77 lines
3.7 KiB
C#
77 lines
3.7 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UniRx;
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using UnityEngine;
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using cfloat3 = CultMath.float3;
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public class GuidedProjectileManager : InstantWeaponEffectManager
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{
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public Prototype ProjectilePrototype;
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public Subject<(Entity source, Transform target, GuidedProjectile missile)> OnFireGuided = new Subject<(Entity source, Transform target, GuidedProjectile missile)>();
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public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target)
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{
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if(!weapon.HasGuidedProjectileProfile)
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{
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Debug.LogError($"Weapon {item.RuntimeItem?.Name ?? "Unknown item"} linked to {name} effect, but has no guided projectile profile!");
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return;
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}
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if(weapon.GuidedProjectileTargeting == GuidedProjectileTargetMode.TargetEntity)
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{
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if (target == null) return;
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var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
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p.Source = source.transform;
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p.SourceEntity = source.Entity;
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p.ZoneRenderer = source.ZoneRenderer;
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p.Target = target.transform;
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p.Frequency = weapon.GuidedProjectileDodgeFrequency;
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var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
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var barrel = source.GetBarrel(hp);
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p.StartPosition = p.transform.position = barrel.position;
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p.Damage = weapon.Damage;
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p.Range = weapon.Range;
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p.Penetration = weapon.Penetration;
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p.Spread = weapon.DamageSpread;
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p.DamageType = weapon.DamageType;
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p.GuidanceCurve = weapon.GuidedProjectileGuidanceCurve.ToCurve();
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p.LiftCurve = weapon.GuidedProjectileLiftCurve.ToCurve();
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p.ThrustCurve = weapon.GuidedProjectileThrustCurve.ToCurve();
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p.Velocity = barrel.forward * weapon.Velocity;
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p.Thrust = weapon.EvaluateGuidedProjectileThrust();
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p.TopSpeed = weapon.EvaluateGuidedProjectileVelocity();
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OnFireGuided.OnNext((source.Entity, target.transform, p));
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}
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else if(weapon.GuidedProjectileTargeting == GuidedProjectileTargetMode.LookDirection)
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{
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var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
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p.Source = source.transform;
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p.SourceEntity = source.Entity;
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p.ZoneRenderer = source.ZoneRenderer;
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p.Frequency = weapon.GuidedProjectileDodgeFrequency;
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var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
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var barrel = source.GetBarrel(hp);
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p.StartPosition = p.transform.position = barrel.position;
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p.Damage = weapon.Damage;
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p.Range = weapon.Range;
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p.Penetration = weapon.Penetration;
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p.Spread = weapon.DamageSpread;
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p.DamageType = weapon.DamageType;
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p.GuidanceCurve = weapon.GuidedProjectileGuidanceCurve.ToCurve();
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p.LiftCurve = weapon.GuidedProjectileLiftCurve.ToCurve();
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p.ThrustCurve = weapon.GuidedProjectileThrustCurve.ToCurve();
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p.Velocity = barrel.forward * weapon.Velocity;
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p.Thrust = weapon.EvaluateGuidedProjectileThrust();
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p.TopSpeed = weapon.EvaluateGuidedProjectileVelocity();
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p.TargetPosition = () =>
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{
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var lookPosition = source.LookAtPoint.position;
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var lookPoint = new cfloat3(lookPosition.x, lookPosition.y, lookPosition.z);
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var lookDistance = CultMath.math.length(lookPoint - source.Entity.CultPosition);
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return (Vector3)AetheriaMath.ToUnity(source.Entity.CultPosition + lookDistance * source.Entity.CultLookDirection);
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};
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}
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}
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}
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