boost rework wip

This commit is contained in:
ntr committed 2023-08-15 14:35:49 +10:00
1 parent a504a0e70a
commit fe19035cc4
3 files changed
+286 -340

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+50 -70
View File
@@ -1,4 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public enum Output {
@@ -9,6 +11,10 @@ public enum Output {
}
public class PowerUnit {
static float stablisation = 75f;
public float Stabilisation => stablisation;
// Outputs
static float baseOutput = 25.0f;
static float initialAcceleration = 2f * baseOutput;
static float initialDeceleration = 4f * baseOutput;
@@ -18,94 +24,71 @@ public class PowerUnit {
float deceleration = initialDeceleration;
float strafing = initialStrafing;
// public float Acceleration => acceleration;
// public float Deceleration => deceleration;
// public float Strafing => strafing;
// Shields
static float initialShieldMax = 5000f;
float shieldCurrent = initialShieldMax;
float shieldMax = initialShieldMax;
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 ShieldMax => shieldMax;
public float Stabilisation => stablisation;
public string ShieldPct => $"{((shieldCurrent / shieldMax) * 100f):0}";
public string BoostsAvailable => $"{boostCharges}";
public bool BoostRecharging => boostCharges < boostMax;
float ShieldRegen => (shieldMax / 5f) * Time.fixedDeltaTime;
public void Init() {
boostCharges = 0;
// Boost
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 => $"{((boostAvailable / boostMax) * 100f):0}";
public float Acceleration =>
acceleration + boostActive.Count(b => b.output == Output.Acceleration) * baseOutput;
public float Deceleration =>
deceleration + boostActive.Count(b => b.output == Output.Deceleration) * baseOutput;
public float Strafing =>
strafing + boostActive.Count(b => b.output == Output.Strafing) * baseOutput;
double BoostRegen => (boostMax / boostFullChargeSeconds) * Time.fixedDeltaTime;
public void Reset() {
shieldCurrent = initialShieldMax;
acceleration = initialAcceleration;
deceleration = initialDeceleration;
strafing = initialStrafing;
boostActive = new();
}
// Regeneration of boosts is tracked by the ShipControls
// it has to handle tracking the coroutines etc
public void BoostGenerate() {
boostCharges = Math.Min(boostCharges + 1, boostMax);
Debug.Log($"Boosts available {boostCharges}");
public void Deploy(Output output) {
boostActive.Add((output, Time.timeAsDouble + boostDurationSeconds));
}
public bool BoostDeploy(Output output) {
if (boostCharges < 1)
return false;
public void Tick() {
// remove expired boosts
boostActive = boostActive.Where(b => b.expiresAt > Time.timeAsDouble).ToList();
float newOutput = output switch {
Output.Acceleration => BoostDeployAcceleration(),
Output.Deceleration => BoostDeployDeceleration(),
Output.Strafing => BoostDeployStrafing(),
Output.Shield => BoostDeployShields(),
_ => 0f,
double delta = boostActive.Count switch {
// if there are no boosts active we can increase the store
0 => BoostRegen,
// if there are active boosts we deplete it
int count => count * Time.fixedDeltaTime,
};
// Boosts are immediately used and tracked here
boostCharges--;
double next = Math.Min(boostAvailable + delta, boostMax);
boostAvailable = Math.Max(0f, next);
Debug.Log($"Set {output} to {newOutput}");
return true;
}
float BoostDeployAcceleration() => acceleration += baseOutput;
float BoostDeployDeceleration() => deceleration += baseOutput;
float BoostDeployStrafing() => strafing += baseOutput;
float BoostDeployShields() {
float shieldFrac = shieldMax / shieldCurrent;
shieldMax = 7000f;
shieldCurrent = shieldMax * shieldFrac;
ShieldRegenRecalculate();
return shieldMax;
}
public void BoostEnd(Output output) {
float newOutput = output switch {
Output.Acceleration => BoostEndAcceleration(),
Output.Deceleration => BoostEndDeceleration(),
Output.Strafing => BoostEndStrafing(),
