boost rework wip

This commit is contained in:
ntr committed 2023-08-15 14:35:49 +10:00
1 parent 46d742dfa8
commit fddf8552c2
3 files changed
+62 -116

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+50 -70
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@@ -1,4 +1,6 @@
using System; using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
public enum Output { public enum Output {
@@ -9,6 +11,10 @@ public enum Output {
} }
public class PowerUnit { public class PowerUnit {
static float stablisation = 75f;
public float Stabilisation => stablisation;
// Outputs
static float baseOutput = 25.0f; static float baseOutput = 25.0f;
static float initialAcceleration = 2f * baseOutput; static float initialAcceleration = 2f * baseOutput;
static float initialDeceleration = 4f * baseOutput; static float initialDeceleration = 4f * baseOutput;
@@ -18,94 +24,71 @@ public class PowerUnit {
float deceleration = initialDeceleration; float deceleration = initialDeceleration;
float strafing = initialStrafing; float strafing = initialStrafing;
// public float Acceleration => acceleration;
// public float Deceleration => deceleration;
// public float Strafing => strafing;
// Shields
static float initialShieldMax = 5000f; static float initialShieldMax = 5000f;
float shieldCurrent = initialShieldMax; float shieldCurrent = initialShieldMax;
float shieldMax = initialShieldMax; float shieldMax = initialShieldMax;
float shieldRegen = 10f; // * 100 ticks per second = 5s fully recharge float shieldRegen = 10f; // * 100 ticks per second = 5s fully recharge
int boostMax = 2;
int boostCharges = 0;
static float stablisation = 75f;
public float Acceleration => acceleration;
public float Deceleration => deceleration;
public float Strafing => strafing;
public float Shield => shieldCurrent; public float Shield => shieldCurrent;
public float ShieldMax => shieldMax; public float ShieldMax => shieldMax;
public float Stabilisation => stablisation;
public string ShieldPct => $"{((shieldCurrent / shieldMax) * 100f):0}"; public string ShieldPct => $"{((shieldCurrent / shieldMax) * 100f):0}";
public string BoostsAvailable => $"{boostCharges}"; float ShieldRegen => (shieldMax / 5f) * Time.fixedDeltaTime;
public bool BoostRecharging => boostCharges < boostMax;
public void Init() { // Boost
boostCharges = 0; List<(Output output, double expiresAt)> boostActive = new();
static double boostFullChargeSeconds = 10f;
static double boostDurationSeconds = 2f;
double boostMax = 2f * boostDurationSeconds;
double boostAvailable = 0f;
// public string BoostAvailable => $"{boostAvailable}";
public string BoostAvailable => $"{((boostAvailable / boostMax) * 100f):0}";
public float Acceleration =>
acceleration + boostActive.Count(b => b.output == Output.Acceleration) * baseOutput;
public float Deceleration =>
deceleration + boostActive.Count(b => b.output == Output.Deceleration) * baseOutput;
public float Strafing =>
strafing + boostActive.Count(b => b.output == Output.Strafing) * baseOutput;
double BoostRegen => (boostMax / boostFullChargeSeconds) * Time.fixedDeltaTime;
public void Reset() {
shieldCurrent = initialShieldMax; shieldCurrent = initialShieldMax;
acceleration = initialAcceleration; acceleration = initialAcceleration;
deceleration = initialDeceleration; deceleration = initialDeceleration;
strafing = initialStrafing; strafing = initialStrafing;
boostActive = new();
} }
// Regeneration of boosts is tracked by the ShipControls public void Deploy(Output output) {
// it has to handle tracking the coroutines etc boostActive.Add((output, Time.timeAsDouble + boostDurationSeconds));
