Aetheria/Assets/Scripts/ServerShared/Behaviors/Thruster.cs
Reinier Vens 20e9f89228 Target Schematic & Various Improvements
Targeting an enemy now shows their schematic
Added Longinus Hull
Fixed projectile overpenetration
Fixed projectiles colliding with minimap icons
Added Schematic hit flashing
Thruster torque multiplier
Thruster torque threshold
2021-01-11 02:56:37 +00:00

75 lines
No EOL
2.8 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 MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), EntityTypeRestriction(HullType.Ship), RuntimeInspectable]
public class ThrusterData : BehaviorData
{
[InspectableField, JsonProperty("thrust"), Key(1), RuntimeInspectable]
public PerformanceStat Thrust = new PerformanceStat();
[InspectableField, JsonProperty("visibility"), Key(2)]
public PerformanceStat Visibility = new PerformanceStat();
[InspectableField, JsonProperty("heat"), Key(3)]
public PerformanceStat Heat = new PerformanceStat();
[InspectablePrefab, JsonProperty("Particles"), Key(4)]
public string ParticlesPrefab;
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Thruster(context, this, entity, item);
}
}
public class Thruster : IAnalogBehavior
{
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public float Thrust { get; private set; }
public float Torque { get; }
public float Axis
{
get => _input;
set => _input = saturate(value);
}
public BehaviorData Data => _data;
private ThrusterData _data;
private float _input;
public Thruster(ItemManager context, ThrusterData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
var hullData = context.GetData(entity.Hull) as HullData;
var hullCenter = hullData.Shape.CenterOfMass;
var itemData = context.GetData(item.EquippableItem);
var itemCenter = hullData.Shape.Inset(itemData.Shape, item.Position, item.EquippableItem.Rotation).CenterOfMass;
var toCenter = hullCenter - itemCenter;
Torque = -dot(normalize(toCenter), float2(1, 0).Rotate(item.EquippableItem.Rotation));
}
public bool Execute(float delta)
{
Thrust = Context.Evaluate(_data.Thrust, Item.EquippableItem, Entity);
Entity.Velocity -= Entity.Direction.Rotate(Item.EquippableItem.Rotation) * _input * Thrust / Entity.Mass * delta;
Entity.Direction = mul(Entity.Direction, Unity.Mathematics.float2x2.Rotate(_input * Torque * Thrust * Context.GameplaySettings.TorqueMultiplier / Entity.Mass * delta));
Item.AddHeat(_input * Context.Evaluate(_data.Heat, Item.EquippableItem, Entity) * delta);
Entity.VisibilitySources[this] = _input * Context.Evaluate(_data.Visibility, Item.EquippableItem, Entity);
return true;
}
}