Sector Generation
Fixed Laser cancelling bug Fixed Turrets not activating Added ability to bind player perspective to orbital entities Added Markov Chain name generator + Australian place name dataset Modified old "galaxy" shader to serve as sector background Implemented Cem Yuksel's Weighted Sample Elimination for Poisson Disk Sample Sets Created sector generator which places sectors using WSE
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57
Assets/Scripts/Editor/NameTools.cs
Normal file
57
Assets/Scripts/Editor/NameTools.cs
Normal file
|
|
@ -0,0 +1,57 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using Random = Unity.Mathematics.Random;
|
||||
|
||||
public class NameTools : EditorWindow
|
||||
{
|
||||
public int NameGeneratorMinLength = 5;
|
||||
public int NameGeneratorMaxLength = 10;
|
||||
public int NameGeneratorOrder = 4;
|
||||
private int minWordLength = 4;
|
||||
private TextAsset nameFile;
|
||||
private MarkovNameGenerator _nameGenerator;
|
||||
|
||||
// Add menu named "My Window" to the Window menu
|
||||
[MenuItem("Window/Aetheria/Name Tools")]
|
||||
static void Init()
|
||||
{
|
||||
// Get existing open window or if none, make a new one:
|
||||
NameTools window = (NameTools)EditorWindow.GetWindow(typeof(NameTools));
|
||||
window.Show();
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
nameFile = (TextAsset) EditorGUILayout.ObjectField("Name File", nameFile, typeof(TextAsset), false);
|
||||
minWordLength = EditorGUILayout.IntField("Minimum File Word Length", minWordLength);
|
||||
NameGeneratorMinLength = EditorGUILayout.IntField("Generated Minimum Word Length", NameGeneratorMinLength);
|
||||
NameGeneratorMaxLength = EditorGUILayout.IntField("Generated Maximum Word Length", NameGeneratorMaxLength);
|
||||
NameGeneratorOrder = EditorGUILayout.IntField("Generator Order", NameGeneratorOrder);
|
||||
|
||||
if (GUILayout.Button("Process Name File") && nameFile != null)
|
||||
{
|
||||
var names = new HashSet<string>();
|
||||
var lines = nameFile.text.Split('\n');
|
||||
foreach (var line in lines)
|
||||
{
|
||||
foreach(var word in line.ToUpperInvariant().Split(' ', ',', '.', '"'))
|
||||
if (word.Length >= minWordLength && !names.Contains(word))
|
||||
names.Add(word);
|
||||
}
|
||||
Debug.Log($"Found {lines.Length} lines, with {names.Count} unique names!");
|
||||
var random = new Random(1337);
|
||||
_nameGenerator = new MarkovNameGenerator(ref random, names, NameGeneratorOrder, NameGeneratorMinLength, NameGeneratorMaxLength);
|
||||
}
|
||||
|
||||
if (_nameGenerator != null)
|
||||
{
|
||||
if (GUILayout.Button("Generate Name"))
|
||||
{
|
||||
Debug.Log(_nameGenerator.NextName);
|
||||
}
|
||||
}
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||||
}
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||||
}
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11
Assets/Scripts/Editor/NameTools.cs.meta
Normal file
11
Assets/Scripts/Editor/NameTools.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 88b5f578fe63a904b997331630e61416
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
|
|
@ -23,22 +23,33 @@ using Random = UnityEngine.Random;
|
|||
|
||||
public class ActionGameManager : MonoBehaviour
|
||||
{
|
||||
public GameSettings Settings;
|
||||
public string StarterShipTemplate = "Longinus";
|
||||
public float2 Sensitivity;
|
||||
public int Credits = 15000000;
|
||||
public float TargetSpottedBlinkFrequency = 20;
|
||||
public float TargetSpottedBlinkOffset = -.25f;
|
||||
|
||||
[Header("Name Generation")]
|
||||
public TextAsset NameFile;
|
||||
public int NameGeneratorMinLength = 5;
|
||||
public int NameGeneratorMaxLength = 10;
|
||||
public int NameGeneratorOrder = 4;
|
||||
|
||||
[Header("Postprocessing")]
|
||||
public float DeathPPTransitionTime;
|
||||
public PostProcessVolume DeathPP;
|
||||
public PostProcessVolume HeatstrokePP;
|
||||
public PostProcessVolume SevereHeatstrokePP;
|
||||
|
||||
[Header("Scene Links")]
|
||||
public Prototype HostileTargetIndicator;
|
||||
public PlaceUIElementWorldspace ViewDot;
|
||||
public PlaceUIElementWorldspace TargetIndicator;
|
||||
public Prototype LockIndicator;
|
||||
public PlaceUIElementWorldspace[] Crosshairs;
|
||||
public EventLog EventLog;
|
||||
public GameSettings Settings;
|
||||
public SectorRenderer SectorRenderer;
|
||||
// public MapView MapView;
|
||||
public CinemachineVirtualCamera DockCamera;
|
||||
public CinemachineVirtualCamera FollowCamera;
|
||||
public GameObject GameplayUI;
|
||||
|
|
@ -50,8 +61,6 @@ public class ActionGameManager : MonoBehaviour
|
|||
public InventoryPanel ShipPanel;
|
||||
public InventoryPanel TargetShipPanel;
|
||||
public ConfirmationDialog ConfirmationDialog;
|
||||
public float2 Sensitivity;
|
||||
public int Credits = 15000000;
|
||||
|
||||
//public PlayerInput Input;
|
||||
|
||||
|
|