public void BoostGenerate() {
boostCharges = Math.Min(boostCharges + 1, boostMax);
Debug.Log($"Boosts available {boostCharges}");
} }
public bool BoostDeploy(Output output) { public void Tick() {
if (boostCharges < 1) // remove expired boosts
return false; boostActive = boostActive.Where(b => b.expiresAt > Time.timeAsDouble).ToList();
float newOutput = output switch { double delta = boostActive.Count switch {
Output.Acceleration => BoostDeployAcceleration(), // if there are no boosts active we can increase the store
Output.Deceleration => BoostDeployDeceleration(), 0 => BoostRegen,
Output.Strafing => BoostDeployStrafing(), // if there are active boosts we deplete it
Output.Shield => BoostDeployShields(), int count => count * Time.fixedDeltaTime,
_ => 0f,
}; };
// Boosts are immediately used and tracked here double next = Math.Min(boostAvailable + delta, boostMax);
boostCharges--; boostAvailable = Math.Max(0f, next);
Debug.Log($"Set {output} to {newOutput}"); shieldMax = initialShieldMax + boostActive.Count(b => b.output == Output.Shield) * 1000f;
shieldCurrent = Math.Min(shieldCurrent + ShieldRegen, shieldMax);
return true;
}
float BoostDeployAcceleration() => acceleration += baseOutput;
float BoostDeployDeceleration() => deceleration += baseOutput;
float BoostDeployStrafing() => strafing += baseOutput;
float BoostDeployShields() {
float shieldFrac = shieldMax / shieldCurrent;
shieldMax = 7000f;
shieldCurrent = shieldMax * shieldFrac;
ShieldRegenRecalculate();
return shieldMax;
}
public void BoostEnd(Output output) {
float newOutput = output switch {
Output.Acceleration => BoostEndAcceleration(),
Output.Deceleration => BoostEndDeceleration(),
Output.Strafing => BoostEndStrafing(),
Output.Shield => BoostEndShields(),
_ => 0f,
};
Debug.Log($"Set {output} to {newOutput}");
}
float BoostEndAcceleration() => acceleration -= baseOutput;
float BoostEndDeceleration() => deceleration -= baseOutput;
float BoostEndStrafing() => strafing -= baseOutput;
float BoostEndShields() {
float shieldFrac = shieldMax / shieldCurrent;
shieldMax = 5000f;
shieldCurrent = shieldMax * shieldFrac;
ShieldRegenRecalculate();
return shieldMax;
} }
// returns whether shield depleted // returns whether shield depleted
@@ -113,7 +96,4 @@ public class PowerUnit {
shieldCurrent = shieldCurrent - amt; shieldCurrent = shieldCurrent - amt;
return shieldCurrent < 0f; return shieldCurrent < 0f;
} }
public void ShieldRegenerate() => shieldCurrent = Math.Min(shieldCurrent + shieldRegen, shieldMax);
void ShieldRegenRecalculate() => shieldRegen = (shieldMax / 5f) * Time.fixedDeltaTime;
} }
+11 -45
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@@ -27,8 +27,6 @@ public class ShipControls : MonoBehaviour {
float clampAngle = 90.0f; float clampAngle = 90.0f;
public PowerUnit powerUnit = new(); public PowerUnit powerUnit = new();
IEnumerator boostDuration;
IEnumerator boostCooldown;
int boostDurationSeconds = 2; int boostDurationSeconds = 2;
int boostCooldownSeconds = 5; int boostCooldownSeconds = 5;
@@ -88,7 +86,9 @@ public class ShipControls : MonoBehaviour {
if (Quaternion.Angle(aim.transform.rotation, rigidBody.rotation) > 1f) if (Quaternion.Angle(aim.transform.rotation, rigidBody.rotation) > 1f)
rigidBody.rotation = Quaternion.RotateTowards(transform.rotation, aim.transform.rotation, step); rigidBody.rotation = Quaternion.RotateTowards(transform.rotation, aim.transform.rotation, step);
powerUnit.ShieldRegenerate(); if (timing.timerEnabled) {
powerUnit.Tick();
}
} }
void UpdateCamera() { void UpdateCamera() {
