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ShipTrackingSystem.cs
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166 lines (144 loc) · 6.19 KB
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using System;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Transforms;
using UnityEngine;
using Unity.Burst;
using Unity.NetCode;
namespace Asteroids.Client
{
[RequireMatchingQueriesForUpdate]
[WorldSystemFilter(WorldSystemFilterFlags.Presentation)]
[UpdateBefore(typeof(ParticleEmitterSystem))]
[BurstCompile]
public partial struct ShipThrustParticleSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var job = new ShipThrustParticle();
state.Dependency = job.ScheduleParallel(state.Dependency);
}
[BurstCompile]
partial struct ShipThrustParticle : IJobEntity
{
public void Execute(ref ParticleEmitterComponentData emitter, in ShipStateComponentData state)
{
emitter.active = state.State;
}
}
}
[UpdateInGroup(typeof(PresentationSystemGroup))]
[BurstCompile]
public partial class ShipTrackingSystem : SystemBase
{
EntityQuery m_LevelGroup;
NativeArray<int> m_Teleport;
NativeArray<float2> m_RenderOffset;
protected override void OnCreate()
{
m_Teleport = new NativeArray<int>(1, Allocator.Persistent);
m_Teleport[0] = 1;
m_RenderOffset = new NativeArray<float2>(2, Allocator.Persistent);
m_LevelGroup = GetEntityQuery(ComponentType.ReadWrite<LevelComponent>());
RequireForUpdate(m_LevelGroup);
}
protected override void OnDestroy()
{
m_Teleport.Dispose();
m_RenderOffset.Dispose();
}
[BurstCompile]
partial struct ShipTrackingJob : IJob
{
public float deltaTime;
public int screenHeight;
public NativeList<LevelComponent> level;
public NativeArray<int> teleport;
public NativeArray<float2> renderOffset;
[ReadOnly] public ComponentLookup<LocalTransform> shipTransform;
public int screenWidthHalf;
public int screenHeightHalf;
public Entity localPlayerShip;
public void Execute()
{
const float mapEdgePaddingPercent = .2f;
float mapEdgeCameraPadding = screenHeight * mapEdgePaddingPercent;
int mapWidth = level[0].levelHeight;
int mapHeight = level[0].levelHeight;
int nextTeleport = 1;
if (shipTransform.HasComponent(localPlayerShip))
{
float3 desiredCamPos = shipTransform[localPlayerShip].Position;
desiredCamPos.x = math.clamp(desiredCamPos.x, -mapEdgeCameraPadding + screenWidthHalf, mapWidth + mapEdgeCameraPadding - screenWidthHalf);
desiredCamPos.y = math.clamp(desiredCamPos.y, -mapEdgeCameraPadding + screenHeightHalf, mapHeight + mapEdgeCameraPadding - screenHeightHalf);
desiredCamPos.x -= screenWidthHalf;
desiredCamPos.y -= screenHeightHalf;
renderOffset[1] = desiredCamPos.xy;
nextTeleport = 0;
}
var offset = renderOffset[0];
var target = renderOffset[1];
float maxPxPerSec = 500;
if (math.any(offset != target))
{
if (teleport[0] != 0)
offset = target;
else
{
float2 delta = (target - offset);
float deltaLen = math.length(delta);
float maxDiff = maxPxPerSec * deltaTime;
if (deltaLen > maxDiff || deltaLen < -maxDiff)
delta *= maxDiff / deltaLen;
offset += delta;
}
renderOffset[0] = offset;
}
teleport[0] = nextTeleport;
}
}
override protected void OnUpdate()
{
JobHandle levelHandle;
Entity localPlayerShip = Entity.Null;
foreach (var (_, entity) in SystemAPI.Query<GhostOwnerIsLocal>().WithAll<ShipCommandData>().WithEntityAccess())
{
if (localPlayerShip != Entity.Null) throw new Exception("Sanity check failed!");
localPlayerShip = entity;
}
// SystemAPI.TryGetSingletonEntity<ShipCommandData>(out var localPlayerShip); // can't use this with single world host
var shipTransform = GetComponentLookup<LocalTransform>(true);
var screenHeight = Screen.height;
var screenWidthHalf = Screen.width/2;
var screenHeightHalf = Screen.height/2;
var level = m_LevelGroup.ToComponentDataListAsync<LevelComponent>(World.UpdateAllocator.ToAllocator,
out levelHandle);
var teleport = m_Teleport;
var renderOffset = m_RenderOffset;
var curOffset = renderOffset[0];
var camera = Camera.main;
camera.orthographicSize = screenHeightHalf;
camera.transform.position = new Vector3(curOffset.x + screenWidthHalf, curOffset.y + screenHeightHalf, -0.5f);
var deltaTime = SystemAPI.Time.DeltaTime;
var trackJob = new ShipTrackingJob()
{
deltaTime = deltaTime,
level = level,
localPlayerShip = localPlayerShip,
renderOffset = renderOffset,
screenHeight = screenHeight,
screenHeightHalf = screenHeightHalf,
screenWidthHalf = screenWidthHalf,
shipTransform = shipTransform,
teleport = teleport,
}.Schedule(JobHandle.CombineDependencies(Dependency, levelHandle));
// The one frame latency for updating hte camera position can cause stutter, so do a sync update of the offset of now
trackJob.Complete();
curOffset = renderOffset[0];
camera.transform.position = new Vector3(curOffset.x + screenWidthHalf, curOffset.y + screenHeightHalf, -0.5f);
}
}
}