87 lines
3 KiB
C#
87 lines
3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using RobocraftX;
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using RobocraftX.Blocks;
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using RobocraftX.Blocks.Ghost;
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using RobocraftX.Common;
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using RobocraftX.Multiplayer;
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using RobocraftX.SimulationModeState;
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using RobocraftX.UECS;
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using Unity.Entities;
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using Svelto.Context;
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using Svelto.ECS;
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using Svelto.ECS.EntityStructs;
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using Unity.Transforms;
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using Unity.Mathematics;
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using UnityEngine;
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using GamecraftModdingAPI.Utility;
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namespace GamecraftModdingAPI.Blocks
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{
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/// <summary>
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/// Engine which executes block movement actions
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/// </summary>
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public class RotationEngine : IApiEngine
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{
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public string Name { get; } = "GamecraftModdingAPIRotationGameEngine";
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public IEntitiesDB entitiesDB { set; private get; }
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public bool IsInGame = false;
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public void Dispose()
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{
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IsInGame = false;
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}
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public void Ready()
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{
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IsInGame = true;
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}
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// implementations for Movement static class
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public float3 RotateBlock(uint blockID, Vector3 vector)
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{
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ref RotationEntityStruct rotStruct = ref this.entitiesDB.QueryEntity<RotationEntityStruct>(blockID, CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
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ref GridRotationStruct gridStruct = ref this.entitiesDB.QueryEntity<GridRotationStruct>(blockID, CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
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ref LocalTransformEntityStruct transStruct = ref this.entitiesDB.QueryEntity<LocalTransformEntityStruct>(blockID, CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
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ref UECSPhysicsEntityStruct phyStruct = ref this.entitiesDB.QueryEntity<UECSPhysicsEntityStruct>(blockID, CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
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// main (persistent) position
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Quaternion newRotation = (Quaternion)rotStruct.rotation;
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newRotation.eulerAngles += vector;
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rotStruct.rotation = (quaternion)newRotation;
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// placement grid rotation
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Quaternion newGridRotation = (Quaternion)gridStruct.rotation;
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newGridRotation.eulerAngles += vector;
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gridStruct.rotation = (quaternion)newGridRotation;
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// rendered position
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Quaternion newTransRotation = (Quaternion)rotStruct.rotation;
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newTransRotation.eulerAngles += vector;
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transStruct.rotation = newTransRotation;
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// collision position
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FullGameFields._physicsWorld.EntityManager.SetComponentData(phyStruct.uecsEntity, new Unity.Transforms.Rotation
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{
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Value = rotStruct.rotation
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});
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return ((Quaternion)rotStruct.rotation).eulerAngles;
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}
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public float3 RotateConnectedBlocks(uint blockID, Vector3 vector)
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{
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// TODO: Implement and figure out the math
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throw new NotImplementedException();
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}
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public bool IsBuildMode()
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{
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return GamecraftModdingAPI.Utility.GameState.IsBuildMode();
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}
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}
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}
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