@@ -147,19 +147,12 @@ public class ShipControls : MonoBehaviour {
camPitch = initialAim.eulerAngles.x; camPitch = initialAim.eulerAngles.x;
camYaw = initialAim.eulerAngles.y; camYaw = initialAim.eulerAngles.y;
if (boostCooldown != null) StopCoroutine(boostCooldown); powerUnit.Reset();
if (boostDuration != null) StopCoroutine(boostDuration);
powerUnit.Init();
} }
// stuff we have to do right as they come off the line // stuff we have to do right as they come off the line
void Begin() { void Begin() {
timing.StartTimer(); timing.StartTimer();
// start with 0 cooldowns and regen them
boostCooldown = BoostCooldown();
StartCoroutine(boostCooldown);
} }
public float Speed() { public float Speed() {
@@ -176,36 +169,8 @@ public class ShipControls : MonoBehaviour {
} }
} }
void BoostDeploy(Output output) { void Deploy(Output output) {
bool used = powerUnit.BoostDeploy(output); powerUnit.Deploy(output);
if (!used) return;
// stops the cooldown until after our boost finishes
if (boostCooldown != null) StopCoroutine(boostCooldown);
boostDuration = BoostDuration(output);
StartCoroutine(boostDuration);
}
IEnumerator BoostDuration(Output output) {
Debug.Log($"BoostDuration {output}...");
yield return new WaitForSeconds(boostDurationSeconds);
BoostEnd(output);
}
void BoostEnd(Output output) {
Debug.Log($"BoostEnd {output}...");
powerUnit.BoostEnd(output);
if (boostCooldown != null) StopCoroutine(boostCooldown);
boostCooldown = BoostCooldown();
StartCoroutine(boostCooldown);
}
IEnumerator BoostCooldown() {
while (powerUnit.BoostRecharging) {
yield return new WaitForSeconds(boostCooldownSeconds);
powerUnit.BoostGenerate();
}
} }
// I prefer doing it this way than registering the callbacks etc // I prefer doing it this way than registering the callbacks etc
@@ -239,10 +204,11 @@ public class ShipControls : MonoBehaviour {
void OnQuit(InputAction.CallbackContext ctx) => Application.Quit(); void OnQuit(InputAction.CallbackContext ctx) => Application.Quit();
void OnRespawn(InputAction.CallbackContext ctx) => Respawn(); void OnRespawn(InputAction.CallbackContext ctx) => Respawn();
void OnPowerUnit1 (InputAction.CallbackContext ctx) => BoostDeploy(Output.Acceleration);
void OnPowerUnit2 (InputAction.CallbackContext ctx) => BoostDeploy(Output.Deceleration); void OnPowerUnit1(InputAction.CallbackContext ctx) => Deploy(Output.Acceleration);
void OnPowerUnit3 (InputAction.CallbackContext ctx) => BoostDeploy(Output.Strafing); void OnPowerUnit2(InputAction.CallbackContext ctx) => Deploy(Output.Deceleration);
void OnPowerUnit4 (InputAction.CallbackContext ctx) => BoostDeploy(Output.Shield); void OnPowerUnit3(InputAction.CallbackContext ctx) => Deploy(Output.Strafing);
void OnPowerUnit4(InputAction.CallbackContext ctx) => Deploy(Output.Shield);
void OnDrawGizmosSelected() { void OnDrawGizmosSelected() {
if (Application.isPlaying == false) if (Application.isPlaying == false)
+1 -1
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@@ -45,7 +45,7 @@ public class ControlsUI : MonoBehaviour {
speed.text = $"{ship.Speed():0}"; speed.text = $"{ship.Speed():0}";
shields.text = ship.powerUnit.ShieldPct; shields.text = ship.powerUnit.ShieldPct;
boosts.text = ship.powerUnit.BoostsAvailable; boosts.text = ship.powerUnit.BoostAvailable;
puAccel.text = ship.powerUnit.Acceleration.ToString(); puAccel.text = ship.powerUnit.Acceleration.ToString();
puDecel.text = ship.powerUnit.Deceleration.ToString(); puDecel.text = ship.powerUnit.Deceleration.ToString();
puStrafe.text = ship.powerUnit.Strafing.ToString(); puStrafe.text = ship.powerUnit.Strafing.ToString();