Output.Shield => BoostEndShields(),
_ => 0f,
};
Debug.Log($"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;
shieldMax = initialShieldMax + boostActive.Count(b => b.output == Output.Shield) * 1000f;
shieldCurrent = Math.Min(shieldCurrent + ShieldRegen, shieldMax);
}
// returns whether shield depleted
@@ -113,7 +96,4 @@ public class PowerUnit {
shieldCurrent = shieldCurrent - amt;
return shieldCurrent < 0f;
}
public void ShieldRegenerate() => shieldCurrent = Math.Min(shieldCurrent + shieldRegen, shieldMax);
void ShieldRegenRecalculate() => shieldRegen = (shieldMax / 5f) * Time.fixedDeltaTime;
}
+235 -269
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@@ -1,270 +1,236 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class ShipControls : MonoBehaviour {
public Camera aim;
public Timing timing;
SpaceRaceInput input;
Rigidbody rigidBody;
Vector3 initialPosition;
Vector3 initialForce;
Quaternion initialAim;
ForceMode forceMode;
Vector3 thrust;
Vector3 strafe;
// Camera Controls
float camPitch;
float camYaw;
float clampAngle = 90.0f;
public PowerUnit powerUnit = new();
IEnumerator boostDuration;
IEnumerator boostCooldown;
int boostDurationSeconds = 2;
int boostCooldownSeconds = 5;
void Start() {
Cursor.lockState = CursorLockMode.Locked;
rigidBody = GetComponent<Rigidbody>();
// just stop the body from being affected by rotation for now
// until the 3p camera is in to explain why
rigidBody.freezeRotation = true;
initialPosition = rigidBody.transform.position;
initialAim = rigidBody.transform.rotation;
initialForce = Vector3.forward;
thrust = Vector3.zero;
strafe = Vector3.zero;
camPitch = initialAim.eulerAngles.x;
camYaw = initialAim.eulerAngles.y;
forceMode = ForceMode.Acceleration;
SetupActions();
Respawn();
}
// to minimise input lag we poll for the thrust vector every frame and set it
// same with the camera, we always look around
void Update() {
UpdateCamera();
thrust = getThrust();
}
void FixedUpdate() {
// when you hit the trigger... GO
// needs to be done here in fixedUpdate because otherwise the input is checked on every frame
// so they will have already hit the button before this tick and they actually start moving
// aka ripoff
bool shouldBegin = !timing.timerEnabled && (thrust != Vector3.zero || strafe != Vector3.zero);
if (shouldBegin) Begin();
// the ship being propelled forward
// this is in world space because of the xform from the camera pos
//
rigidBody.AddForce(thrust, forceMode);
// moving side to side
// this is relative because it's easy to just multiply by the strafe vector
rigidBody.AddRelativeForce(strafe, forceMode);
// rotating towards the camera's orientation
// not being done by a force because of strange behaviour
// needs investigation
float step = powerUnit.Stabilisation * Time.fixedDeltaTime;
// stop the ship jiggling because of micro camera movement
if (Quaternion.Angle(aim.transform.rotation, rigidBody.rotation) > 1f)
rigidBody.rotation = Quaternion.RotateTowards(transform.rotation, aim.transform.rotation, step);
powerUnit.ShieldRegenerate();
}
void UpdateCamera() {
// there's some hokey scaling that went on with the old input
// we were originally using
// in the action mapping the mouse is scaled by 0.05
// delta *= 0.5f; // Account for scaling applied directly in Windows code by old input system.
// delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes.
// def needs to be configurable
Vector2 lookDelta = input.ship.look.ReadValue<Vector2>();
camYaw += lookDelta.x;
camPitch -= lookDelta.y;
camPitch = Mathf.Clamp(camPitch, -clampAngle, clampAngle);
aim.transform.eulerAngles = new Vector3(camPitch, camYaw, 0.0f);
}
// if you are decelerating you can't accelerate as well
// otherwise you can flip the ship around and
// decelerate + accelerate against the velocity vector
// aka cheating?
