Demo Hotfixes

Replaced Unity TAA with PlayDead TAA
Custom keyboard layout test scene
Adjusted Aetheric Drive VFX to be more subtle
Reworked stardust VFX to reduce flickering artifacts
Added Action Bar & weapon groups saving/loading
Implemented security levels and faction safe zone visualization
Improved station placement (now include defensive turrets)
This commit is contained in:
Reinier Vens 2021-05-02 20:59:45 +01:00
commit 2c4520000b
128 changed files with 12821 additions and 561 deletions

View file

@ -22,11 +22,11 @@ public class WeaponGroupAssignment : MonoBehaviour
{
var weapon = item.GetBehavior<Weapon>();
if (weapon == null) throw new ArgumentException($"Attempted to inspect weapon groups on item \"{item.Data.Name}\" but no weapon is present!");
var groupCount = ActionGameManager.Instance.Settings.GameplaySettings.TriggerGroupCount;
var groupCount = ActionGameManager.Instance.Settings.GameplaySettings.WeaponGroupCount;
for (int i = 0; i < groupCount; i++)
{
var i1 = i;
bool groupContainsItem() => item.Entity.TriggerGroups[i1].items.Contains(item);
bool groupContainsItem() => item.Entity.WeaponGroups[i1].items.Contains(item);
var group = Instantiate(GroupPrefab, Container);
Groups.Add(group);
group.Label.text = $"G{i+1}";
@ -35,14 +35,14 @@ public class WeaponGroupAssignment : MonoBehaviour
{
if (groupContainsItem())
{
item.Entity.TriggerGroups[i1].items.Remove(item);
item.Entity.TriggerGroups[i1].weapons.Remove(weapon);
item.Entity.WeaponGroups[i1].items.Remove(item);
item.Entity.WeaponGroups[i1].weapons.Remove(weapon);
group.Label.color = InactiveColor;
}
else
{
item.Entity.TriggerGroups[i1].items.Add(item);
item.Entity.TriggerGroups[i1].weapons.Add(weapon);
item.Entity.WeaponGroups[i1].items.Add(item);
item.Entity.WeaponGroups[i1].weapons.Add(weapon);
group.Label.color = ActiveColor;
}
});