Aetheria/Assets/Scripts/ServerShared/Agents/States/MatchVelocity.cs
Reinier Vens b53e4aec8c Combat & Visibility & Collisions
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
2021-02-26 19:01:47 +00:00

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No EOL
999 B
C#

using Unity.Mathematics;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
public abstract class MatchVelocityState : BaseState
{
protected abstract float2 TargetVelocity { get; }
protected MatchVelocityState(Agent agent) : base(agent) { }
public override void Update(float delta)
{
_agent.Accelerate(TargetVelocity);
}
public float2 MatchDistanceTime
{
get
{
var velocity = length(_agent.Ship.Velocity);
var deltaV = TargetVelocity - _agent.Ship.Velocity;
var stoppingTime = length(deltaV) / (_agent.Ship.ForwardThrust / _agent.Ship.Mass);
var stoppingDistance = stoppingTime * (velocity / 2);
var turnaroundTime = _agent.Ship.TurnTime(deltaV);
var turnaroundDistance = turnaroundTime * velocity;
return float2(stoppingDistance + turnaroundDistance, stoppingTime + turnaroundTime);
}
}
}