@ -65,25 +74,26 @@ public class ActionGameManager : MonoBehaviour
|
|||
private float _time;
|
||||
private AetheriaInput _input;
|
||||
private int _zoomLevelIndex;
|
||||
private Ship _currentShip;
|
||||
private Entity _currentEntity;
|
||||
|
||||
// private ShipInput _shipInput;
|
||||
private float2 _shipYawPitch;
|
||||
private float2 _entityYawPitch;
|
||||
private float3 _viewDirection;
|
||||
private (HardpointData[] hardpoints, Transform[] barrels, PlaceUIElementWorldspace crosshair)[] _articulationGroups;
|
||||
private (LockWeapon targetLock, PlaceUIElementWorldspace indicator, Rotate spin)[] _lockingIndicators;
|
||||
private Dictionary<Entity, VisibleHostileIndicator> _visibleHostileIndicators = new Dictionary<Entity, VisibleHostileIndicator>();
|
||||
private List<IDisposable> _shipSubscriptions = new List<IDisposable>();
|
||||
private float _severeHeatstrokePhase;
|
||||
private MarkovNameGenerator _nameGenerator;
|
||||
|
||||
public List<Entity> PlayerEntities { get; } = new List<Entity>();
|
||||
public EquippedDockingBay DockingBay { get; private set; }
|
||||
public Entity DockedEntity { get; private set; }
|
||||
|
||||
public Ship CurrentShip
|
||||
public Entity CurrentEntity
|
||||
{
|
||||
get => _currentShip;
|
||||
set => _currentShip = value;
|
||||
get => _currentEntity;
|
||||
set => _currentEntity = value;
|
||||
}
|
||||
|
||||
public DatabaseCache ItemData { get; private set; }
|
||||
|
|
@ -104,94 +114,6 @@ public class ActionGameManager : MonoBehaviour
|
|||
File.WriteAllBytes(Path.Combine(_loadoutPath.FullName, $"{pack.Name}.preset"), MessagePackSerializer.Serialize(pack));
|
||||
}
|
||||
|
||||
public void GenerateLevel()
|
||||
{
|
||||
var zonePack = ZoneGenerator.GenerateZone(
|
||||
settings: Settings.ZoneSettings,
|
||||
// mapLayers: Context.MapLayers,
|
||||
// resources: Context.Resources,
|
||||
mass: Settings.DefaultZoneMass,
|
||||
radius: Settings.DefaultZoneRadius
|
||||
);
|
||||
|
||||
Zone = new Zone(Settings.PlanetSettings, zonePack);
|
||||
Zone.Log = s => Debug.Log($"Zone: {s}");
|
||||
|
||||
if (CurrentShip != null)
|
||||
{
|
||||
CurrentShip.Deactivate();
|
||||
if (CurrentShip.Zone != null)
|
||||
{
|
||||
CurrentShip.Zone.Entities.Remove(CurrentShip);
|
||||
}
|
||||
CurrentShip.Zone = Zone;
|
||||
Zone.Entities.Add(CurrentShip);
|
||||
CurrentShip.Activate();
|
||||
}
|
||||
|
||||
SectorRenderer.LoadZone(Zone);
|
||||
|
||||
if (CurrentShip != null)
|
||||
{
|
||||
DisposeEntityBinding();
|
||||
BindToEntity();
|
||||
}
|
||||
|
||||
var testCorp = new MegaCorporation();
|
||||
testCorp.Name = "TestCorp";
|
||||
testCorp.PlayerHostile = true;
|
||||
|
||||
var stationType = ItemData.GetAll<HullData>().First(x=>x.HullType==HullType.Station);
|
||||
var stationHull = ItemManager.CreateInstance(stationType) as EquippableItem;
|
||||
var stationParent = Zone.PlanetInstances.Values.OrderByDescending(p => p.BodyData.Mass.Value).ElementAt(3);
|
||||
var stationParentOrbit = stationParent.Orbit.Data.ID;
|
||||
var stationParentPos = Zone.GetOrbitPosition(stationParentOrbit);
|
||||
var stationPos = stationParentPos + ItemManager.Random.NextFloat2Direction() * stationParent.GravityWellRadius.Value * .1f;
|
||||
var stationOrbit = Zone.CreateOrbit(stationParentOrbit, stationPos);
|
||||
var station = new OrbitalEntity(ItemManager, Zone, stationHull, stationOrbit.ID);
|
||||
//station.Faction = testCorp;
|
||||
Zone.Entities.Add(station);
|
||||
var dockingBayData = ItemData.GetAll<DockingBayData>().First();
|
||||
var dockingBay = ItemManager.CreateInstance(dockingBayData) as EquippableItem;
|
||||
station.TryEquip(dockingBay);
|
||||
station.Activate();
|
||||
|
||||
var turretLoadout = Loadouts.First(x => x.Name == "Turret");
|
||||
|
||||
for(int i=0; i<3; i++)
|
||||
{
|
||||
var planet = Zone.PlanetInstances.Values.OrderByDescending(p => p.BodyData.Mass.Value).ElementAt(4+i);
|
||||
var planetOrbit = planet.Orbit.Data.ID;
|
||||
var planetPos = Zone.GetOrbitPosition(planetOrbit);
|
||||
for (int j = 0; j < 2; j++)
|
||||
{
|
||||
var pos = planetPos + ItemManager.Random.NextFloat2Direction() * planet.GravityWellRadius.Value * (.1f + .1f * j);
|
||||
var orbit = Zone.CreateOrbit(planetOrbit, pos);
|
||||
var turret = EntityPack.Unpack(ItemManager, Zone, turretLoadout, orbit.ID, true);
|
||||
turret.Activate();
|
||||
turret.Name = $"Turret {i}-{(char) ('A' + j)}";
|
||||
turret.Faction = testCorp;
|
||||
Zone.Entities.Add(turret);
|
||||
}
|
||||
}
|
||||
|
||||
var enemyShipLoadout = Loadouts.First(x => ((HullData) ItemManager.GetData(x.Hull)).HullType == HullType.Ship);
|
||||
var enemyShip = EntityPack.Unpack(ItemManager, Zone, enemyShipLoadout, true);
|
||||
enemyShip.Faction = testCorp;
|
||||
enemyShip.Activate();
|
||||
Zone.Entities.Add(enemyShip);
|
||||
Zone.Agents.Add(CreateAgent(enemyShip));
