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)
86 lines
3.6 KiB
C#
86 lines
3.6 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;
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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 System.Reflection;
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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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using quaternion = Unity.Mathematics.quaternion;
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[MessagePackObject]
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public class Ship : Entity
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{
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// [Key("bindings")] public Dictionary<KeyCode,Guid> Bindings = new Dictionary<KeyCode,Guid>();
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//[IgnoreMember] public int HullHardpointCount;
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// [IgnoreMember] public Dictionary<Targetable, float> Contacts = new Dictionary<Targetable, float>();
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// [IgnoreMember] public Targetable Target;
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public Entity HomeEntity;
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public float2 MovementDirection;
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private Thruster[] _allThrusters;
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private Thruster[] _forwardThrusters;
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private Thruster[] _reverseThrusters;
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private Thruster[] _rightThrusters;
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private Thruster[] _leftThrusters;
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private Thruster[] _clockwiseThrusters;
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private Thruster[] _counterClockwiseThrusters;
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public quaternion Rotation { get; private set; }
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protected override void OnActivate()
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{
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_allThrusters = GetBehaviors<Thruster>().ToArray();
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_forwardThrusters = _allThrusters.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.Reversed).ToArray();
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_reverseThrusters = _allThrusters.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.None).ToArray();
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_rightThrusters = _allThrusters.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.CounterClockwise).ToArray();
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_leftThrusters = _allThrusters.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.Clockwise).ToArray();
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_counterClockwiseThrusters = _allThrusters.Where(x => x.Torque < -.05f).ToArray();
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_clockwiseThrusters = _allThrusters.Where(x => x.Torque > .05f).ToArray();
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}
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public Ship(ItemManager itemManager, Zone zone, EquippableItem hull) : base(itemManager, zone, hull)
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{
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}
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public override void Update(float delta)
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{
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Position.xz += Velocity * delta;
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if (_active)
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{
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foreach (var thruster in _allThrusters) thruster.Axis = 0;
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foreach (var thruster in _rightThrusters) thruster.Axis += MovementDirection.x;
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foreach (var thruster in _leftThrusters) thruster.Axis += -MovementDirection.x;
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foreach (var thruster in _forwardThrusters) thruster.Axis += MovementDirection.y;
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foreach (var thruster in _reverseThrusters) thruster.Axis += -MovementDirection.y;
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var deltaRot = dot(normalize(LookDirection.xz), normalize(Direction).Rotate(ItemRotation.Clockwise));
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if (abs(deltaRot) < .01) deltaRot = 0;
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deltaRot = pow(abs(deltaRot), .5f) * sign(deltaRot);
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foreach (var thruster in _clockwiseThrusters) thruster.Axis += deltaRot;
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foreach (var thruster in _counterClockwiseThrusters) thruster.Axis += -deltaRot;
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}
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var normal = Zone.GetNormal(Position.xz);
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var f = new float2(normal.x, normal.z);
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var fl = lengthsq(f);
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if (fl > .001)
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{
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var fa = 1 / (1 - fl) - 1;
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Velocity += normalize(f) * Zone.Settings.GravityStrength * fa;
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}
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var shipRight = Direction.Rotate(ItemRotation.Clockwise);
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var forward = cross(float3(shipRight.x, 0, shipRight.y), normal);
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Rotation = quaternion.LookRotation(forward, normal);
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base.Update(delta);
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}
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}
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