Aetheria/Assets/Scripts/ServerShared/Behaviors/Thruster.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

75 lines
No EOL
2.8 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;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), EntityTypeRestriction(HullType.Ship), RuntimeInspectable]
public class ThrusterData : BehaviorData
{
[InspectableField, JsonProperty("thrust"), Key(1), RuntimeInspectable]
public PerformanceStat Thrust = new PerformanceStat();
[InspectableField, JsonProperty("visibility"), Key(2)]
public PerformanceStat Visibility = new PerformanceStat();
[InspectableField, JsonProperty("heat"), Key(3)]
public PerformanceStat Heat = new PerformanceStat();
[InspectablePrefab, JsonProperty("Particles"), Key(4)]
public string ParticlesPrefab;
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Thruster(context, this, entity, item);
}
}
public class Thruster : IAnalogBehavior
{
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public float Thrust { get; private set; }
public float Torque { get; }
public float Axis
{
get => _input;
set => _input = saturate(value);
}
public BehaviorData Data => _data;
private ThrusterData _data;
private float _input;
public Thruster(ItemManager context, ThrusterData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
var hullData = context.GetData(entity.Hull) as HullData;
var hullCenter = hullData.Shape.CenterOfMass;
var itemData = context.GetData(item.EquippableItem);
var itemCenter = hullData.Shape.Inset(itemData.Shape, item.Position, item.EquippableItem.Rotation).CenterOfMass;
var toCenter = hullCenter - itemCenter;
Torque = -dot(toCenter, float2(1, 0).Rotate(item.EquippableItem.Rotation));
}
public bool Execute(float delta)
{
Thrust = Context.Evaluate(_data.Thrust, Item.EquippableItem, Entity);
Entity.Velocity -= Entity.Direction.Rotate(Item.EquippableItem.Rotation) * _input * Thrust / Entity.Mass * delta;
Entity.Direction = mul(Entity.Direction, Unity.Mathematics.float2x2.Rotate(_input * Torque * Thrust / Entity.Mass / 100 * delta));
Item.AddHeat(_input * Context.Evaluate(_data.Heat, Item.EquippableItem, Entity) * delta);
Entity.VisibilitySources[this] = _input * Context.Evaluate(_data.Visibility, Item.EquippableItem, Entity);
return true;
}
}