90 lines
3.6 KiB
C#
90 lines
3.6 KiB
C#
using RobocraftX.Common;
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using RobocraftX.UECS;
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using Svelto.ECS;
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using Svelto.ECS.EntityStructs;
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using Unity.Mathematics;
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using UnityEngine;
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using GamecraftModdingAPI.Utility;
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using GamecraftModdingAPI.Engines;
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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 EntitiesDB entitiesDB { set; private get; }
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public bool isRemovable => false;
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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 Rotation static class
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internal float3 RotateBlock(EGID blockID, BlockEngine.BlockInitData data, Vector3 vector)
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{
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if (!entitiesDB.Exists<RotationEntityStruct>(blockID))
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{
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if (data.Group == null) return float3.zero;
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var init = new EntityInitializer(blockID, data.Group, data.Reference);
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init.GetOrCreate<RotationEntityStruct>().rotation = Quaternion.Euler(vector);
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init.GetOrCreate<GridRotationStruct>().rotation = Quaternion.Euler(vector);
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init.GetOrCreate<LocalTransformEntityStruct>().rotation = Quaternion.Euler(vector);
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return vector;
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}
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ref RotationEntityStruct rotStruct = ref this.entitiesDB.QueryEntity<RotationEntityStruct>(blockID);
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ref GridRotationStruct gridStruct = ref this.entitiesDB.QueryEntity<GridRotationStruct>(blockID);
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ref LocalTransformEntityStruct transStruct = ref this.entitiesDB.QueryEntity<LocalTransformEntityStruct>(blockID);
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ref UECSPhysicsEntityStruct phyStruct = ref this.entitiesDB.QueryEntity<UECSPhysicsEntityStruct>(blockID);
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// main (persistent) position
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Quaternion newRotation = rotStruct.rotation;
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newRotation.eulerAngles = vector;
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rotStruct.rotation = newRotation;
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// placement grid rotation
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Quaternion newGridRotation = gridStruct.rotation;
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newGridRotation.eulerAngles = vector;
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gridStruct.rotation = newGridRotation;
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// rendered position
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Quaternion newTransRotation = 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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entitiesDB.QueryEntity<GridConnectionsEntityStruct>(blockID).isProcessed = false;
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return ((Quaternion)rotStruct.rotation).eulerAngles;
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}
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internal float3 GetRotation(EGID blockID, BlockEngine.BlockInitData data)
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{
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if (!entitiesDB.Exists<RotationEntityStruct>(blockID))
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{
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if (data.Group == null) return float3.zero;
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var init = new EntityInitializer(blockID, data.Group, data.Reference);
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return init.Has<RotationEntityStruct>()
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? (float3) ((Quaternion) init.Get<RotationEntityStruct>().rotation).eulerAngles
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: float3.zero;
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}
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ref RotationEntityStruct rotStruct = ref entitiesDB.QueryEntity<RotationEntityStruct>(blockID);
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return ((Quaternion) rotStruct.rotation).eulerAngles;
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}
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}
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}
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