Hostility Fix + Story Work
Fixed various bugs caused by triggering wormhole animation multiple times Sector -> Galaxy Fixed bug in hostility system; deserialized entities' PresencePermitted was silently throwing an exception (due to Faction being null during initialization) and thus never updating in response to security level changes Worked a bit on story processing
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710d17ff4c
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2f98904614
26 changed files with 301 additions and 255 deletions
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@ -98,7 +98,7 @@ public class MainMenu : MonoBehaviour
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() =>
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{
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ActionGameManager.IsTutorial = ActionGameManager.PlayerSettings.SavedRun.IsTutorial;
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ActionGameManager.CurrentSector = new Sector(
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ActionGameManager.CurrentGalaxy = new Galaxy(
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ActionGameManager.CultCache,
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ActionGameManager.PlayerSettings.SavedRun);
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SceneManager.LoadScene("ARPG");
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@ -125,7 +125,7 @@ public class MainMenu : MonoBehaviour
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ActionGameManager.IsTutorial = false;
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Task.Run(() =>
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{
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var sector = new Sector(
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var sector = new Galaxy(
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Settings.SectorGenerationSettings,
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Settings.SectorBackgroundSettings,
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Settings.NameGeneratorSettings,
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@ -134,7 +134,7 @@ public class MainMenu : MonoBehaviour
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Observable.NextFrame().Subscribe(_ =>
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{
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ActionGameManager.PlayerSettings.SavedRun = null;
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ActionGameManager.CurrentSector = sector;
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ActionGameManager.CurrentGalaxy = sector;
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SceneManager.LoadScene("ARPG");
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});
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}).WrapErrors();
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@ -151,7 +151,7 @@ public class MainMenu : MonoBehaviour
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ActionGameManager.IsTutorial = true;
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Task.Run(() =>
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{
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var sector = new Sector(
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var sector = new Galaxy(
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Settings.TutorialGenerationSettings,
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Settings.TutorialBackgroundSettings,
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Settings.NameGeneratorSettings,
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@ -162,7 +162,7 @@ public class MainMenu : MonoBehaviour
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Observable.NextFrame().Subscribe(_ =>
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{
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ActionGameManager.PlayerSettings.SavedRun = null;
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ActionGameManager.CurrentSector = sector;
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ActionGameManager.CurrentGalaxy = sector;
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SceneManager.LoadScene("ARPG");
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});
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}).WrapErrors();
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