rabidus-test/Assets/SCSM/SciFiShipController/Scripts/Misc/Squadron.cs

199 lines
6.2 KiB
C#
Raw Normal View History

2023-07-24 16:38:13 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
[System.Serializable]
public class Squadron
{
#region Enumerations
/// <summary>
/// The Tactical shape of the formation
/// </summary>
public enum TacticalFormation
{
Vic = 0,
Wedge = 1,
Line = 2,
Column = 3,
StaggeredColumn = 4,
LeftEchelon = 5,
RightEchelon = 6
}
#endregion
#region Public variables
// IMPORTANT - when changing this section also update SetClassDefault()
// Also update ClassName(ClassName className) Clone Constructor (if there is one)
/// <summary>
/// By default the squadronId is set to -1 to denote that it hasn't been set.
/// We "could" give it some hashed name to begin with in an attempt to create
/// unique names. We don't want to create a GUID because strings aren't useable in DOTS.
/// </summary>
public int squadronId;
public string squadronName;
// To be converted to int for DOTS
public TacticalFormation tacticalFormation;
/// <summary>
/// The prefab of the ship that will be instantiated
/// for squadron members. See also ShipSpawner.cs
/// </summary>
public GameObject shipPrefab;
/// <summary>
/// An optional reference to a player ship from the scene that can be placed
/// within a squadron. The player must already exist. If it doesn't,
/// a shipPrefab will be instantiated in its place.
/// See also ShipSpawner.cs
/// </summary>
public GameObject playerShip;
/// <summary>
/// The default TargetOffset for a camera following the ship
/// </summary>
public Vector3 cameraTargetOffset;
/// <summary>
/// The faction or alliance the squadron belongs to. This can be used to identify
/// if a squadron is friend or foe.
/// </summary>
public int factionId;
/// <summary>
/// The current members of this squadron. Stores the
/// shipId for each member which is a session-only
/// transform InstanceID.
/// </summary>
[System.NonSerialized] public List<int> shipList;
/// <summary>
/// Central "front" position of the squadron in worldspace
/// </summary>
public Vector3 anchorPosition;
/// <summary>
/// The direction the squadron is facing
/// </summary>
public Vector3 fwdDirection;
/// <summary>
/// The distance apart (centre to centre) ships should be spaced on the x-axis
/// </summary>
public float offsetX;
/// <summary>
/// The distance apart (centre to centre) ships should be spaced on the y-axis (up)
/// </summary>
public float offsetY;
/// <summary>
/// The distance apart (centre to centre) ships should be spaced on the z-axis
/// </summary>
public float offsetZ;
/// <summary>
/// (Max) Number of rows of ships on the x-axis. This will depend on the tactical formation type
/// </summary>
public int rowsX;
/// <summary>
/// (Max) Number of rows of ships on the y-axis. This will depend on the tactical formation type
/// This is used for 3-dimensional formations. Default is 1.
/// </summary>
public int rowsY;
/// <summary>
/// (Max) Number of rows of ships on the z-axis. This will depend on the tactical formation type
/// </summary>
public int rowsZ;
/// <summary>
/// Whether the squadron is shown as expanded in the inspector window of the editor.
/// </summary>
public bool showInEditor;
#endregion
#region Private variables
#endregion
#region Constructors
// Class constructor
public Squadron()
{
SetClassDefaults();
}
// Copy constructor
public Squadron(Squadron squadron)
{
if (squadron == null) { SetClassDefaults(); }
else
{
squadronId = squadron.squadronId;
squadronName = squadron.squadronName;
tacticalFormation = squadron.tacticalFormation;
shipPrefab = squadron.shipPrefab;
playerShip = squadron.playerShip;
cameraTargetOffset = squadron.cameraTargetOffset;
// As this is a list of value types, don't need to do a deep copy
if (squadron.shipList == null) { shipList = new List<int>(5); }
else { shipList = new List<int>(squadron.shipList); }
anchorPosition = squadron.anchorPosition;
fwdDirection = squadron.fwdDirection;
offsetX = squadron.offsetX;
offsetY = squadron.offsetY;
offsetZ = squadron.offsetZ;
rowsX = squadron.rowsX;
rowsY = squadron.rowsY;
rowsZ = squadron.rowsZ;
factionId = squadron.factionId;
showInEditor = squadron.showInEditor;
}
}
#endregion
#region Private Methods
private void SetClassDefaults()
{
squadronId = -1; // NOT SET
squadronName = "no name";
tacticalFormation = TacticalFormation.Vic;
shipPrefab = null;
playerShip = null;
cameraTargetOffset = new Vector3(0f, 2f, -10f);
shipList = new List<int>(5);
anchorPosition = Vector3.zero;
fwdDirection = Vector3.forward;
offsetX = 50f;
offsetY = 100f;
offsetZ = 50f;
rowsX = 3;
rowsY = 1;
rowsZ = 3;
// By default, all Squadrons on the same faction/side/alliance.
factionId = 0;
showInEditor = true;
}
#endregion
}
}