Targeting Target locking Crosshairs Improved HUD schematic feedback Equipment Heat Damage Equipment Disabling
75 lines
No EOL
2.8 KiB
C#
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;
|
|
}
|
|
} |