void ICmpUpdatable.OnUpdate() { if (Path != null) { var heading = Path.GetHeading(GameObj.Transform.Pos); _rigidBody.ApplyWorldForce(PathfindaxMathF.Clamp(heading.Normalized * MovementSpeed, heading.Length)); } }
void ICmpUpdatable.OnUpdate() { if (_path != null) { var heading = _path.GetHeading(GameObj.Transform.Pos); _rigidBody.ApplyWorldForce(heading * MovementSpeed); } }
void ICmpUpdatable.OnUpdate() { // Note: OnCollisionBegin will be called once per shape, not per object. // However, in this case we're interested in objects not shapes, so we'll // keep track of the shapes to make sense of which objects we're touching. foreach (GameObject obj in this.touchingObjects.Keys) { RigidBody body = obj.GetComponent <RigidBody>(); // Apply a force at the position of the object Vector2 forceDirection = -Vector2.UnitY; Vector2 applyWorldPos = obj.Transform.Pos.Xy; body.ApplyWorldForce( forceDirection * 20.0f, applyWorldPos); // Display a log to note that we did so VisualLogs.Default.DrawVector(new Vector3(applyWorldPos), forceDirection * 15.0f); } }
void ICmpUpdatable.OnUpdate() { Transform transform = this.GameObj.Transform; RigidBody body = this.GameObj.GetComponent <RigidBody>(); ShipBlueprint blueprint = this.blueprint.Res; // Heal when damaged if (this.hitpoints < 1.0f) { this.hitpoints = MathF.Clamp(this.hitpoints + blueprint.HealRate * Time.SPFMult * Time.TimeMult / blueprint.MaxHitpoints, 0.0f, 1.0f); } // Apply force according to the desired thrust Vector2 actualVelocity = body.LinearVelocity; Vector2 targetVelocity = this.targetThrust * blueprint.MaxSpeed; Vector2 velocityDiff = (targetVelocity - actualVelocity); float sameDirectionFactor = Vector2.Dot( velocityDiff / MathF.Max(0.001f, velocityDiff.Length), this.targetThrust / MathF.Max(0.001f, this.targetThrust.Length)); Vector2 thrusterActivity = this.targetThrust.Length * MathF.Max(sameDirectionFactor, 0.0f) * velocityDiff / MathF.Max(velocityDiff.Length, 1.0f); if (thrusterActivity.Length > 0.00001f) // Don't wake physics without actually doing work { body.ApplyWorldForce(thrusterActivity * blueprint.ThrusterPower); } // Turn to the desired fire angle if (this.targetAngleRatio > 0.0f) { float shortestTurnDirection = MathF.TurnDir(transform.Angle, this.targetAngle); float shortestTurnLength = MathF.CircularDist(transform.Angle, this.targetAngle); float turnDirection; float turnLength; if (MathF.Abs(body.AngularVelocity) > blueprint.MaxTurnSpeed * 0.25f) { turnDirection = MathF.Sign(body.AngularVelocity); turnLength = (turnDirection == shortestTurnDirection) ? shortestTurnLength : (MathF.RadAngle360 - shortestTurnLength); } else { turnDirection = shortestTurnDirection; turnLength = shortestTurnLength; } float turnSpeedRatio = MathF.Min(turnLength * 0.25f, MathF.RadAngle30) / MathF.RadAngle30; float turnVelocity = turnSpeedRatio * turnDirection * blueprint.MaxTurnSpeed * this.targetAngleRatio; float angularVelocityChange = (turnVelocity - body.AngularVelocity) * blueprint.TurnPower; if (MathF.Abs(angularVelocityChange) > 0.0000001f) // Don't wake physics without actually doing work { body.AngularVelocity += angularVelocityChange * Time.TimeMult; } } // Weapon cooldown this.weaponTimer = MathF.Max(0.0f, this.weaponTimer - Time.MsPFMult * Time.TimeMult); // Play the owners special flight sound, when available if (this.owner != null && this.owner.FlightLoop != null) { SoundListener listener = Scene.Current.FindComponent <SoundListener>(); Vector3 listenerPos = listener.GameObj.Transform.Pos; // Determine the target panning manually, because we don't want a true 3D sound here (doppler, falloff, ...) float targetPanning; if (listenerPos.Xy == transform.Pos.Xy || Player.AlivePlayers.Count() <= 1) { targetPanning = 0.0f; } else { targetPanning = -Vector2.Dot(Vector2.UnitX, (listenerPos - transform.Pos).Xy.Normalized); } // Determine the target volume float targetVolume = MathF.Clamp(this.targetThrust.Length, 0.0f, 1.0f); // Clean up disposed flight loop if (this.flightLoop != null && this.flightLoop.Disposed) { this.flightLoop = null; } // Start the flight loop when requested if (targetVolume > 0.0f && this.flightLoop == null) { if ((int)Time.MainTimer.TotalMilliseconds % 2976 <= (int)Time.MsPFMult) { this.flightLoop = DualityApp.Sound.PlaySound(this.owner.FlightLoop); this.flightLoop.Looped = true; } } // Configure existing flight loop if (this.flightLoop != null) { this.flightLoop.Volume += (targetVolume - this.flightLoop.Volume) * 0.05f * Time.TimeMult; this.flightLoop.Panning += (targetPanning - this.flightLoop.Panning) * 0.05f * Time.TimeMult; } } // Display the damage effect when damaged if (this.hitpoints < 0.85f && blueprint.DamageEffect != null) { // Create a new damage effect instance, if not present yet if (this.damageEffect == null) { GameObject damageObj = blueprint.DamageEffect.Res.Instantiate(transform.Pos); damageObj.Parent = this.GameObj; this.damageEffect = damageObj.GetComponent <ParticleEffect>(); if (this.damageEffect == null) { throw new NullReferenceException(); } } // Configure the damage effect foreach (ParticleEmitter emitter in this.damageEffect.Emitters) { if (emitter == null) { continue; } emitter.BurstDelay = new Range(50.0f + this.hitpoints * 50.0f, 100.0f + this.hitpoints * 300.0f); if (this.owner != null) { ColorHsva targetColor = this.owner.Color.ToHsva(); emitter.MinColor = new ColorHsva(targetColor.H, targetColor.S, emitter.MinColor.V, emitter.MinColor.A); emitter.MaxColor = new ColorHsva(targetColor.H, targetColor.S, emitter.MaxColor.V, emitter.MaxColor.A); } } } // Get rid of existing damage effects, if no longer needed else if (this.damageEffect != null) { // Stop emitting and dispose when empty foreach (ParticleEmitter emitter in this.damageEffect.Emitters) { if (emitter == null) { continue; } emitter.BurstDelay = float.MaxValue; } this.damageEffect.DisposeWhenEmpty = true; this.damageEffect = null; } }