|
||||
}
|
||||
|
||||
private Agent CreateAgent(Ship ship)
|
||||
{
|
||||
var agent = new Minion(ship);
|
||||
var task = new PatrolOrbitsTask();
|
||||
task.Circuit = Zone.Orbits.OrderBy(_ => Random.value).Take(4).Select(x => x.Key).ToArray();
|
||||
agent.Task = task;
|
||||
return agent;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
AkSoundEngine.RegisterGameObj(gameObject);
|
||||
|
|
@ -216,6 +138,16 @@ public class ActionGameManager : MonoBehaviour
|
|||
Loadouts.AddRange(_loadoutPath.EnumerateFiles("*.preset")
|
||||
.Select(fi => MessagePackSerializer.Deserialize<EntityPack>(File.ReadAllBytes(fi.FullName))));
|
||||
|
||||
var names = new HashSet<string>();
|
||||
var lines = NameFile.text.Split('\n');
|
||||
foreach (var line in lines)
|
||||
{
|
||||
foreach(var word in line.ToUpperInvariant().Split(' ', ',', '.', '"'))
|
||||
if (word.Length >= NameGeneratorMinLength && !names.Contains(word))
|
||||
names.Add(word);
|
||||
}
|
||||
|
||||
_nameGenerator = new MarkovNameGenerator(ref ItemManager.Random, names, NameGeneratorOrder, NameGeneratorMinLength, NameGeneratorMaxLength);
|
||||
//var zoneFile = Path.Combine(_filePath.FullName, "Home.zone");
|
||||
|
||||
#region Input Handling
|
||||
|
|
@ -237,13 +169,13 @@ public class ActionGameManager : MonoBehaviour
|
|||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Menu.gameObject.SetActive(false);
|
||||
if (CurrentShip != null && CurrentShip.Parent == null)
|
||||
if (CurrentEntity != null && CurrentEntity.Parent == null)
|
||||
{
|
||||
_input.Player.Enable();
|
||||
GameplayUI.SetActive(true);
|
||||
|
||||
SchematicDisplay.ShowShip(CurrentShip);
|
||||
ShipPanel.Display(CurrentShip, true);
|
||||
SchematicDisplay.ShowShip(CurrentEntity);
|
||||
ShipPanel.Display(CurrentEntity, true);
|
||||
}
|
||||
|
||||
return;
|
||||
|
|
@ -253,7 +185,7 @@ public class ActionGameManager : MonoBehaviour
|
|||
_input.Player.Disable();
|
||||
GameplayUI.SetActive(false);
|
||||
Menu.ShowTab(MenuTab.Map);
|
||||
MenuMap.Position = CurrentShip.Position.xz;
|
||||
MenuMap.Position = CurrentEntity.Position.xz;
|
||||
};
|
||||
|
||||
_input.Global.Inventory.performed += context =>
|
||||
|
|
@ -262,13 +194,13 @@ public class ActionGameManager : MonoBehaviour
|
|||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Menu.gameObject.SetActive(false);
|
||||
if (CurrentShip != null && CurrentShip.Parent == null)
|
||||
if (CurrentEntity != null && CurrentEntity.Parent == null)
|
||||
{
|
||||
_input.Player.Enable();
|
||||
GameplayUI.SetActive(true);
|
||||
|
||||
SchematicDisplay.ShowShip(CurrentShip);
|
||||
ShipPanel.Display(CurrentShip, true);
|
||||
SchematicDisplay.ShowShip(CurrentEntity);
|
||||
ShipPanel.Display(CurrentEntity, true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
|
@ -281,52 +213,55 @@ public class ActionGameManager : MonoBehaviour
|
|||
|
||||
_input.Global.Dock.performed += context =>
|
||||
{
|
||||
if (CurrentShip == null)
|
||||
if (CurrentEntity == null)
|
||||
{
|
||||
AkSoundEngine.PostEvent("UI_Fail", gameObject);
|
||||
ConfirmationDialog.Clear();
|
||||
ConfirmationDialog.Title.text = "Can't undock. You dont have a ship!";
|
||||
ConfirmationDialog.Show();
|
||||
}
|
||||
else if (CurrentShip.Parent == null) Dock();
|
||||
else if (CurrentEntity.Parent == null) Dock();
|
||||
else Undock();
|
||||
};
|
||||
|
||||
_input.Player.EnterWormhole.performed += context =>
|
||||
{
|
||||
foreach (var wormhole in SectorRenderer.WormholeInstances.Keys)
|
||||
if(CurrentEntity is Ship ship)
|
||||
{
|
||||
if (length(wormhole.Position - CurrentShip.Position.xz) < Settings.GameplaySettings.WormholeExitRadius)
|
||||
foreach (var wormhole in SectorRenderer.WormholeInstances.Keys)
|
||||
{
|
||||
CurrentShip.EnterWormhole(wormhole.Position);
|
||||
CurrentShip.OnEnteredWormhole += () =>
|
||||
if (length(wormhole.Position - CurrentEntity.Position.xz) < Settings.GameplaySettings.WormholeExitRadius)
|
||||
{
|
||||
GenerateLevel();
|
||||
CurrentShip.ExitWormhole(SectorRenderer.WormholeInstances.Keys.First().Position,
|
||||
Settings.GameplaySettings.WormholeExitVelocity * ItemManager.Random.NextFloat2Direction());
|
||||
CurrentShip.Zone = Zone;
|
||||
};
|
||||
ship.EnterWormhole(wormhole.Position);
|
||||
ship.OnEnteredWormhole += () =>
|
||||
{
|
||||
GenerateLevel();
|
||||
ship.ExitWormhole(SectorRenderer.WormholeInstances.Keys.First().Position,
|
||||
Settings.GameplaySettings.WormholeExitVelocity * ItemManager.Random.NextFloat2Direction());
|
||||
CurrentEntity.Zone = Zone;
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
_input.Player.OverrideShutdown.performed += context =>
|
||||
{
|
||||
CurrentShip.OverrideShutdown = !CurrentShip.OverrideShutdown;
|
||||
CurrentEntity.OverrideShutdown = !CurrentEntity.OverrideShutdown;
|
||||
};
|
||||
|
||||
