55 lines
1.7 KiB
C#
55 lines
1.7 KiB
C#
using UnityEngine;
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namespace SepCore.Simulation
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{
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public sealed partial class SimulationWorld
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{
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[Header("Projectile Simulation")]
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[Tooltip("Recycle projectile when horizontal distance to player exceeds this range. <=0 disables this rule.")]
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[SerializeField]
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private float _projectileMaxDistanceFromPlayer = 120f;
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[Tooltip("Recycle projectile when vertical offset to player exceeds this range. <=0 disables this rule.")]
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[SerializeField]
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private float _projectileMaxVerticalOffsetFromPlayer = 30f;
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#region Projectile Cleanup
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private void RecycleInactiveAndExpiredProjectiles()
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{
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_projectileRecycleEntityIds.Clear();
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for (int i = 0; i < _projectiles.Count; i++)
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{
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ProjectileLifeSim life = _projectiles.Life[i];
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if (life.Active && (life.LifeTime <= 0f || life.Age < life.LifeTime))
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{
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continue;
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}
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_projectileRecycleEntityIds.Add(_projectiles.Identity[i].EntityId);
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}
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if (_projectileRecycleEntityIds.Count == 0)
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{
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return;
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}
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var entityComponent = GameEntry.Entity;
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for (int i = 0; i < _projectileRecycleEntityIds.Count; i++)
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{
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int entityId = _projectileRecycleEntityIds[i];
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if (entityComponent != null)
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{
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entityComponent.HideEntity(entityId);
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}
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RemoveProjectileByEntityId(entityId);
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}
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_projectileRecycleEntityIds.Clear();
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}
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#endregion
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}
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}
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