Targeting Target locking Crosshairs Improved HUD schematic feedback Equipment Heat Damage Equipment Disabling
124 lines
No EOL
4 KiB
C#
124 lines
No EOL
4 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 UnityEngine;
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using static Unity.Mathematics.math;
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using static Unity.Mathematics.noise;
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using Random = UnityEngine.Random;
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using static Noise1D;
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public class GuidedProjectile : MonoBehaviour
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{
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public ParticleSystem Particles;
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public float FadeOutTime;
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public AnimationCurve ThrustCurve;
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public AnimationCurve GuidanceCurve;
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public AnimationCurve LiftCurve;
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public float Frequency;
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public float Thrust;
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public float TopSpeed;
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public Transform Source;
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public Transform Target;
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private float _phase;
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private float _prevDist;
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private bool _active;
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private bool _alive;
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public Vector3 Velocity { get; set; }
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public float Damage { get; set; }
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public float Penetration { get; set; }
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public float Spread { get; set; }
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public DamageType DamageType { get; set; }
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public Entity SourceEntity { get; set; }
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void Awake()
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{
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}
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void OnEnable()
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{
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_active = _alive = true;
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_phase = Random.value * 100;
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_prevDist = Single.MaxValue;
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Particles.startColor = Color.white;
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//var main = Particles.main;
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//main.startColor = new ParticleSystem.MinMaxGradient { mode = ParticleSystemGradientMode.Color, color = Color.white };
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Particles.Clear(true);
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Particles.Play(true);
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}
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void Update ()
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{
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if (SourceEntity == null) return;
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var diff = Target.position - transform.position;
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var targetDist = diff.magnitude;
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if (_prevDist < targetDist)
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{
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StartCoroutine(FadeOut());
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}
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_prevDist = targetDist;
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var t = transform;
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if (_active)
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{
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var position = (float3) t.position;
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var sourceDist = length((float3) Source.position - position);
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var curveLerp = 1 - targetDist / (sourceDist + targetDist);
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var dir = diff.normalized;
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var right = cross(dir, float3(0, 1, 0));
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var up = cross(dir, right);
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var dodge = normalize(lerp(
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normalize(right * noise(Time.time * Frequency + _phase) + up * noise(Time.time * Frequency + (100 + _phase))),
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Vector3.up, LiftCurve.Evaluate(curveLerp)));
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var desired = Vector3.Slerp(dodge, dir, GuidanceCurve.Evaluate(curveLerp)).normalized * TopSpeed;
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var thrust = Thrust * ThrustCurve.Evaluate(curveLerp);
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Velocity += (desired-Velocity) * (thrust * Time.deltaTime);
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}
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var ray = new Ray(t.position, Velocity);
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if (Physics.Raycast(ray, out var hit, Velocity.magnitude * Time.deltaTime))
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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, Penetration, Spread, DamageType, SourceEntity, hit, Velocity.normalized);
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}
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if (hit.transform.gameObject.layer == 1)
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StartCoroutine(Kill());
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}
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if(_alive)
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t.position += Velocity * Time.deltaTime;
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}
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IEnumerator FadeOut()
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{
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_active = false;
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var startTime = Time.time;
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while (Time.time - startTime < FadeOutTime)
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{
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var lerp = 1 - (Time.time - startTime) / FadeOutTime;
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Particles.startColor = Color.white * lerp;
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//var main = Particles.main;
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//main.startColor = new ParticleSystem.MinMaxGradient { mode = ParticleSystemGradientMode.Color, color = Color.white * lerp };
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yield return null;
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}
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StartCoroutine(Kill());
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}
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IEnumerator Kill()
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{
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_alive = false;
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Particles.Stop(true, ParticleSystemStopBehavior.StopEmitting);
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var startTime = Time.time;
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var lifetime = Particles.main.startLifetime.constant;
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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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} |