Entity Spawning & Rendering
Entity rendering now fully supports dynamic entities from game context Entity children now displayed underneath icon GameContext can spawn entities by loadout Selected corporation's initial fleet is spawned in parent corp's home sector Properties panel API is now unified with context menu API Properties panel labels now update dynamically
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25 changed files with 1019 additions and 165 deletions
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@ -333,10 +333,10 @@ public class TechTreeMsagl : MonoBehaviour
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PropertiesPanel.Clear();
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var blueprint = (BlueprintData) vertex.UserData;
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PropertiesPanel.Title.text = blueprint.Name;
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PropertiesPanel.AddProperty("Research Time", $"{blueprint.ResearchTime:0.##} MH");
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PropertiesPanel.AddProperty("Produces", $"{blueprint.Quantity} {Context.Cache.Get<ItemData>(blueprint.Item).Name}");
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PropertiesPanel.AddProperty("Production Quality", $"{Mathf.RoundToInt(blueprint.Quality * 100)}%");
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PropertiesPanel.AddProperty("Production Time", $"{blueprint.ProductionTime:0.##} MH");
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PropertiesPanel.AddProperty("Research Time", () => $"{blueprint.ResearchTime:0.##} MH");
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PropertiesPanel.AddProperty("Produces", () => $"{blueprint.Quantity} {Context.Cache.Get<ItemData>(blueprint.Item).Name}");
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PropertiesPanel.AddProperty("Production Quality", () => $"{Mathf.RoundToInt(blueprint.Quality * 100)}%");
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PropertiesPanel.AddProperty("Production Time", () => $"{blueprint.ProductionTime:0.##} MH");
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PropertiesPanel.AddList("Ingredients", blueprint.Ingredients.Select(ingredient =>
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{
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var ingredientData = Context.Cache.Get<ItemData>(ingredient.Key);
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