
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HeatstrokeMeterFill.anchorMax = new Vector2(_entity.Heatstroke, 1);
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HypothermiaMeterFill.anchorMax = new Vector2(_entity.Hypothermia, 1);
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HeatstrokeLimitFill.anchorMax = new Vector2(unlerp(Settings.GameplaySettings.HypothermiaTemperature, Settings.GameplaySettings.HeatstrokeTemperature, _cockpit.Item.Temperature), 1);
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}
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SensorCooldownFill.anchorMax = new Vector2(_entity.Sensor?.Cooldown ?? 0, 1);
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if (_capacitors.Length == 0)
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{
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EnergyFill.anchorMax = Vector2.up;
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EnergyLabel.text = ActionGameManager.PlayerSettings.Format(_reactor.Draw);
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}
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else
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{
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var charge = _capacitors.Sum(x => x.Charge);
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var maxCharge = _capacitors.Sum(x => x.Capacity);
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EnergyFill.anchorMax = new Vector2(charge / maxCharge, 1);
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EnergyLabel.text = $"{((int)charge).ToString()}/{((int)maxCharge).ToString()} + ({((int)_reactor.Draw).ToString()})";
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}
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}
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// else
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// {
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// DistanceLabel.text = $"{(int)length(_entity.Position - _player.Position)}";
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// }
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// A reveal gained or ended after selection changes the rows with no event to hook: rebuild when the
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// revealed weapon set differs from the rows' items.
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if (_enemy && !RevealedWeapons().SequenceEqual(_schematicItems.Select(x => x.Item)))
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{
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ReturnRows();
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BuildRows(RevealedWeapons());
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}
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// Cut 2 (docs/fire-control-cut.md): marks whichever row is the player's current aim point.
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// Re-checked every frame (not just on ShowShip) because ResolvedTargetItem can drop on its own
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// as info decays, with no event to hook.
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if (_enemy && _schematicItems != null)
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foreach (var x in _schematicItems)
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x.ListElement.SetSelected(x.Item == _player.ResolvedTargetItem);
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if(VisibilityLabel && !_enemy)
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VisibilityLabel.text = ((int)_entity.Visibility).ToString();
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if(HullDurabilityFill)
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{
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_hull = _entity.Hull;
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var hullData = _entity.ItemManager.GetData(_hull);
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var dur = _hull.Durability / hullData.Durability;
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HullDurabilityFill.anchorMax = new Vector2(dur, 1);
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HullDurabilityLabel.text = $"{ActionGameManager.PlayerSettings.Format(dur * 100)}%";
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}
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foreach (var x in _schematicItems)
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{
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if (!_enemy)
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{
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var itemData = _entity.ItemManager.GetData(x.Item.EquippableItem);
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x.ListElement.HeatFill.anchorMax = new Vector2(unlerp(itemData.MinimumTemperature, itemData.MaximumTemperature, x.Item.Temperature), 0);
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if (x.Cooldown != null)
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x.ListElement.CooldownFill.anchorMax = new Vector2(x.Cooldown.Progress, 1);
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x.ListElement.DurabilityLabel.text = $"{(int)(x.Item.EquippableItem.Durability / itemData.Durability * 100)}%";
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if (x.Weapon.WeaponData.AmmoType.IsSet())
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{
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if(x.Weapon.WeaponData.MagazineSize > 1)
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x.ListElement.AmmoLabel.text = x.Weapon.Ammo.ToString();
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else
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x.ListElement.AmmoLabel.text = _entity.CountItemsInCargo(x.Weapon.WeaponData.AmmoType.Key).ToString();
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}
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}
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if (x.Weapon.WeaponData != null)
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{
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if(x.ListElement.RangeLabel)
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x.ListElement.RangeLabel.text = ((int) x.Weapon.Range).ToString();
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}
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}
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}
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}
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}
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