Massively refactored everything related to entity inventory management We are no longer recalculating mass by iterating over the entire inventory any time anything changes, for example Gear is explicitly associated with hardpoints in the entity code This did introduce some bugs, will clean those up tomorrow
30 lines
892 B
C#
30 lines
892 B
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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public class Aim : AgentBehavior
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{
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public float2 Objective;
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private Thruster _thrust;
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private Turning _turning;
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private VelocityLimit _velocityLimit;
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public Aim(GameContext context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
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{
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_velocityLimit = Entity.GetBehaviors<VelocityLimit>().FirstOrDefault();
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_thrust = Entity.GetBehavior<Thruster>();
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_turning = Entity.GetBehavior<Turning>();
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}
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public override void Update(float delta)
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{
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if (_thrust != null && _turning != null)
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{
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float2 diff = Objective - Entity.Position;
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_turning.Axis = TurningInput(diff);
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_thrust.Axis = 0;
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}
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}
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}
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