Vector3 getThrust() {
float accelerateInput = input.ship.accelerate.ReadValue<float>();
float decelerateInput = input.ship.decelerate.ReadValue<float>();
// decelerates the ship against the direction it is moving
if (decelerateInput > 0f) {
// the velocity is already in world space so we just invert it
return rigidBody.velocity.normalized * -1f * powerUnit.Deceleration * decelerateInput;
}
// thrust in the direction of the camera
if (accelerateInput > 0f)
// transform from the camera's forward vector into world space
return aim.transform.TransformDirection(Vector3.forward) * powerUnit.Acceleration * accelerateInput;
return Vector3.zero;
}
public void Respawn() {
// IMPORTANT
// stop the timer before we move the ship or anything
// otherwise it might generate a checkpoint time
// for the final sector
timing.StopTimer();
thrust = new Vector3(0.0f, 0.0f, 0.0f);
transform.position = initialPosition;
rigidBody.transform.forward = initialForce;
rigidBody.velocity = new Vector3(0f, 0f, 0f);
rigidBody.angularVelocity = new Vector3(0f, 0f, 0f);
rigidBody.transform.rotation = initialAim;
aim.transform.rotation = initialAim;
camPitch = initialAim.eulerAngles.x;
camYaw = initialAim.eulerAngles.y;
if (boostCooldown != null) StopCoroutine(boostCooldown);
if (boostDuration != null) StopCoroutine(boostDuration);
powerUnit.Init();
}
// stuff we have to do right as they come off the line
void Begin() {
timing.StartTimer();
// start with 0 cooldowns and regen them
boostCooldown = BoostCooldown();
StartCoroutine(boostCooldown);
}
public float Speed() {
return rigidBody.velocity.magnitude;
}
public void Damage(float amt, string src) {
Debug.Log($"Damage {amt} from {src}");
bool destroyed = powerUnit.ShieldReduce(amt);
if (destroyed) {
Debug.Log($"Ddddestroyed by {src}");
Respawn();
}
}
void BoostDeploy(Output output) {
bool used = powerUnit.BoostDeploy(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
// the control of the actions is more granular
// plus the callbacks don't have to be public, bonus
void SetupActions() {
if (input == null)
input = new SpaceRaceInput();
input.ship.Enable();
// we have to update strafe the whole time it's being pressed
// including setting it back to zero when released
input.ship.strafe.started += OnStrafe;
input.ship.strafe.performed += OnStrafe;
input.ship.strafe.canceled += OnStrafe;
// these we only care about the initial press
input.ship.respawn.started += OnRespawn;
input.ship.quit.started += OnQuit;
input.ship.powerUnit1.started += OnPowerUnit1;
input.ship.powerUnit2.started += OnPowerUnit2;
input.ship.powerUnit3.started += OnPowerUnit3;
input.ship.powerUnit4.started += OnPowerUnit4;
}
void OnStrafe(InputAction.CallbackContext ctx) {
Vector2 str = ctx.ReadValue<Vector2>();
strafe = new Vector3(str.x, str.y, 0f) * powerUnit.Strafing;
}
void OnQuit(InputAction.CallbackContext ctx) => Application.Quit();
void OnRespawn(InputAction.CallbackContext ctx) => Respawn();
void OnPowerUnit1 (InputAction.CallbackContext ctx) => BoostDeploy(Output.Acceleration);
void OnPowerUnit2 (InputAction.CallbackContext ctx) => BoostDeploy(Output.Deceleration);
void OnPowerUnit3 (InputAction.CallbackContext ctx) => BoostDeploy(Output.Strafing);
void OnPowerUnit4 (InputAction.CallbackContext ctx) => BoostDeploy(Output.Shield);
void OnDrawGizmosSelected() {
if (Application.isPlaying == false)
return;
Gizmos.color = Color.red;
Vector3 right = aim.transform.TransformDirection(Vector3.right) * 10;
Gizmos.DrawRay(transform.position, right);
Gizmos.color = Color.green;
