312 lines
14 KiB
C#
312 lines
14 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
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namespace SciFiShipController
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{
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/// <summary>
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/// This sample shows how you can:
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/// 1. Run radar queries for a player ship to find nearby enemy
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/// 2. Use DisplayTargets on a HUD to track enemy on the screen
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/// 3. Assign targets to weapons that use Guided Projectiles
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/// 4. Get notified when an enemy is hit
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/// This is only sample to demonstrate how API calls could be used in
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/// your own code. You should write your own version of this in your own
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/// namespace.
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/// SETUP:
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/// 1. Add Prefabs\Visuals\HUD1 prefab to the scene
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/// 2. Add player ship from Prefabs\Ships to the scene (ones that don't have NPC in the name)
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/// 3. Remove or disable the default Main Camera
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/// 4. Add Prefabs\Environment\PlayerCamera prefab to the scene
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/// 5. Hook up the player ship to the PlayerCamera
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/// 6. Add this script to the player ship
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/// 7. Hook up the HUD to the slot on this script
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/// 8. Make sure you player ship has at least one weapon with a guided Projectile
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/// 9. Ensure the weapon has Auto Targeting enabled.
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/// NOTE: Most of the time you can simply add the AutoTargetingModule
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/// to your player ship.
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/// </summary>
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[AddComponentMenu("Sci-Fi Ship Controller/Samples/HUD Targets")]
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[HelpURL("http://scsmmedia.com/ssc-documentation")]
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public class SampleHUDTargets : MonoBehaviour
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{
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#region Public Variables and Properties
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public ShipDisplayModule shipDisplayModule;
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#endregion
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#region Private Variables
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private ShipControlModule playerShip = null;
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private bool isInitialised = false;
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private SSCRadar sscRadar = null;
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private SSCRadarQuery radarQuery = null;
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private List<SSCRadarBlip> sscRadarBlipsList = null;
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private int numDisplayTargets = 0;
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#endregion
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#region Initialisation Methods
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// Start is called before the first frame update
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void Start()
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{
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#region Initialise Player Ship
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playerShip = GetComponent<ShipControlModule>();
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if (playerShip != null)
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{
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// If Initialise On Awake is not ticking on the ship, initialise the ship now.
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if (!playerShip.IsInitialised) { playerShip.InitialiseShip(); }
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}
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#if UNITY_EDITOR
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else
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{
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Debug.LogWarning("[ERROR] SampleHUDTargets.Start() could not find the ship! Did you attach this script to you Player ship (ShipControlModule)?");
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}
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#endif
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#endregion
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#region Initialise HUD
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if (shipDisplayModule != null)
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{
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// If Initialise on Start is not ticked on the HUD, do it now.
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if (!shipDisplayModule.IsInitialised) { shipDisplayModule.Initialise(); }
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if (shipDisplayModule.IsInitialised)
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{
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// Typically you can let the HUD update DisplayTarget positions on the screen
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// automatically. However, in this sample we want to do things ourselves.
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shipDisplayModule.autoUpdateTargetPositions = false;
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numDisplayTargets = shipDisplayModule.GetNumberDisplayTargets;
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// If no Display Targets are pre-configured, let's add some
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// Typically, you will configure them in the HUD before runtime.
