Items will switch themselves off below a customizable threshold to avoid damage Player can toggle thermal override to disable safety shutdown Selecting an item allows player to select whether the item will override Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold) Performance Stat evaluation has been moved to EquippedItem, slight performance improvement Item online and active status are now reactive properties Created player settings file to store e.g. shutdown threshold Fixed crash when entering wormhole while enemies are visible
165 lines
5.3 KiB
C#
165 lines
5.3 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class ChargedWeaponData : InstantWeaponData
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{
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[InspectableField, JsonProperty("chargeTime"), Key(21), RuntimeInspectable]
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public PerformanceStat ChargeTime = new PerformanceStat();
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[InspectableField, JsonProperty("chargeEnergy"), Key(22), RuntimeInspectable]
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public PerformanceStat ChargeEnergy = new PerformanceStat();
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[InspectableField, JsonProperty("chargeHeat"), Key(23), RuntimeInspectable]
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public PerformanceStat ChargeHeat = new PerformanceStat();
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[InspectableField, JsonProperty("canFireEarly"), Key(24)]
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public bool CanFireEarly;
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[InspectableField, JsonProperty("failureCharge"), Key(25)]
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public float FailureCharge;
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[InspectableField, JsonProperty("failureDamage"), Key(26)]
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public float FailureDamage = 1;
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[InspectableField, JsonProperty("chargeDamage"), Key(27)]
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public float ChargeFiringDamageMultiplier = 1;
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[InspectableField, JsonProperty("chargeSpread"), Key(28)]
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public float ChargeFiringSpreadMultiplier = 1;
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[InspectableField, JsonProperty("chargeBurstCount"), Key(29)]
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public float ChargeFiringBurstCountMultiplier = 1;
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[InspectableField, JsonProperty("chargeVisibility"), Key(30)]
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public float ChargeFiringVisibilityMultiplier = 1;
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[InspectableField, JsonProperty("chargeVelocity"), Key(31)]
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public float ChargeFiringVelocityMultiplier = 1;
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[InspectableField, JsonProperty("chargeHeatMul"), Key(32)]
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public float ChargeFiringHeatMultiplier = 1;
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new ChargedWeapon(context, this, entity, item);
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}
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}
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public class ChargedWeapon : InstantWeapon
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{
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private ChargedWeaponData _data;
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private bool _charging;
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private bool _charged;
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private float _charge;
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private float _progress;
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public float ChargeTime { get; protected set; }
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public float ChargeEnergy { get; protected set; }
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public float ChargeHeat { get; protected set; }
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public override float DamagePerSecond => Damage * _data.ChargeFiringDamageMultiplier / (Cooldown + ChargeTime);
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public override float RangeDamagePerSecond(float range)
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{
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return Damage *
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_data.ChargeFiringDamageMultiplier *
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_data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) /
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(Cooldown + ChargeTime);
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}
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public event Action OnStartCharging;
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public event Action OnStopCharging;
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public event Action OnCharged;
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public event Action OnFailed;
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public override void ResetEvents()
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{
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OnStartCharging = null;
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OnStopCharging = null;
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OnCharged = null;
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OnFailed = null;
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}
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public override float Progress => saturate(_charging ? _charge : _cooldown);
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public float Charge
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{
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get => _charge;
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}
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public ChargedWeapon(ItemManager context, ChargedWeaponData data, Entity entity, EquippedItem item) : base(context, data, entity, item)
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{
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_data = data;
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}
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protected override void UpdateStats()
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{
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base.UpdateStats();
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ChargeTime = Item.Evaluate(_data.ChargeTime);
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ChargeEnergy = Item.Evaluate(_data.ChargeEnergy);
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ChargeHeat = Item.Evaluate(_data.ChargeHeat);
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Damage *= lerp(1, _data.ChargeFiringDamageMultiplier, saturate(_charge));
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Heat *= lerp(1, _data.ChargeFiringHeatMultiplier, saturate(_charge));
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Spread *= lerp(1, _data.ChargeFiringSpreadMultiplier, saturate(_charge));
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BurstCount *= lerp(1, _data.ChargeFiringBurstCountMultiplier, saturate(_charge));
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Visibility *= lerp(1, _data.ChargeFiringVisibilityMultiplier, saturate(_charge));
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Velocity *= lerp(1, _data.ChargeFiringVelocityMultiplier, saturate(_charge));
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}
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public override bool Execute(float delta)
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{
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if (_charging)
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{
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_charge += delta / ChargeTime;
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if (!_charged)
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{
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Item.AddHeat(ChargeHeat * (delta / ChargeTime));
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if(_charge > 1)
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{
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_charged = true;
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OnCharged?.Invoke();
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}
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}
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if (_data.FailureCharge > 1 && _charge > _data.FailureCharge)
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{
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_charging = false;
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_cooldown = 1;
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_coolingDown = true;
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_charge = 0;
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OnFailed?.Invoke();
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Item.EquippableItem.Durability -= _data.FailureDamage;
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}
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}
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return base.Execute(delta);
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}
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public override void Activate()
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{
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if(!_charging && !_coolingDown)
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{
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OnStartCharging?.Invoke();
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_charging = true;
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_charged = false;
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}
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}
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public override void Deactivate()
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{
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if (_charging)
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{
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if (_data.CanFireEarly || _charge > 1)
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{
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Trigger();
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_charge = 0;
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}
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OnStopCharging?.Invoke();
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_charging = false;
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}
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}
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}
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