_input.Player.ToggleHeatsinks.performed += context =>
|
||||
{
|
||||
CurrentShip.HeatsinksEnabled = !CurrentShip.HeatsinksEnabled;
|
||||
AkSoundEngine.PostEvent(CurrentShip.HeatsinksEnabled ? "UI_Success" : "UI_Fail", gameObject);
|
||||
CurrentEntity.HeatsinksEnabled = !CurrentEntity.HeatsinksEnabled;
|
||||
AkSoundEngine.PostEvent(CurrentEntity.HeatsinksEnabled ? "UI_Success" : "UI_Fail", gameObject);
|
||||
};
|
||||
|
||||
_input.Player.ToggleShield.performed += context =>
|
||||
{
|
||||
if (CurrentShip.Shield != null)
|
||||
if (CurrentEntity.Shield != null)
|
||||
{
|
||||
CurrentShip.Shield.Item.Enabled.Value = !CurrentShip.Shield.Item.Enabled.Value;
|
||||
AkSoundEngine.PostEvent(CurrentShip.Shield.Item.Enabled.Value ? "UI_Success" : "UI_Fail", gameObject);
|
||||
CurrentEntity.Shield.Item.Enabled.Value = !CurrentEntity.Shield.Item.Enabled.Value;
|
||||
AkSoundEngine.PostEvent(CurrentEntity.Shield.Item.Enabled.Value ? "UI_Success" : "UI_Fail", gameObject);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
@ -334,29 +269,29 @@ public class ActionGameManager : MonoBehaviour
|
|||
|
||||
_input.Player.TargetReticle.performed += context =>
|
||||
{
|
||||
var underReticle = Zone.Entities.Where(x => x != CurrentShip)
|
||||
.MaxBy(x => dot(normalize(x.Position - CurrentShip.Position), CurrentShip.LookDirection));
|
||||
CurrentShip.Target.Value = CurrentShip.Target.Value == underReticle ? null : underReticle;
|
||||
var underReticle = Zone.Entities.Where(x => x != CurrentEntity)
|
||||
.MaxBy(x => dot(normalize(x.Position - CurrentEntity.Position), CurrentEntity.LookDirection));
|
||||
CurrentEntity.Target.Value = CurrentEntity.Target.Value == underReticle ? null : underReticle;
|
||||
};
|
||||
|
||||
_input.Player.TargetNearest.performed += context =>
|
||||
{
|
||||
CurrentShip.Target.Value = Zone.Entities.Where(x=>x!=CurrentShip)
|
||||
.MaxBy(x => length(x.Position - CurrentShip.Position));
|
||||
CurrentEntity.Target.Value = Zone.Entities.Where(x=>x!=CurrentEntity)
|
||||
.MaxBy(x => length(x.Position - CurrentEntity.Position));
|
||||
};
|
||||
|
||||
_input.Player.TargetNext.performed += context =>
|
||||
{
|
||||
var targets = Zone.Entities.Where(x => x != CurrentShip).OrderBy(x => length(x.Position - CurrentShip.Position)).ToArray();
|
||||
var currentTargetIndex = Array.IndexOf(targets, CurrentShip.Target.Value);
|
||||
CurrentShip.Target.Value = targets[(currentTargetIndex + 1) % targets.Length];
|
||||
var targets = Zone.Entities.Where(x => x != CurrentEntity).OrderBy(x => length(x.Position - CurrentEntity.Position)).ToArray();
|
||||
var currentTargetIndex = Array.IndexOf(targets, CurrentEntity.Target.Value);
|
||||
CurrentEntity.Target.Value = targets[(currentTargetIndex + 1) % targets.Length];
|
||||
};
|
||||
|
||||
_input.Player.TargetPrevious.performed += context =>
|
||||
{
|
||||
var targets = Zone.Entities.Where(x => x != CurrentShip).OrderBy(x => length(x.Position - CurrentShip.Position)).ToArray();
|
||||
var currentTargetIndex = Array.IndexOf(targets, CurrentShip.Target.Value);
|
||||
CurrentShip.Target.Value = targets[(currentTargetIndex + targets.Length - 1) % targets.Length];
|
||||
var targets = Zone.Entities.Where(x => x != CurrentEntity).OrderBy(x => length(x.Position - CurrentEntity.Position)).ToArray();
|
||||
var currentTargetIndex = Array.IndexOf(targets, CurrentEntity.Target.Value);
|
||||
CurrentEntity.Target.Value = targets[(currentTargetIndex + targets.Length - 1) % targets.Length];
|
||||
};
|
||||
|
||||
#endregion
|
||||
|
|
@ -366,43 +301,43 @@ public class ActionGameManager : MonoBehaviour
|
|||
|
||||
_input.Player.PreviousWeaponGroup.performed += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
SchematicDisplay.SelectedGroupIndex--;
|
||||
};
|
||||
|
||||
_input.Player.NextWeaponGroup.performed += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
SchematicDisplay.SelectedGroupIndex++;
|
||||
};
|
||||
|
||||
_input.Player.PreviousWeapon.performed += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
SchematicDisplay.SelectedItemIndex--;
|
||||
};
|
||||
|
||||
_input.Player.NextWeapon.performed += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
SchematicDisplay.SelectedItemIndex++;
|
||||
};
|
||||
|
||||
_input.Player.ToggleWeaponGroup.performed += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
var item = SchematicDisplay.SchematicItems[SchematicDisplay.SelectedItemIndex];
|
||||
if (CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].items.Contains(item.Item))
|
||||
CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].items.Remove(item.Item);
|
||||
else CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].items.Add(item.Item);
|
||||
if (CurrentEntity.TriggerGroups[SchematicDisplay.SelectedGroupIndex].items.Contains(item.Item))
|
||||
CurrentEntity.TriggerGroups[SchematicDisplay.SelectedGroupIndex].items.Remove(item.Item);
