Aetheria/Assets/Scripts/ServerShared/Behaviors/Turning.cs
Reinier Vens fddd485262 Hellfire
Targeting
Target locking
Crosshairs
Improved HUD schematic feedback
Equipment Heat Damage
Equipment Disabling
2021-01-10 03:59:47 +00:00

72 lines
No EOL
2.1 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), RuntimeInspectable]
public class TurningData : BehaviorData
{
[InspectableField, JsonProperty("torque"), Key(1), RuntimeInspectable]
public PerformanceStat Torque = new PerformanceStat();
[InspectableField, JsonProperty("visibility"), Key(2)]
public PerformanceStat Visibility = new PerformanceStat();
[InspectableField, JsonProperty("heat"), Key(3)]
public PerformanceStat Heat = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Turning(context, this, entity, item);
}
}
public class Turning : IAnalogBehavior
{
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public float Torque { get; private set; }
public float Axis
{
get => _input;
set => _input = clamp(value, -1, 1);
}
public BehaviorData Data => _data;
private TurningData _data;
private float _input;
public Turning(ItemManager context, TurningData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
}
public void Initialize()
{
}
public bool Execute(float delta)
{
Torque = Context.Evaluate(_data.Torque, Item.EquippableItem, Entity);
Entity.Direction = mul(Entity.Direction, Unity.Mathematics.float2x2.Rotate(_input * Torque / Entity.Mass * delta));
Item.AddHeat(abs(_input) * Context.Evaluate(_data.Heat, Item.EquippableItem, Entity) * delta);
Entity.VisibilitySources[this] = abs(_input) * Context.Evaluate(_data.Visibility, Item.EquippableItem, Entity);
return true;
}
public void Remove()
{
}
}