Aetheria/Assets/Scripts/ServerShared/Behaviors/LockWeapon.cs

120 lines
4.2 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using static Unity.Mathematics.math;
public class LockWeapon : InstantWeapon
{
private readonly PerformanceStat _lockSpeed;
private readonly PerformanceStat _sensorImpact;
private readonly PerformanceStat _lockAngle;
private readonly PerformanceStat _directionImpact;
private readonly PerformanceStat _decay;
private float _lock;
private bool _locking;
private Entity _target;
public event Action OnLocked;
public event Action OnBeginLocking;
public event Action OnLockLost;
public float LockSpeed { get; private set; }
public float SensorImpact { get; private set; }
public float LockAngle { get; private set; }
public float DirectionImpact { get; private set; }
public float Decay { get; private set; }
public override float Progress => saturate(_cooldown > 0 ? _cooldown : _lock);
public override bool CanFire => base.CanFire && _lock > .99f && Entity.TargetRange > MinRange && Entity.TargetRange < Range;
public float Lock
{
get => saturate(_lock);
}
public float LockProgress => saturate(_lock);
public Entity LockTarget => _target;
public LockWeapon(RuntimeBehaviorDefinition definition, EquippedItem item) : base(definition, item)
{
_lockSpeed = definition.PerformanceStat(21, new PerformanceStat());
_sensorImpact = definition.PerformanceStat(22, new PerformanceStat());
_lockAngle = definition.PerformanceStat(23, new PerformanceStat());
_directionImpact = definition.PerformanceStat(24, new PerformanceStat());
_decay = definition.PerformanceStat(25, new PerformanceStat());
RegisterLockWeaponStats();
}
public LockWeapon(RuntimeBehaviorDefinition definition, ConsumableItemEffect item) : base(definition, item)
{
_lockSpeed = definition.PerformanceStat(21, new PerformanceStat());
_sensorImpact = definition.PerformanceStat(22, new PerformanceStat());
_lockAngle = definition.PerformanceStat(23, new PerformanceStat());
_directionImpact = definition.PerformanceStat(24, new PerformanceStat());
_decay = definition.PerformanceStat(25, new PerformanceStat());
RegisterLockWeaponStats();
}
private void RegisterLockWeaponStats()
{
RegisterPerformanceStat(nameof(LockSpeed), _lockSpeed);
RegisterPerformanceStat(nameof(SensorImpact), _sensorImpact);
RegisterPerformanceStat(nameof(LockAngle), _lockAngle);
RegisterPerformanceStat(nameof(DirectionImpact), _directionImpact);
RegisterPerformanceStat(nameof(Decay), _decay);
}
public override bool Execute(float dt)
{
if (_target != Entity.Target.Value)
{
_lock = 0;
_target = Entity.Target.Value;
}
if (Entity.Target.Value != null && Entity.Target.Value.IsHostileTo(Entity))
{
LockSpeed = Evaluate(_lockSpeed);
SensorImpact = Evaluate(_sensorImpact);
LockAngle = Evaluate(_lockAngle);
DirectionImpact = Evaluate(_directionImpact);
Decay = Evaluate(_decay);
var degrees = acos(dot(normalize(Entity.Target.Value.Position - Entity.Position), normalize(Entity.LookDirection))) * 57.2958f;
if (degrees < LockAngle)
{
var lerp = 1 - unlerp(0, 90, degrees);
_lock = saturate(_lock + pow(lerp, DirectionImpact) * dt * LockSpeed * pow(Entity.EntityInfoGathered[Entity.Target.Value], SensorImpact));
}
else _lock = saturate(_lock - dt * Decay);
}
return base.Execute(dt);
}
public void RestoreRuntimeState(
bool firing,
int ammo,
int burstRemaining,
float burstTimer,
float burstInterval,
float cooldownProgress,
bool coolingDown,
float lockProgress,
Entity lockTarget)
{
base.RestoreRuntimeState(
firing,
ammo,
burstRemaining,
burstTimer,
burstInterval,
cooldownProgress,
coolingDown);
_lock = lockProgress;
_target = lockTarget;
_locking = lockTarget != null;
}
}