|
||||
else CurrentEntity.TriggerGroups[SchematicDisplay.SelectedGroupIndex].items.Add(item.Item);
|
||||
foreach (var group in item.Item.BehaviorGroups.Values)
|
||||
{
|
||||
var weapon = group.GetBehavior<Weapon>();
|
||||
if(weapon != null)
|
||||
{
|
||||
if (CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].weapons.Contains(weapon))
|
||||
CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].weapons.Remove(weapon);
|
||||
else CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].weapons.Add(weapon);
|
||||
if (CurrentEntity.TriggerGroups[SchematicDisplay.SelectedGroupIndex].weapons.Contains(weapon))
|
||||
CurrentEntity.TriggerGroups[SchematicDisplay.SelectedGroupIndex].weapons.Remove(weapon);
|
||||
else CurrentEntity.TriggerGroups[SchematicDisplay.SelectedGroupIndex].weapons.Add(weapon);
|
||||
}
|
||||
}
|
||||
SchematicDisplay.UpdateTriggerGroups();
|
||||
|
|
@ -410,74 +345,74 @@ public class ActionGameManager : MonoBehaviour
|
|||
|
||||
_input.Player.FireGroup1.started += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
foreach (var s in CurrentShip.TriggerGroups[0].weapons) s.Activate();
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
foreach (var s in CurrentEntity.TriggerGroups[0].weapons) s.Activate();
|
||||
};
|
||||
|
||||
_input.Player.FireGroup1.canceled += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
foreach (var s in CurrentShip.TriggerGroups[0].weapons) s.Deactivate();
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
foreach (var s in CurrentEntity.TriggerGroups[0].weapons) s.Deactivate();
|
||||
};
|
||||
|
||||
_input.Player.FireGroup2.started += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
foreach (var s in CurrentShip.TriggerGroups[1].weapons) s.Activate();
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
foreach (var s in CurrentEntity.TriggerGroups[1].weapons) s.Activate();
|
||||
};
|
||||
|
||||
_input.Player.FireGroup2.canceled += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
foreach (var s in CurrentShip.TriggerGroups[1].weapons) s.Deactivate();
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
foreach (var s in CurrentEntity.TriggerGroups[1].weapons) s.Deactivate();
|
||||
};
|
||||
|
||||
_input.Player.FireGroup3.started += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
foreach (var s in CurrentShip.TriggerGroups[2].weapons) s.Activate();
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
foreach (var s in CurrentEntity.TriggerGroups[2].weapons) s.Activate();
|
||||
};
|
||||
|
||||
_input.Player.FireGroup3.canceled += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
foreach (var s in CurrentShip.TriggerGroups[2].weapons) s.Deactivate();
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
foreach (var s in CurrentEntity.TriggerGroups[2].weapons) s.Deactivate();
|
||||
};
|
||||
|
||||
_input.Player.FireGroup4.started += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
foreach (var s in CurrentShip.TriggerGroups[3].weapons) s.Activate();
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
foreach (var s in CurrentEntity.TriggerGroups[3].weapons) s.Activate();
|
||||
};
|
||||
|
||||
_input.Player.FireGroup4.canceled += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
foreach (var s in CurrentShip.TriggerGroups[3].weapons) s.Deactivate();
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
foreach (var s in CurrentEntity.TriggerGroups[3].weapons) s.Deactivate();
|
||||
};
|
||||
|
||||
_input.Player.FireGroup5.started += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
foreach (var s in CurrentShip.TriggerGroups[4].weapons) s.Activate();
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
foreach (var s in CurrentEntity.TriggerGroups[4].weapons) s.Activate();
|
||||
};
|
||||
|
||||
_input.Player.FireGroup5.canceled += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
foreach (var s in CurrentShip.TriggerGroups[4].weapons) s.Deactivate();
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
foreach (var s in CurrentEntity.TriggerGroups[4].weapons) s.Deactivate();
|
||||
};
|
||||
|
||||
_input.Player.FireGroup6.started += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
foreach (var s in CurrentShip.TriggerGroups[5].weapons) s.Activate();
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
foreach (var s in CurrentEntity.TriggerGroups[5].weapons) s.Activate();
|
||||
};
|
||||
|
||||
_input.Player.FireGroup6.canceled += context =>
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
foreach (var s in CurrentShip.TriggerGroups[5].weapons) s.Deactivate();
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
foreach (var s in CurrentEntity.TriggerGroups[5].weapons) s.Deactivate();
|
||||
};
|
||||
|
||||
#endregion
|
||||
|
|
@ -504,15 +439,110 @@ public class ActionGameManager : MonoBehaviour
