ARPG scene assets from old project are now correctly visualizing sectors generated by ZoneGenerator and updated by GameContext
67 lines
1.8 KiB
C#
67 lines
1.8 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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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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[MessagePackObject, JsonObject(MemberSerialization.OptIn), EntityTypeRestriction(HullType.Ship), Order(-100)]
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public class PatrolControllerData : ControllerData
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{
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public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
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{
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return new PatrolController(context, this, entity, item);
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}
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}
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public class PatrolController : IBehavior, IController, IInitializableBehavior
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{
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public TaskType TaskType => TaskType.None;
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public bool Available => false;
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public Zone Zone => _entity.Zone;
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public BehaviorData Data => _data;
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private PatrolControllerData _data;
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private GameContext _context;
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private Entity _entity;
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private Gear _item;
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private Locomotion _locomotion;
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private Guid _targetOrbit;
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public PatrolController(GameContext context, PatrolControllerData data, Entity entity, Gear item)
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{
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_context = context;
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_data = data;
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_entity = entity;
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_item = item;
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}
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public void Initialize()
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{
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_locomotion = new Locomotion(_context, _entity, _data);
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RandomTarget();
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}
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public bool Update(float delta)
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{
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_locomotion.Objective = Zone.GetOrbitPosition(_targetOrbit);
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_locomotion.Update(delta);
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if(length(_entity.Position - _locomotion.Objective) < _data.TargetDistance)
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RandomTarget();
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return true;
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}
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public void AssignTask(Guid task)
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{
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throw new NotImplementedException();
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}
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private void RandomTarget()
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{
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_targetOrbit = Zone.Planets.Keys.ToArray()[_context.Random.NextInt(Zone.Planets.Count)];
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}
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}
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