Targeting Target locking Crosshairs Improved HUD schematic feedback Equipment Heat Damage Equipment Disabling
87 lines
No EOL
3.1 KiB
C#
87 lines
No EOL
3.1 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System.Collections.Generic;
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(-11), RuntimeInspectable]
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public class TargetLockData : BehaviorData
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{
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[InspectableField, JsonProperty("speed"), Key(1), RuntimeInspectable]
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public PerformanceStat Speed = new PerformanceStat();
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[InspectableField, JsonProperty("sensorImpact"), Key(2), RuntimeInspectable]
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public PerformanceStat SensorImpact = new PerformanceStat();
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[InspectableField, JsonProperty("threshold"), Key(3), RuntimeInspectable]
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public PerformanceStat Threshold = new PerformanceStat();
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[InspectableField, JsonProperty("directionImpact"), Key(4), RuntimeInspectable]
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public PerformanceStat DirectionImpact = new PerformanceStat();
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[InspectableField, JsonProperty("decay"), Key(5), RuntimeInspectable]
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public PerformanceStat Decay = new PerformanceStat();
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new TargetLock(context, this, entity, item);
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}
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}
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public class TargetLock : IBehavior, IAlwaysUpdatedBehavior
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{
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private TargetLockData _data;
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public Entity Entity { get; }
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public EquippedItem Item { get; }
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public ItemManager Context { get; }
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public BehaviorData Data => _data;
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public float Lock { get; private set; }
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public float Speed { get; private set; }
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public float SensorImpact { get; private set; }
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public float Threshold { get; private set; }
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public float DirectionImpact { get; private set; }
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public float Decay { get; private set; }
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public TargetLock(ItemManager context, TargetLockData data, Entity entity, EquippedItem item)
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{
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Context = context;
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_data = data;
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Entity = entity;
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Item = item;
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}
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public bool Execute(float delta)
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{
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// TODO: Hook into sensory systems to influence lock speed
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return Lock > .99f;
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}
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public void Update(float delta)
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{
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if (Entity.Target.Value != null)
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{
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Speed = Context.Evaluate(_data.Speed, Item.EquippableItem, Entity);
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SensorImpact = Context.Evaluate(_data.SensorImpact, Item.EquippableItem, Entity);
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Threshold = Context.Evaluate(_data.Threshold, Item.EquippableItem, Entity);
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DirectionImpact = Context.Evaluate(_data.DirectionImpact, Item.EquippableItem, Entity);
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Decay = Context.Evaluate(_data.Decay, Item.EquippableItem, Entity);
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var degrees = acos(dot(normalize(Entity.Target.Value.Position - Entity.Position), normalize(Entity.LookDirection))) * 57.2958f;
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if (degrees < Threshold)
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{
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var lerp = 1 - unlerp(0, 90, degrees);
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Lock = saturate(Lock + pow(lerp, DirectionImpact) * delta * Speed);
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return;
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}
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}
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Lock = saturate(Lock - Decay * delta);
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}
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} |