|
|||
//InventoryPanel.Display(ItemManager, entity);
|
||||
}
|
||||
|
||||
public void GenerateLevel()
|
||||
{
|
||||
var zonePack = ZoneGenerator.GenerateZone(
|
||||
settings: Settings.ZoneSettings,
|
||||
// mapLayers: Context.MapLayers,
|
||||
// resources: Context.Resources,
|
||||
mass: Settings.DefaultZoneMass,
|
||||
radius: Settings.DefaultZoneRadius
|
||||
);
|
||||
|
||||
Zone = new Zone(Settings.PlanetSettings, zonePack);
|
||||
Zone.Log = s => Debug.Log($"Zone: {s}");
|
||||
|
||||
if (CurrentEntity != null)
|
||||
{
|
||||
CurrentEntity.Deactivate();
|
||||
if (CurrentEntity.Zone != null)
|
||||
{
|
||||
CurrentEntity.Zone.Entities.Remove(CurrentEntity);
|
||||
}
|
||||
CurrentEntity.Zone = Zone;
|
||||
Zone.Entities.Add(CurrentEntity);
|
||||
CurrentEntity.Activate();
|
||||
}
|
||||
|
||||
SectorRenderer.LoadZone(Zone);
|
||||
|
||||
if (CurrentEntity != null)
|
||||
{
|
||||
DisposeEntityBinding();
|
||||
BindToEntity(CurrentEntity);
|
||||
}
|
||||
|
||||
GenerateZoneEntities(Zone);
|
||||
}
|
||||
|
||||
private void GenerateZoneEntities(Zone zone)
|
||||
{
|
||||
var testCorp = new MegaCorporation();
|
||||
testCorp.Name = "TestCorp";
|
||||
testCorp.PlayerHostile = true;
|
||||
|
||||
var stationType = ItemData.GetAll<HullData>().First(x=>x.HullType==HullType.Station);
|
||||
var stationHull = ItemManager.CreateInstance(stationType) as EquippableItem;
|
||||
var stationParent = Zone.PlanetInstances.Values.OrderByDescending(p => p.BodyData.Mass.Value).ElementAt(3);
|
||||
var stationParentOrbit = stationParent.Orbit.Data.ID;
|
||||
var stationParentPos = Zone.GetOrbitPosition(stationParentOrbit);
|
||||
var stationPos = stationParentPos + ItemManager.Random.NextFloat2Direction() * stationParent.GravityWellRadius.Value * .1f;
|
||||
var stationOrbit = Zone.CreateOrbit(stationParentOrbit, stationPos);
|
||||
var station = new OrbitalEntity(ItemManager, Zone, stationHull, stationOrbit.ID);
|
||||
//station.Faction = testCorp;
|
||||
zone.Entities.Add(station);
|
||||
var dockingBayData = ItemData.GetAll<DockingBayData>().First();
|
||||
var dockingBay = ItemManager.CreateInstance(dockingBayData) as EquippableItem;
|
||||
station.TryEquip(dockingBay);
|
||||
station.Activate();
|
||||
|
||||
var turretLoadout = Loadouts.First(x => x.Name == "Turret");
|
||||
|
||||
for(int i=0; i<3; i++)
|
||||
{
|
||||
var planet = zone.PlanetInstances.Values.OrderByDescending(p => p.BodyData.Mass.Value).ElementAt(4+i);
|
||||
var planetOrbit = planet.Orbit.Data.ID;
|
||||
var planetPos = zone.GetOrbitPosition(planetOrbit);
|
||||
for (int j = 0; j < 2; j++)
|
||||
{
|
||||
var pos = planetPos + ItemManager.Random.NextFloat2Direction() * planet.GravityWellRadius.Value * (.1f + .1f * j);
|
||||
var orbit = zone.CreateOrbit(planetOrbit, pos);
|
||||
var turret = EntityPack.Unpack(ItemManager, Zone, turretLoadout, orbit.ID, true);
|
||||
turret.Activate();
|
||||
turret.Name = $"Turret {i}-{(char) ('A' + j)}";
|
||||
turret.Faction = testCorp;
|
||||
zone.Entities.Add(turret);
|
||||
}
|
||||
}
|
||||
|
||||
var enemyShipLoadout = Loadouts.First(x => ((HullData) ItemManager.GetData(x.Hull)).HullType == HullType.Ship);
|
||||
var enemyShip = EntityPack.Unpack(ItemManager, Zone, enemyShipLoadout, true);
|
||||
enemyShip.Faction = testCorp;
|
||||
enemyShip.Activate();
|
||||
zone.Entities.Add(enemyShip);
|
||||
zone.Agents.Add(CreateAgent(enemyShip));
|
||||
}
|
||||
|
||||
private Agent CreateAgent(Ship ship)
|
||||
{
|
||||
var agent = new Minion(ship);
|
||||
var task = new PatrolOrbitsTask();
|
||||
task.Circuit = Zone.Orbits.OrderBy(_ => Random.value).Take(4).Select(x => x.Key).ToArray();
|
||||
agent.Task = task;
|
||||
return agent;
|
||||
}
|
||||
|
||||
private void StartGame()
|
||||
{
|
||||
GenerateLevel();
|
||||
CurrentShip = EntityPack.Unpack(ItemManager, Zone, Loadouts.First(x => x.Name == StarterShipTemplate), true);
|
||||
CurrentShip.Zone = Zone;
|
||||
Zone.Entities.Add(CurrentShip);
|
||||
CurrentShip.Activate();
|
||||
BindToEntity();
|
||||
CurrentShip.ExitWormhole(
|
||||
// var turret = Zone.Entities.First(e => e.Name.StartsWith("Turret"));
|
||||
// BindToEntity(turret);
|
||||
var ship = EntityPack.Unpack(ItemManager, Zone, Loadouts.First(x => x.Name == StarterShipTemplate), true);
|
||||
ship.Zone = Zone;
|
||||
Zone.Entities.Add(ship);
|
||||
ship.Activate();
|
||||
BindToEntity(ship);
|
||||
ship.ExitWormhole(
|
||||
SectorRenderer.WormholeInstances.Keys.First().Position,
|
||||
ItemManager.Random.NextFloat2Direction() * Settings.GameplaySettings.WormholeExitVelocity);
|
||||
EnterOverworld();
|
||||
|
|
@ -520,29 +550,32 @@ public class ActionGameManager : MonoBehaviour
|
|||
|
||||
public void Dock()
|
||||
{
|
||||
if (CurrentShip.Parent != null) return;
|
||||
foreach (var entity in Zone.Entities.ToArray())
|
||||
