vampire-like/Assets/GameMain/Scripts/Simulation/SimulationWorld.EntityToSim...

110 lines
3.6 KiB
C#

using Components;
using Entity;
using Entity.EntityData;
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
{
#region Entity To Sim Data
private static EnemySimData CreateEnemyInitialSimData(EnemyBase enemy, EnemyData enemyData)
{
Transform enemyTransform = enemy.CachedTransform;
MovementComponent movementComponent = enemy.GetComponent<MovementComponent>();
float speed = 0f;
if (enemyData != null)
{
speed = enemyData.SpeedBase;
}
else if (movementComponent != null)
{
speed = movementComponent.Speed;
}
float attackRange = enemy.AttackRange > 0f
? enemy.AttackRange
: DefaultAttackRange;
return new EnemySimData
{
EntityId = enemy.Id,
Position = enemyTransform.position,
Forward = enemyTransform.forward,
Rotation = enemyTransform.rotation,
Speed = speed,
AttackRange = attackRange,
AvoidEnemyOverlap = movementComponent != null && movementComponent.AvoidEnemyOverlap,
EnemyBodyRadius = movementComponent != null ? movementComponent.EnemyBodyRadius : 0.45f,
SeparationIterations = movementComponent != null ? movementComponent.SeparationIterations : 2,
TargetType = 0,
State = EnemyStateIdle
};
}
private static ProjectileSimData CreateProjectileInitialSimData(EntityBase projectileEntity, object userData)
{
Vector3 forward = projectileEntity.CachedTransform.forward;
int ownerEntityId = 0;
Vector3 velocity = Vector3.zero;
float speed = 0f;
float lifeTime = 0f;
if (userData is EnemyProjectileData enemyProjectileData)
{
ownerEntityId = enemyProjectileData.OwnerEntityId;
Vector3 direction = enemyProjectileData.Direction;
direction.y = 0f;
if (direction.sqrMagnitude > Mathf.Epsilon)
{
direction.Normalize();
forward = direction;
}
else if (forward.sqrMagnitude > Mathf.Epsilon)
{
forward = forward.normalized;
}
else
{
forward = Vector3.forward;
}
speed = Mathf.Max(0f, enemyProjectileData.Speed);
velocity = forward * speed;
lifeTime = Mathf.Max(0f, enemyProjectileData.LifeTime);
}
return new ProjectileSimData
{
EntityId = projectileEntity.Id,
OwnerEntityId = ownerEntityId,
Position = projectileEntity.CachedTransform.position,
Forward = forward,
Velocity = velocity,
Speed = speed,
LifeTime = lifeTime,
Age = 0f,
Active = true,
RemainingLifetime = lifeTime,
State = ProjectileStateActive
};
}
private static PickupSimData CreatePickupInitialSimData(EntityBase pickupEntity)
{
return new PickupSimData
{
EntityId = pickupEntity.Id,
Position = pickupEntity.CachedTransform.position,
PickupRadius = 0.35f,
State = 0
};
}
#endregion
}
}