Created TurretController, which performs basic combat for fixed orbital installations Projectiles self-destruct at maximum range Created turret prefab Outfitted turret in game manager Entity position is now 3D Entities responsible for updating their own position and orientation Barrel positions and orientations available from entity code Inventory code will display modal dialog for invalid item moves instead of breaking Yaw articulation working (full 360 rotation still borked)
70 lines
1.9 KiB
C#
70 lines
1.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using UnityEngine;
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public class Projectile : MonoBehaviour
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{
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public TrailRenderer Trail;
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public float Gravity;
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private bool _alive;
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public Zone Zone { get; set; }
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public Vector3 StartPosition { get; set; }
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public Vector3 Velocity { get; set; }
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public float Damage { get; set; }
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public DamageType DamageType { get; set; }
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public Entity SourceEntity { get; set; }
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public float Range { get; set; }
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// Start is called before the first frame update
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void Start()
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{
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}
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private void OnEnable()
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{
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_alive = true;
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}
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// Update is called once per frame
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void Update()
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{
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if (SourceEntity == null) return;
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if(_alive)
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{
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var position = transform.position;
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Velocity += Vector3.up * (sign(Zone.GetHeight(float2(position.x,position.z)) - position.y) * Gravity * Time.deltaTime);
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var ray = new Ray(position, Velocity);
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if (Physics.Raycast(ray, out var hit, Velocity.magnitude, LayerMask.NameToLayer("Combat")))
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{
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var hull = hit.collider.GetComponent<HullCollider>();
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if (hull)
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{
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hull.SendHit(Damage, DamageType, SourceEntity, hit);
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}
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StartCoroutine(Kill());
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}
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transform.position += Velocity;
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if((transform.position - StartPosition).magnitude > Range)
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StartCoroutine(Kill());
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}
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}
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IEnumerator Kill()
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{
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_alive = false;
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var startTime = Time.time;
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var lifetime = Trail.time;
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while (Time.time - startTime < lifetime)
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yield return null;
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GetComponent<Prototype>().ReturnToPool();
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}
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}
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