Vector3 direction = aim.transform.TransformDirection(Vector3.up) * 10;
Gizmos.DrawRay(transform.position, direction);
Gizmos.color = Color.blue;
Vector3 forward = aim.transform.TransformDirection(Vector3.forward) * 10;
Gizmos.DrawRay(transform.position, forward);
Gizmos.color = Color.yellow;
Vector3 velocity = rigidBody.velocity;
Gizmos.DrawRay(transform.position, velocity);
Gizmos.color = Color.cyan;
Gizmos.DrawRay(transform.position, thrust);
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class ShipControls : MonoBehaviour {
public Camera aim;
public Timing timing;
SpaceRaceInput input;
Rigidbody rigidBody;
Vector3 initialPosition;
Vector3 initialForce;
Quaternion initialAim;
ForceMode forceMode;
Vector3 thrust;
Vector3 strafe;
// Camera Controls
float camPitch;
float camYaw;
float clampAngle = 90.0f;
public PowerUnit powerUnit = new();
int boostDurationSeconds = 2;
int boostCooldownSeconds = 5;
void Start() {
Cursor.lockState = CursorLockMode.Locked;
rigidBody = GetComponent<Rigidbody>();
// just stop the body from being affected by rotation for now
// until the 3p camera is in to explain why
rigidBody.freezeRotation = true;
initialPosition = rigidBody.transform.position;
initialAim = rigidBody.transform.rotation;
initialForce = Vector3.forward;
thrust = Vector3.zero;
strafe = Vector3.zero;
camPitch = initialAim.eulerAngles.x;
camYaw = initialAim.eulerAngles.y;
forceMode = ForceMode.Acceleration;
SetupActions();
Respawn();
}
// to minimise input lag we poll for the thrust vector every frame and set it
// same with the camera, we always look around
void Update() {
UpdateCamera();
thrust = getThrust();
}
void FixedUpdate() {
// when you hit the trigger... GO
// needs to be done here in fixedUpdate because otherwise the input is checked on every frame
// so they will have already hit the button before this tick and they actually start moving
// aka ripoff
bool shouldBegin = !timing.timerEnabled && (thrust != Vector3.zero || strafe != Vector3.zero);
if (shouldBegin) Begin();
// the ship being propelled forward
// this is in world space because of the xform from the camera pos
//
rigidBody.AddForce(thrust, forceMode);
// moving side to side
// this is relative because it's easy to just multiply by the strafe vector
rigidBody.AddRelativeForce(strafe, forceMode);
// rotating towards the camera's orientation
// not being done by a force because of strange behaviour
// needs investigation
float step = powerUnit.Stabilisation * Time.fixedDeltaTime;
// stop the ship jiggling because of micro camera movement
if (Quaternion.Angle(aim.transform.rotation, rigidBody.rotation) > 1f)
rigidBody.rotation = Quaternion.RotateTowards(transform.rotation, aim.transform.rotation, step);
if (timing.timerEnabled) {
powerUnit.Tick();
}
}
void UpdateCamera() {
// there's some hokey scaling that went on with the old input
// we were originally using
// in the action mapping the mouse is scaled by 0.05
// delta *= 0.5f; // Account for scaling applied directly in Windows code by old input system.
// delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes.
// def needs to be configurable
Vector2 lookDelta = input.ship.look.ReadValue<Vector2>();
camYaw += lookDelta.x;
camPitch -= lookDelta.y;
camPitch = Mathf.Clamp(camPitch, -clampAngle, clampAngle);
aim.transform.eulerAngles = new Vector3(camPitch, camYaw, 0.0f);
}
// if you are decelerating you can't accelerate as well
// otherwise you can flip the ship around and
// decelerate + accelerate against the velocity vector
// aka cheating?