if (CurrentEntity.Parent != null) return;
|
||||
if (CurrentEntity is Ship ship)
|
||||
{
|
||||
if (lengthsq(entity.Position.xz - CurrentShip.Position.xz) <
|
||||
Settings.GameplaySettings.DockingDistance * Settings.GameplaySettings.DockingDistance)
|
||||
foreach (var entity in Zone.Entities.ToArray())
|
||||
{
|
||||
var bay = entity.TryDock(CurrentShip);
|
||||
if (bay != null)
|
||||
if (lengthsq(entity.Position.xz - CurrentEntity.Position.xz) <
|
||||
Settings.GameplaySettings.DockingDistance * Settings.GameplaySettings.DockingDistance)
|
||||
{
|
||||
DisposeEntityBinding();
|
||||
DockedEntity = entity;
|
||||
SectorRenderer.PerspectiveEntity = DockedEntity;
|
||||
DockingBay = bay;
|
||||
DockCamera.enabled = true;
|
||||
FollowCamera.enabled = false;
|
||||
var orbital = (OrbitalEntity) entity;
|
||||
DockCamera.Follow = SectorRenderer.EntityInstances[orbital].transform;
|
||||
var parentOrbit = Zone.Orbits[orbital.OrbitData].Data.Parent;
|
||||
var parentPlanet = SectorRenderer.Planets[Zone.Planets.FirstOrDefault(p => p.Value.Orbit == parentOrbit).Key];
|
||||
DockCamera.LookAt = parentPlanet.Body.transform;
|
||||
Menu.ShowTab(MenuTab.Inventory);
|
||||
AkSoundEngine.PostEvent("Dock", gameObject);
|
||||
return;
|
||||
var bay = entity.TryDock(ship);
|
||||
if (bay != null)
|
||||
{
|
||||
DisposeEntityBinding();
|
||||
DockedEntity = entity;
|
||||
SectorRenderer.PerspectiveEntity = DockedEntity;
|
||||
DockingBay = bay;
|
||||
DockCamera.enabled = true;
|
||||
FollowCamera.enabled = false;
|
||||
var orbital = (OrbitalEntity) entity;
|
||||
DockCamera.Follow = SectorRenderer.EntityInstances[orbital].transform;
|
||||
var parentOrbit = Zone.Orbits[orbital.OrbitData].Data.Parent;
|
||||
var parentPlanet = SectorRenderer.Planets[Zone.Planets.FirstOrDefault(p => p.Value.Orbit == parentOrbit).Key];
|
||||
DockCamera.LookAt = parentPlanet.Body.transform;
|
||||
Menu.ShowTab(MenuTab.Inventory);
|
||||
AkSoundEngine.PostEvent("Dock", gameObject);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -551,40 +584,43 @@ public class ActionGameManager : MonoBehaviour
|
|||
|
||||
public void Undock()
|
||||
{
|
||||
if (CurrentShip.Parent == null) return;
|
||||
if (CurrentShip.GetBehavior<Cockpit>() == null)
|
||||
if (CurrentEntity.Parent == null) return;
|
||||
if (CurrentEntity is Ship ship)
|
||||
{
|
||||
ConfirmationDialog.Clear();
|
||||
ConfirmationDialog.Title.text = "Can't undock. Missing cockpit component!";
|
||||
ConfirmationDialog.Show();
|
||||
AkSoundEngine.PostEvent("UI_Fail", gameObject);
|
||||
}
|
||||
else if (CurrentShip.GetBehavior<Thruster>() == null)
|
||||
{
|
||||
ConfirmationDialog.Clear();
|
||||
ConfirmationDialog.Title.text = "Can't undock. Missing thruster component!";
|
||||
ConfirmationDialog.Show();
|
||||
AkSoundEngine.PostEvent("UI_Fail", gameObject);
|
||||
}
|
||||
else if (CurrentShip.GetBehavior<Reactor>() == null)
|
||||
{
|
||||
ConfirmationDialog.Clear();
|
||||
ConfirmationDialog.Title.text = "Can't undock. Missing reactor component!";
|
||||
ConfirmationDialog.Show();
|
||||
AkSoundEngine.PostEvent("UI_Fail", gameObject);
|
||||
}
|
||||
else if (CurrentShip.Parent.TryUndock(CurrentShip))
|
||||
{
|
||||
BindToEntity();
|
||||
if (CurrentEntity.GetBehavior<Cockpit>() == null)
|
||||
{
|
||||
ConfirmationDialog.Clear();
|
||||
ConfirmationDialog.Title.text = "Can't undock. Missing cockpit component!";
|
||||
ConfirmationDialog.Show();
|
||||
AkSoundEngine.PostEvent("UI_Fail", gameObject);
|
||||
}
|
||||
else if (CurrentEntity.GetBehavior<Thruster>() == null)
|
||||
{
|
||||
ConfirmationDialog.Clear();
|
||||
ConfirmationDialog.Title.text = "Can't undock. Missing thruster component!";
|
||||
ConfirmationDialog.Show();
|
||||
AkSoundEngine.PostEvent("UI_Fail", gameObject);
|
||||
}
|
||||
else if (CurrentEntity.GetBehavior<Reactor>() == null)
|
||||
{
|
||||
ConfirmationDialog.Clear();
|
||||
ConfirmationDialog.Title.text = "Can't undock. Missing reactor component!";
|
||||
ConfirmationDialog.Show();
|
||||
AkSoundEngine.PostEvent("UI_Fail", gameObject);
|
||||
}
|
||||
else if (CurrentEntity.Parent.TryUndock(ship))
|
||||
{
|
||||
BindToEntity(ship);
|
||||
|
||||
EnterOverworld();
|
||||
AkSoundEngine.PostEvent("Undock", gameObject);
|
||||
}
|
||||
else
|
||||
{
|
||||
ConfirmationDialog.Title.text = "Can't undock. Must empty docking bay!";
|
||||
ConfirmationDialog.Show();
|
||||
AkSoundEngine.PostEvent("UI_Fail", gameObject);
|
||||
EnterOverworld();
|
||||
AkSoundEngine.PostEvent("Undock", gameObject);
|
||||
}
|
||||
else
|
||||
{
|
||||
ConfirmationDialog.Title.text = "Can't undock. Must empty docking bay!";
|
||||
ConfirmationDialog.Show();
|
||||
AkSoundEngine.PostEvent("UI_Fail", gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -617,25 +653,31 @@ public class ActionGameManager : MonoBehaviour
|
|||
