Aetheria/Assets/Scripts/ServerShared/Behaviors/TargetLock.cs
Reinier Vens fddd485262 Hellfire
Targeting
Target locking
Crosshairs
Improved HUD schematic feedback
Equipment Heat Damage
Equipment Disabling
2021-01-10 03:59:47 +00:00

87 lines
No EOL
3.1 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 System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(-11), RuntimeInspectable]
public class TargetLockData : BehaviorData
{
[InspectableField, JsonProperty("speed"), Key(1), RuntimeInspectable]
public PerformanceStat Speed = new PerformanceStat();
[InspectableField, JsonProperty("sensorImpact"), Key(2), RuntimeInspectable]
public PerformanceStat SensorImpact = new PerformanceStat();
[InspectableField, JsonProperty("threshold"), Key(3), RuntimeInspectable]
public PerformanceStat Threshold = new PerformanceStat();
[InspectableField, JsonProperty("directionImpact"), Key(4), RuntimeInspectable]
public PerformanceStat DirectionImpact = new PerformanceStat();
[InspectableField, JsonProperty("decay"), Key(5), RuntimeInspectable]
public PerformanceStat Decay = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new TargetLock(context, this, entity, item);
}
}
public class TargetLock : IBehavior, IAlwaysUpdatedBehavior
{
private TargetLockData _data;
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public BehaviorData Data => _data;
public float Lock { get; private set; }
public float Speed { get; private set; }
public float SensorImpact { get; private set; }
public float Threshold { get; private set; }
public float DirectionImpact { get; private set; }
public float Decay { get; private set; }
public TargetLock(ItemManager context, TargetLockData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
}
public bool Execute(float delta)
{
// TODO: Hook into sensory systems to influence lock speed
return Lock > .99f;
}
public void Update(float delta)
{
if (Entity.Target.Value != null)
{
Speed = Context.Evaluate(_data.Speed, Item.EquippableItem, Entity);
SensorImpact = Context.Evaluate(_data.SensorImpact, Item.EquippableItem, Entity);
Threshold = Context.Evaluate(_data.Threshold, Item.EquippableItem, Entity);
DirectionImpact = Context.Evaluate(_data.DirectionImpact, Item.EquippableItem, Entity);
Decay = Context.Evaluate(_data.Decay, Item.EquippableItem, Entity);
var degrees = acos(dot(normalize(Entity.Target.Value.Position - Entity.Position), normalize(Entity.LookDirection))) * 57.2958f;
if (degrees < Threshold)
{
var lerp = 1 - unlerp(0, 90, degrees);
Lock = saturate(Lock + pow(lerp, DirectionImpact) * delta * Speed);
return;
}
}
Lock = saturate(Lock - Decay * delta);
}
}