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if (numDisplayTargets < 1)
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{
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int numAvailableReticles = shipDisplayModule.GetNumberDisplayReticles;
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int numAdded = 0;
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// Use the last 3 available reticles as Display Target reticles
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for (int rIdx = numAvailableReticles - 1; rIdx >= 0; rIdx--)
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{
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int guidHash = shipDisplayModule.GetDisplayReticleGuidHash(rIdx);
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shipDisplayModule.AddTarget(guidHash);
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if (++numAdded == 3) { break; }
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}
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numDisplayTargets = shipDisplayModule.GetNumberDisplayTargets;
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}
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}
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}
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#if UNITY_EDITOR
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else
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{
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Debug.LogWarning("[ERROR] SampleHUDTargets.Start() the ShipDisplayModule is not set. Add the Prefabs/Visuals/HUD1 prefab to the scene, then drag it on to this script which should be attached to your player ship.");
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}
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#endif
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#endregion
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#region Create some "enemy" and added them to radar
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sscRadar = SSCRadar.GetOrCreateRadar();
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if (sscRadar != null && playerShip != null && playerShip.IsInitialised)
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{
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// Create a position 100m in front of the ship
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Vector3 locationWS = playerShip.shipInstance.TransformPosition + (playerShip.shipInstance.TransformForward * 100f);
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// Create some "enemy"
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for (int eIdx = 0; eIdx < 4; eIdx++)
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{
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GameObject enemyGO = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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if (enemyGO != null)
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{
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enemyGO.name = "Enemy " + (eIdx + 1).ToString();
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enemyGO.transform.position = locationWS + (playerShip.shipInstance.TransformRight * 25 * (eIdx+1));
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enemyGO.transform.localScale = Vector3.one * 3f;
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enemyGO.GetComponent<Renderer>().material.color = new Color(1f, 1f / (eIdx + 2), 1f / (eIdx + 2));
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// Let's get notified when our "enemy" is hit
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DamageReceiver damageReceiver = enemyGO.AddComponent<DamageReceiver>();
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damageReceiver.callbackOnHit = TakeDamage;
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// Tell the radar system about this enemy gameobject
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sscRadar.EnableRadar(enemyGO, enemyGO.transform.position, playerShip.shipInstance.factionId + 1, -1, 0, 5);
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}
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}
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// Create a radar query with some default settings
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radarQuery = new SSCRadarQuery()
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{
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range = 1000,
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querySortOrder = SSCRadarQuery.QuerySortOrder.DistanceAsc3D,
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factionsToExclude = new int[] { playerShip.shipInstance.factionId }
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};
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// Create an empty list to store the radar results
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sscRadarBlipsList = new List<SSCRadarBlip>(10);
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isInitialised = shipDisplayModule != null && sscRadarBlipsList != null && radarQuery != null;
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}
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#endregion
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}
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#endregion
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#region Update Methods
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// Update is called once per frame
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void Update()
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{
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if (isInitialised)
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{
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// Test code to allow you to move it around in the scene view at runtime
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//GameObject enGO = GameObject.Find("Enemy 1");
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//if (enGO != null)
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//{
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// sscRadar.SetItemPosition(sscRadar.GetRadarItemIndexByHash(enGO.GetHashCode()), enGO.transform.position);
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//}
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sscRadar.GetRadarResults(radarQuery, sscRadarBlipsList);
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int numEnemy = sscRadarBlipsList.Count;
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Vector2 screenResolution = shipDisplayModule.ScreenResolution;
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int nextBlipIndex = 0;
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int nextWeaponIndex = 0;
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for (int dtIdx = 0; dtIdx < numDisplayTargets; dtIdx++)
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{
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DisplayTarget displayTarget = shipDisplayModule.GetDisplayTargetByIndex(dtIdx);
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// Are there any more enemies that could be in view?
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if (dtIdx < numEnemy && nextBlipIndex >= 0)
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{
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// Find the next enemy in view
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nextBlipIndex = sscRadar.GetNextBlipInView(sscRadarBlipsList, nextBlipIndex, shipDisplayModule.mainCamera, screenResolution);
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// Is the enemy in view?
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if (nextBlipIndex >= 0)
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{
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SSCRadarBlip blip = sscRadarBlipsList[nextBlipIndex];
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// Move the DisplayTarget slot to the correct position on the screen
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// For this sample we're just using 1 DisplayTarget slot (or 1 copy of each DT in the DT list in the HUD)
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// We are ignoring the Max Number of Targets setting for each DisplayTarget.
