Aetheria/Assets/Scripts/Gameplay/Weapons/GuidedProjectileManager.cs
2026-08-10 14:57:50 +01:00

65 lines
3.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UniRx;
using Unity.Mathematics;
using UnityEngine;
using static Unity.Mathematics.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;
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;
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( (float3)source.LookAtPoint.position - source.Entity.Position) * source.Entity.LookDirection;
}
else Debug.LogError($"Weapon {item.Data.Name} linked to {name} effect, but is not a Launcher!");
}
}