Targeting Target locking Crosshairs Improved HUD schematic feedback Equipment Heat Damage Equipment Disabling
59 lines
No EOL
2.3 KiB
C#
59 lines
No EOL
2.3 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
|
|
* License, v. 2.0. If a copy of the MPL was not distributed with this
|
|
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
|
|
|
|
using MessagePack;
|
|
using Newtonsoft.Json;
|
|
|
|
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
|
|
public class SensorData : BehaviorData
|
|
{
|
|
[InspectableField, JsonProperty("sensitivity"), Key(3), RuntimeInspectable]
|
|
public PerformanceStat Sensitivity = new PerformanceStat();
|
|
|
|
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
|
|
{
|
|
return new Sensor(context, this, entity, item);
|
|
}
|
|
}
|
|
|
|
public class Sensor : IBehavior
|
|
{
|
|
private SensorData _data;
|
|
|
|
private Entity Entity { get; }
|
|
private EquippedItem Item { get; }
|
|
private ItemManager Context { get; }
|
|
|
|
public BehaviorData Data => _data;
|
|
|
|
public Sensor(ItemManager context, SensorData data, Entity entity, EquippedItem item)
|
|
{
|
|
_data = data;
|
|
Entity = entity;
|
|
Item = item;
|
|
Context = context;
|
|
}
|
|
|
|
public bool Execute(float delta)
|
|
{
|
|
// TODO: Handle Active Detection / Visibility From Reflected Radiance
|
|
return true;
|
|
// var ship = Hardpoint.Ship.Ship.transform;
|
|
// var contacts =
|
|
// Physics.OverlapSphere(ship.position, _data.Range.Evaluate(Hardpoint)).Where(c=>c.attachedRigidbody?.GetComponent<Targetable>()!=null).Select(c=>c.attachedRigidbody.GetComponent<Targetable>());
|
|
// foreach (var contact in contacts)
|
|
// {
|
|
// var diff = (contact.transform.position - ship.position).Flatland();
|
|
// var angle = acos(dot(ship.forward.Flatland().normalized,
|
|
// diff.normalized)) / (float)PI;
|
|
// var sens = _data.Sensitivity.Evaluate(Hardpoint) *
|
|
// Hardpoint.Ship.HullData.VisibilityCurve.Evaluate(saturate(angle));
|
|
// var vis = contact.Visibility / diff.sqrMagnitude;
|
|
// if(vis > 1/sens)
|
|
// Hardpoint.Ship.Contacts[contact] = Time.time;
|
|
// }
|
|
//
|
|
// Hardpoint.Ship.VisibilitySources[this] = _data.Radiance.Evaluate(Hardpoint) / _data.RadianceMasking.Evaluate(Hardpoint);
|
|
}
|
|
} |