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

@ -66,7 +66,7 @@ public class SectorRenderer : MonoBehaviour, IBeginDragHandler, IDragHandler, IS
.Select(f=>f.Name).ToArray();
if (otherFactions.Length > 0)
Properties.AddProperty("Factions Present", () => string.Join(", ", otherFactions));
var density = saturate(ActionGameManager.CurrentSector.Background.CloudDensity(zone.Position)/2);
var density = saturate(ActionGameManager.CurrentGalaxy.Background.CloudDensity(zone.Position)/2);
var radius = GameManager.Settings.ZoneSettings.ZoneRadius.Evaluate(density);
var mass = GameManager.Settings.ZoneSettings.ZoneMass.Evaluate(density);
Properties.AddProperty("Mass", () => ActionGameManager.PlayerSettings.Format(mass));
@ -145,11 +145,11 @@ public class SectorRenderer : MonoBehaviour, IBeginDragHandler, IDragHandler, IS
{
_init = true;
SectorCamera.gameObject.SetActive(true);
_position = GameManager.Zone.SectorZone.Position;
_position = GameManager.Zone.GalaxyZone.Position;
_viewSize = .25f;
Map.StartReveal(LinkAnimationDuration, IconAnimationDuration);
Map.MarkPlayerLocation(GameManager.CurrentEntity.Zone.SectorZone);
Map.MarkPlayerLocation(GameManager.CurrentEntity.Zone.GalaxyZone);
}
private void OnDisable()