Wormholes Fixed
Fixed issues when jumping to another zone: All bodies from the old zone are correctly destroyed Ship controls & UI transfer smoothly to new ship instance Animation issues are sorted
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parent
adfb200a91
commit
273095afec
8 changed files with 66 additions and 38 deletions
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@ -148,10 +148,10 @@ public class SectorRenderer : MonoBehaviour
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public void LoadZone(Zone zone)
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{
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ClearZone();
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_maxDepth = 0;
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Zone = zone;
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SectorBrushes.localScale = zone.Data.Radius * 2 * Vector3.one;
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ClearZone();
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foreach(var p in zone.Planets.Values)
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LoadPlanet(p);
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@ -204,8 +204,14 @@ public class SectorRenderer : MonoBehaviour
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public void ClearZone()
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{
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if (Zone == null) return;
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foreach (var wormhole in WormholeInstances.Values) Destroy(wormhole);
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WormholeInstances.Clear();
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foreach (var entity in Zone.Entities)
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{
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UnloadEntity(entity);
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}
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if (Planets.Count > 0)
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{
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@ -214,10 +220,10 @@ public class SectorRenderer : MonoBehaviour
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DestroyImmediate(planet.gameObject);
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}
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Planets.Clear();
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// foreach (var beltObject in _beltObjects.Values)
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// {
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// beltObject.
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// }
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foreach (var beltObject in _beltObjects.Values)
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{
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Destroy(beltObject.Filter);
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}
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_beltObjects.Clear();
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_beltMeshes.Clear();
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_beltMatrices.Clear();
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@ -446,7 +452,7 @@ public class InstancedMesh
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public class AsteroidBeltUI
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{
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private MeshFilter _filter;
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public MeshFilter Filter;
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private MeshCollider _collider;
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private Vector3[] _vertices;
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private Vector3[] _normals;
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@ -463,7 +469,7 @@ public class AsteroidBeltUI
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{
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_belt = belt;
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_zone = zone;
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_filter = meshFilter;
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Filter = meshFilter;
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_collider = collider;
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var orbit = zone.Orbits[belt.Data.Orbit];
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_orbitParent = orbit.Data.Parent;
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@ -509,7 +515,7 @@ public class AsteroidBeltUI
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_mesh.bounds = new Bounds(Vector3.zero, Vector3.one * maxDist);
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_size = maxDist;
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_filter.mesh = _mesh;
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Filter.mesh = _mesh;
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//_collider.sharedMesh = _mesh;
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}
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