Aetheria/Assets/Scripts/Gameplay/Weapons/GuidedProjectileManager.cs
Meta Vens 2281793154 Convert engine types through CultMath.UnityBridge
CultMath has no implicit conversions to or from Vector*, Quaternion or
Color, so Assembly-CSharp converts explicitly with ToCultMath/ToUnity at
each engine boundary: FieldDriver, GuidedProjectile(Manager),
EntityInstance, ActionGameManager, HullCollider, GridObject, ShipInstance,
ShieldManager, ItemPickup, FieldTester, PlaceUIElementWorldspace,
MapMenuInput, MapRenderer, SectorRenderer and ZoneRenderer. CultMath math
calls that were handed Unity vectors now take converted values;
Vector3.Scale in FieldDriver becomes a float3 product, and ItemPickup's
Vector3.Dot on float3s becomes dot. packages-lock.json records the
cultmath git package at f0605367 and demotes com.unity.mathematics to a
transitive dependency.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 17:47:33 +02:00

66 lines
3.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UniRx;
using CultMath;
using CultMath.UnityBridge;
using UnityEngine;
using static CultMath.math;
public class GuidedProjectileManager : InstantWeaponEffectManager
{
public Prototype ProjectilePrototype;
public Subject<(Entity source, Transform target, GuidedProjectile missile)> OnFireGuided = new Subject<(Entity source, Transform target, GuidedProjectile missile)>();
public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target)
{
if(weapon.Data is LauncherData launcher)
{
if (target == null) return;
var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
p.Source = source.transform;
p.SourceEntity = source.Entity;
p.Target = target.transform;
p.Frequency = launcher.DodgeFrequency;
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
var barrel = source.GetBarrel(hp);
p.StartPosition = (p.transform.position = barrel.position).ToCultMath();
p.Damage = weapon.Damage;
p.Range = weapon.Range;
p.Penetration = weapon.Penetration;
p.Spread = weapon.DamageSpread;
p.DamageType = weapon.WeaponData.DamageType;
p.GuidanceCurve = launcher.GuidanceCurve.ToCurve();
p.LiftCurve = launcher.LiftCurve.ToCurve();
p.ThrustCurve = launcher.ThrustCurve.ToCurve();
p.Velocity = barrel.forward * weapon.Velocity;
p.Thrust = item.Evaluate(launcher.Thrust);
p.TopSpeed = item.Evaluate(launcher.MissileVelocity);
OnFireGuided.OnNext((source.Entity, target.transform, p));
}
else if(weapon.Data is GuidedWeaponData guidance)
{
var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
p.Source = source.transform;
p.SourceEntity = source.Entity;
p.Frequency = guidance.DodgeFrequency;
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
var barrel = source.GetBarrel(hp);
p.StartPosition = (p.transform.position = barrel.position).ToCultMath();
p.Damage = weapon.Damage;
p.Range = weapon.Range;
p.Penetration = weapon.Penetration;
p.Spread = weapon.DamageSpread;
p.DamageType = weapon.WeaponData.DamageType;
p.GuidanceCurve = guidance.GuidanceCurve.ToCurve();
p.LiftCurve = guidance.LiftCurve.ToCurve();
p.ThrustCurve = guidance.ThrustCurve.ToCurve();
p.Velocity = barrel.forward * weapon.Velocity;
p.Thrust = item.Evaluate(guidance.Thrust);
p.TopSpeed = item.Evaluate(guidance.MissileVelocity);
p.TargetPosition = () => (source.Entity.Position + length(source.LookAtPoint.position.ToCultMath() - source.Entity.Position) * source.Entity.LookDirection).ToUnity();
}
else Debug.LogError($"Weapon {item.Data.Name} linked to {name} effect, but is not a Launcher!");
}
}