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
87 lines
2.8 KiB
C#
87 lines
2.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using static Unity.Mathematics.math;
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public class ConstantLightning : MonoBehaviour
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{
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public LightningCompute Lightning;
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public float HitRadius;
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public AnimationCurve FadeCurve;
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public float StartWidth = 1;
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public float EndWidth = 1;
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public float FadeDuration;
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public Transform Barrel { get; set; }
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public float Damage { get; set; }
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public float Penetration { get; set; }
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public float Spread { get; set; }
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public DamageType DamageType { get; set; }
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public EntityInstance Source { get; set; }
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public float Range { get; set; }
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private bool _stopping;
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private float _startTime;
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private void OnEnable()
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{
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_stopping = false;
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Lightning.StartAnimation();
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}
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private void Update()
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{
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if (Barrel == null) return;
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if (_stopping)
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{
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var lerp = (Time.time - _startTime) / FadeDuration;
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Lightning.StartWidth = FadeCurve.Evaluate(lerp) * StartWidth;
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Lightning.EndWidth = FadeCurve.Evaluate(lerp) * EndWidth;
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if (lerp > 1)
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{
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GetComponent<Prototype>().ReturnToPool();
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return;
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}
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}
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else
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{
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Lightning.StartWidth = StartWidth;
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Lightning.EndWidth = EndWidth;
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}
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Lightning.FixedEndpoint = false;
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var hits = Physics.SphereCastAll(Barrel.position, HitRadius, Barrel.forward, Range, 1 | (1 << 17));
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foreach (var hit in hits)
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{
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var shield = hit.collider.GetComponent<ShieldManager>();
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if (shield && (shield.Entity.Shield != null && shield.Entity.Shield.Item.Active.Value && shield.Entity.Shield.CanTakeHit(DamageType, Damage)))
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{
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if (shield.Entity == Source.Entity) continue;
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shield.Entity.Shield.TakeHit(DamageType, Damage * Time.deltaTime);
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shield.ShowHit(hit.point, sqrt(Damage));
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}
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var hull = hit.collider.GetComponent<HullCollider>();
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if (hull && !(hull.Entity.Shield != null && hull.Entity.Shield.Item.Active.Value && hull.Entity.Shield.CanTakeHit(DamageType, Damage)))
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{
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if (hull.Entity == Source.Entity) continue;
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hull.SendHit(Damage * Time.deltaTime, Penetration, Spread, DamageType, Source.Entity, hit.textureCoord, Barrel.forward);
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}
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Lightning.FixedEndpoint = true;
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Lightning.EndPosition = hit.point;
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break;
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}
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if(!Lightning.FixedEndpoint)
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Lightning.EndPosition = Barrel.position + Barrel.forward * Range;
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Lightning.StartPosition = Barrel.position;
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}
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public void Stop()
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{
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_stopping = true;
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_startTime = Time.time;
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}
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}
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