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)
93 lines
No EOL
3 KiB
C#
93 lines
No EOL
3 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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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 UniRx;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class TurretControllerData : BehaviorData
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{
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new TurretController(context, this, entity, item);
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}
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}
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public class TurretController : IBehavior
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{
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private TurretControllerData _data;
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private Dictionary<Trigger, WeaponData> _triggers = new Dictionary<Trigger, WeaponData>();
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public Entity EquippedEntity { get; }
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public EquippedItem Item { get; }
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public ItemManager Context { get; }
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public BehaviorData Data => _data;
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public TurretController(ItemManager context, TurretControllerData data, Entity equippedEntity, EquippedItem item)
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{
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Context = context;
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_data = data;
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EquippedEntity = equippedEntity;
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Item = item;
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var weapons = equippedEntity.Equipment.Where(e => e.Behaviors.Any(b => b.Data is WeaponData));
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foreach (var weapon in weapons)
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{
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CheckWeapon(item);
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}
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equippedEntity.Equipment.ObserveAdd().Subscribe(add => CheckWeapon(add.Value));
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equippedEntity.Equipment.ObserveRemove().Subscribe(remove =>
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{
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foreach (var bg in remove.Value.BehaviorGroups)
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if (_triggers.ContainsKey(bg.Trigger))
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_triggers.Remove(bg.Trigger);
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});
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}
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private void CheckWeapon(EquippedItem item)
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{
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foreach (var bg in item.BehaviorGroups)
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{
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if (bg.Trigger != null)
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{
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foreach (var b in bg.Behaviors)
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{
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if(b.Data is WeaponData weaponData)
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_triggers.Add(bg.Trigger, weaponData);
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}
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}
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}
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}
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public bool Update(float delta)
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{
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if (EquippedEntity.Target != null)
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{
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var diff = EquippedEntity.Target.Position - EquippedEntity.Position;
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EquippedEntity.LookDirection = normalize(diff);
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var dist = length(diff);
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foreach (var x in _triggers)
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{
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if (Context.Evaluate(x.Value.Range, x.Key.Item.EquippableItem, EquippedEntity) > dist &&
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dot(EquippedEntity.HardpointTransforms[EquippedEntity.Hardpoints[x.Key.Item.Position.x, x.Key.Item.Position.y]].direction,
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EquippedEntity.LookDirection) > .9f)
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{
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x.Key.Pull();
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}
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}
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}
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else
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{
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EquippedEntity.Target = EquippedEntity.Zone.Entities.FirstOrDefault(e => e is Ship);
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}
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return true;
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}
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} |