Removed universal GameContext references Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager GlobalData is gone, relevant settings are distributed amongst specialized settings classes Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks Controller subtypes are now generic classes, class argument is task type Inventory is now a 2D grid instead of a list Entity temperature is now a 2D grid instead of a number Item sizes are now arbitrary shapes instead of a number Hardpoints are now arbitrary shapes instead Equipped items have their own temperatures Map view now displays sunlight colors Integrated Allegorithmic Substance Plugin Imported Djinni ship and assigned Substance materials Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
59 lines
1.8 KiB
C#
59 lines
1.8 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Unity.Mathematics;
|
|
using static Unity.Mathematics.math;
|
|
|
|
public class VelocityMatch : AgentBehavior
|
|
{
|
|
public event Action OnMatch;
|
|
public float2 TargetVelocity;
|
|
private Thruster _thrust;
|
|
private Turning _turning;
|
|
private const float TargetThreshold = .1f;
|
|
|
|
private ItemManager _context;
|
|
|
|
public VelocityMatch(ItemManager context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
|
|
{
|
|
_context = context;
|
|
_thrust = Entity.GetBehavior<Thruster>();
|
|
_turning = Entity.GetBehavior<Turning>();
|
|
}
|
|
|
|
public void Clear()
|
|
{
|
|
OnMatch = null;
|
|
}
|
|
|
|
public override void Update(float delta)
|
|
{
|
|
if (_thrust != null && _turning != null)
|
|
{
|
|
var deltaV = TargetVelocity - Entity.Velocity;
|
|
if(length(deltaV) < TargetThreshold)
|
|
OnMatch?.Invoke();
|
|
_turning.Axis = TurningInput(deltaV);
|
|
_thrust.Axis = ThrustInput(deltaV);
|
|
}
|
|
}
|
|
|
|
public float2 MatchDistanceTime
|
|
{
|
|
get
|
|
{
|
|
var velocity = length(Entity.Velocity);
|
|
var deltaV = TargetVelocity - Entity.Velocity;
|
|
|
|
var stoppingTime = length(deltaV) / (_thrust.Thrust / Entity.Mass);
|
|
var stoppingDistance = stoppingTime * (velocity / 2);
|
|
|
|
var angleDiff = Entity.Direction.AngleDiff(deltaV);
|
|
var turnaroundTime = angleDiff / (_turning.Torque / Entity.Mass);
|
|
var turnaroundDistance = turnaroundTime * velocity;
|
|
|
|
return float2(stoppingDistance + turnaroundDistance, stoppingTime + turnaroundTime);
|
|
}
|
|
}
|
|
}
|