Vector3 getThrust() {
float accelerateInput = input.ship.accelerate.ReadValue<float>();
float decelerateInput = input.ship.decelerate.ReadValue<float>();
// decelerates the ship against the direction it is moving
if (decelerateInput > 0f) {
// the velocity is already in world space so we just invert it
return rigidBody.velocity.normalized * -1f * powerUnit.Deceleration * decelerateInput;
}
// thrust in the direction of the camera
if (accelerateInput > 0f)
// transform from the camera's forward vector into world space
return aim.transform.TransformDirection(Vector3.forward) * powerUnit.Acceleration * accelerateInput;
return Vector3.zero;
}
public void Respawn() {
// IMPORTANT
// stop the timer before we move the ship or anything
// otherwise it might generate a checkpoint time
// for the final sector
timing.StopTimer();
thrust = new Vector3(0.0f, 0.0f, 0.0f);
transform.position = initialPosition;
rigidBody.transform.forward = initialForce;
rigidBody.velocity = new Vector3(0f, 0f, 0f);
rigidBody.angularVelocity = new Vector3(0f, 0f, 0f);
rigidBody.transform.rotation = initialAim;
aim.transform.rotation = initialAim;
camPitch = initialAim.eulerAngles.x;
camYaw = initialAim.eulerAngles.y;
powerUnit.Reset();
}
// stuff we have to do right as they come off the line
void Begin() {
timing.StartTimer();
}
public float Speed() {
return rigidBody.velocity.magnitude;
}
public void Damage(float amt, string src) {
Debug.Log($"Damage {amt} from {src}");
bool destroyed = powerUnit.ShieldReduce(amt);
if (destroyed) {
Debug.Log($"Ddddestroyed by {src}");
Respawn();
}
}
void Deploy(Output output) {
powerUnit.Deploy(output);
}
// I prefer doing it this way than registering the callbacks etc
// the control of the actions is more granular
// plus the callbacks don't have to be public, bonus
void SetupActions() {
if (input == null)
input = new SpaceRaceInput();
input.ship.Enable();
// we have to update strafe the whole time it's being pressed
// including setting it back to zero when released
input.ship.strafe.started += OnStrafe;
input.ship.strafe.performed += OnStrafe;
input.ship.strafe.canceled += OnStrafe;
// these we only care about the initial press
input.ship.respawn.started += OnRespawn;
input.ship.quit.started += OnQuit;
input.ship.powerUnit1.started += OnPowerUnit1;
input.ship.powerUnit2.started += OnPowerUnit2;
input.ship.powerUnit3.started += OnPowerUnit3;
input.ship.powerUnit4.started += OnPowerUnit4;
}
void OnStrafe(InputAction.CallbackContext ctx) {
Vector2 str = ctx.ReadValue<Vector2>();
strafe = new Vector3(str.x, str.y, 0f) * powerUnit.Strafing;
}
void OnQuit(InputAction.CallbackContext ctx) => Application.Quit();
void OnRespawn(InputAction.CallbackContext ctx) => Respawn();
void OnPowerUnit1(InputAction.CallbackContext ctx) => Deploy(Output.Acceleration);
void OnPowerUnit2(InputAction.CallbackContext ctx) => Deploy(Output.Deceleration);
void OnPowerUnit3(InputAction.CallbackContext ctx) => Deploy(Output.Strafing);
void OnPowerUnit4(InputAction.CallbackContext ctx) => Deploy(Output.Shield);
void OnDrawGizmosSelected() {
if (Application.isPlaying == false)
return;
Gizmos.color = Color.red;
Vector3 right = aim.transform.TransformDirection(Vector3.right) * 10;
Gizmos.DrawRay(transform.position, right);
Gizmos.color = Color.green;
Vector3 direction = aim.transform.TransformDirection(Vector3.up) * 10;
Gizmos.DrawRay(transform.position, direction);
Gizmos.color = Color.blue;
Vector3 forward = aim.transform.TransformDirection(Vector3.forward) * 10;
Gizmos.DrawRay(transform.position, forward);
Gizmos.color = Color.yellow;
Vector3 velocity = rigidBody.velocity;
Gizmos.DrawRay(transform.position, velocity);
Gizmos.color = Color.cyan;
Gizmos.DrawRay(transform.position, thrust);
}
}
+1 -1
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@@ -45,7 +45,7 @@ public class ControlsUI : MonoBehaviour {
speed.text = $"{ship.Speed():0}";
shields.text = ship.powerUnit.ShieldPct;
boosts.text = ship.powerUnit.BoostsAvailable;
boosts.text = ship.powerUnit.BoostAvailable;
puAccel.text = ship.powerUnit.Acceleration.ToString();
puDecel.text = ship.powerUnit.Deceleration.ToString();
puStrafe.text = ship.powerUnit.Strafing.ToString();