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shipDisplayModule.SetDisplayTargetPosition(displayTarget, 0, blip.wsPosition);
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// Find a weapon to assign to the target
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if (nextWeaponIndex >= 0)
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{
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nextWeaponIndex = playerShip.shipInstance.GetNextAutoTargetingWeaponIndex(nextWeaponIndex);
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// Found an available weapon with a guided projectile
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if (nextWeaponIndex >= 0)
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{
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// This just one possible way you could do things. You could also investigate using other methods like
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// shipDisplayModule.AssignDisplayTargetSlot(..) like is used in the AutoTargetingModule.
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if (sscRadar.IsShipBlip(blip))
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{
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playerShip.shipInstance.SetWeaponTargetShip(nextWeaponIndex, blip.shipControlModule);
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}
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else if (sscRadar.IsGameObjectBlip(blip))
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{
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playerShip.shipInstance.SetWeaponTarget(nextWeaponIndex, blip.itemGameObject);
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}
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else if (nextBlipIndex >= numEnemy - 1)
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{
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// No more Ship or GameObject enemy so unassign remaining auto targeting weapons
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UnassignWeapons(ref nextWeaponIndex);
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// Go to the next DisplayTarget which will be turned off
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continue;
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}
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else
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{
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// find another enemy target
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nextBlipIndex++;
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continue;
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}
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// Advance to the next weapon
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nextWeaponIndex++;
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}
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}
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// If the DisplayTarget is not already visible, show it
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if (!displayTarget.showTarget) { shipDisplayModule.ShowDisplayTarget(displayTarget); }
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// Advance to the next enemy target
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nextBlipIndex++;
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}
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else
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{
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// If there are no more enemy, the remaining weapons (if any) should not have targets.
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UnassignWeapons(ref nextWeaponIndex);
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// If the DisplayTarget is visible, turn it off
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if (displayTarget.showTarget)
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{
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shipDisplayModule.HideDisplayTarget(displayTarget);
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}
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}
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}
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else
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{
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// If there are no more enemy, the remaining weapons (if any) should not have targets.
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UnassignWeapons(ref nextWeaponIndex);
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// If the DisplayTarget is visible, turn it off
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if (displayTarget.showTarget)
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{
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shipDisplayModule.HideDisplayTarget(displayTarget);
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}
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}
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}
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}
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}
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#endregion
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#region Private Methods
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/// <summary>
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/// Unassign any remaining Auto Targeting weapons that could not be allocated a target.
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/// </summary>
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/// <param name="nextWeaponIndex"></param>
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private void UnassignWeapons(ref int nextWeaponIndex)
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{
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int numWeapons = playerShip.NumberOfWeapons;
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while (nextWeaponIndex >= 0 && nextWeaponIndex < numWeapons)
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{
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playerShip.shipInstance.ClearWeaponTarget(nextWeaponIndex);
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nextWeaponIndex++;
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nextWeaponIndex = playerShip.shipInstance.GetNextAutoTargetingWeaponIndex(nextWeaponIndex);
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}
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}
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#endregion
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#region Public Member Methods
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/// <summary>
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/// This routine is called by Sci-Fi Ship Controller when a projectile or beam hits our enemy
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/// </summary>
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/// <param name="callbackOnObjectHitParameters"></param>
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public void TakeDamage(CallbackOnObjectHitParameters callbackOnObjectHitParameters)
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{
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// Rather than taking damage, immediately our "enemy" is hit, we will destroy it.
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if (callbackOnObjectHitParameters.hitInfo.transform != null)
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{
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// Get the radar item by using the hashcode of the GameObject
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// Then tell the radar system to stop tracking this item.
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sscRadar.RemoveItem(sscRadar.GetRadarItemIndexByHash(callbackOnObjectHitParameters.hitInfo.transform.gameObject.GetHashCode()));
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// Now we can destroy the actual gameobject
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Destroy(callbackOnObjectHitParameters.hitInfo.transform.gameObject);
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}
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}
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#endregion
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}
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}
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