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
This commit is contained in:
Reinier Vens 2021-05-14 03:03:28 +01:00
commit 2f98904614
26 changed files with 301 additions and 255 deletions

View file

@ -98,7 +98,7 @@ public class MainMenu : MonoBehaviour
() =>
{
ActionGameManager.IsTutorial = ActionGameManager.PlayerSettings.SavedRun.IsTutorial;
ActionGameManager.CurrentSector = new Sector(
ActionGameManager.CurrentGalaxy = new Galaxy(
ActionGameManager.CultCache,
ActionGameManager.PlayerSettings.SavedRun);
SceneManager.LoadScene("ARPG");
@ -125,7 +125,7 @@ public class MainMenu : MonoBehaviour
ActionGameManager.IsTutorial = false;
Task.Run(() =>
{
var sector = new Sector(
var sector = new Galaxy(
Settings.SectorGenerationSettings,
Settings.SectorBackgroundSettings,
Settings.NameGeneratorSettings,
@ -134,7 +134,7 @@ public class MainMenu : MonoBehaviour
Observable.NextFrame().Subscribe(_ =>
{
ActionGameManager.PlayerSettings.SavedRun = null;
ActionGameManager.CurrentSector = sector;
ActionGameManager.CurrentGalaxy = sector;
SceneManager.LoadScene("ARPG");
});
}).WrapErrors();
@ -151,7 +151,7 @@ public class MainMenu : MonoBehaviour
ActionGameManager.IsTutorial = true;
Task.Run(() =>
{
var sector = new Sector(
var sector = new Galaxy(
Settings.TutorialGenerationSettings,
Settings.TutorialBackgroundSettings,
Settings.NameGeneratorSettings,
@ -162,7 +162,7 @@ public class MainMenu : MonoBehaviour
Observable.NextFrame().Subscribe(_ =>
{
ActionGameManager.PlayerSettings.SavedRun = null;
ActionGameManager.CurrentSector = sector;
ActionGameManager.CurrentGalaxy = sector;
SceneManager.LoadScene("ARPG");
});
}).WrapErrors();