Cursor.lockState = CursorLockMode.Locked;
|
||||
GameplayUI.SetActive(true);
|
||||
_input.Player.Enable();
|
||||
ShipPanel.Display(CurrentShip, true);
|
||||
SchematicDisplay.ShowShip(CurrentShip);
|
||||
ShipPanel.Display(CurrentEntity, true);
|
||||
SchematicDisplay.ShowShip(CurrentEntity);
|
||||
}
|
||||
|
||||
private void BindToEntity()
|
||||
private void BindToEntity(Entity entity)
|
||||
{
|
||||
SectorRenderer.PerspectiveEntity = CurrentShip;
|
||||
if (!SectorRenderer.EntityInstances.ContainsKey(entity))
|
||||
{
|
||||
Debug.LogError($"Attempted to bind to entity {entity.Name}, but SectorRenderer has no such instance!");
|
||||
return;
|
||||
}
|
||||
CurrentEntity = entity;
|
||||
SectorRenderer.PerspectiveEntity = CurrentEntity;
|
||||
|
||||
FollowCamera.LookAt = SectorRenderer.EntityInstances[CurrentShip].LookAtPoint;
|
||||
FollowCamera.Follow = SectorRenderer.EntityInstances[CurrentShip].transform;
|
||||
_articulationGroups = CurrentShip.Equipment
|
||||
FollowCamera.LookAt = SectorRenderer.EntityInstances[CurrentEntity].LookAtPoint;
|
||||
FollowCamera.Follow = SectorRenderer.EntityInstances[CurrentEntity].transform;
|
||||
_articulationGroups = CurrentEntity.Equipment
|
||||
.Where(item => item.Behaviors.Any(x => x.Data is WeaponData && !(x.Data is LauncherData)))
|
||||
.GroupBy(item => SectorRenderer.EntityInstances[CurrentShip]
|
||||
.GetBarrel(CurrentShip.Hardpoints[item.Position.x, item.Position.y])
|
||||
.GroupBy(item => SectorRenderer.EntityInstances[CurrentEntity]
|
||||
.GetBarrel(CurrentEntity.Hardpoints[item.Position.x, item.Position.y])
|
||||
.GetComponentInParent<ArticulationPoint>()?.Group ?? -1)
|
||||
.Select((group, index) => {
|
||||
return (
|
||||
group.Select(item => CurrentShip.Hardpoints[item.Position.x, item.Position.y]).ToArray(),
|
||||
group.Select(item => SectorRenderer.EntityInstances[CurrentShip].GetBarrel(CurrentShip.Hardpoints[item.Position.x, item.Position.y])).ToArray(),
|
||||
group.Select(item => CurrentEntity.Hardpoints[item.Position.x, item.Position.y]).ToArray(),
|
||||
group.Select(item => SectorRenderer.EntityInstances[CurrentEntity].GetBarrel(CurrentEntity.Hardpoints[item.Position.x, item.Position.y])).ToArray(),
|
||||
Crosshairs[index]
|
||||
);
|
||||
}).ToArray();
|
||||
|
|
@ -645,38 +687,38 @@ public class ActionGameManager : MonoBehaviour
|
|||
foreach (var group in _articulationGroups)
|
||||
group.crosshair.gameObject.SetActive(true);
|
||||
|
||||
_shipSubscriptions.Add(CurrentShip.Target.Subscribe(target =>
|
||||
_shipSubscriptions.Add(CurrentEntity.Target.Subscribe(target =>
|
||||
{
|
||||
TargetIndicator.gameObject.SetActive(CurrentShip.Target.Value != null);
|
||||
TargetIndicator.gameObject.SetActive(CurrentEntity.Target.Value != null);
|
||||
TargetShipPanel.gameObject.SetActive(target != null);
|
||||
if (target != null)
|
||||
{
|
||||
TargetShipPanel.Display(target, true);
|
||||
TargetSchematicDisplay.ShowShip(target, CurrentShip);
|
||||
TargetSchematicDisplay.ShowShip(target, CurrentEntity);
|
||||
}
|
||||
}));
|
||||
|
||||
foreach (var entity in CurrentShip.VisibleHostiles)
|
||||
foreach (var hostile in CurrentEntity.VisibleHostiles)
|
||||
{
|
||||
var indicator = HostileTargetIndicator.Instantiate<VisibleHostileIndicator>();
|
||||
_visibleHostileIndicators.Add(entity, indicator);
|
||||
_visibleHostileIndicators.Add(hostile, indicator);
|
||||
}
|
||||
_shipSubscriptions.Add(CurrentShip.VisibleHostiles.ObserveAdd().Subscribe(addEvent =>
|
||||
_shipSubscriptions.Add(CurrentEntity.VisibleHostiles.ObserveAdd().Subscribe(addEvent =>
|
||||
{
|
||||
var indicator = HostileTargetIndicator.Instantiate<VisibleHostileIndicator>();
|
||||
_visibleHostileIndicators.Add(addEvent.Value, indicator);
|
||||
}));
|
||||
_shipSubscriptions.Add(CurrentShip.VisibleHostiles.ObserveRemove().Subscribe(removeEvent =>
|
||||
_shipSubscriptions.Add(CurrentEntity.VisibleHostiles.ObserveRemove().Subscribe(removeEvent =>
|
||||
{
|
||||
_visibleHostileIndicators[removeEvent.Value].GetComponent<Prototype>().ReturnToPool();
|
||||
_visibleHostileIndicators.Remove(removeEvent.Value);
|
||||
}));
|
||||
|
||||
_shipSubscriptions.Add(CurrentShip.Death.Subscribe(_ =>
|
||||
_shipSubscriptions.Add(CurrentEntity.Death.Subscribe(_ =>
|
||||
{
|
||||
var deathTime = Time.time;
|
||||
DisposeEntityBinding();
|
||||
CurrentShip = null;
|
||||
CurrentEntity = null;
|
||||
ConfirmationDialog.Clear();
|
||||
ConfirmationDialog.Title.text = "You have died!";
|
||||
ConfirmationDialog.Show(StartGame, null, "Try again!");
|
||||
|
|
@ -696,7 +738,7 @@ public class ActionGameManager : MonoBehaviour
|
|||
});
|
||||
}));
|
||||
|
||||
_lockingIndicators = CurrentShip.GetBehaviors<LockWeapon>()
|
||||
_lockingIndicators = CurrentEntity.GetBehaviors<LockWeapon>()
|
||||
.Select(x =>
|
||||
{
|
||||
var i = LockIndicator.Instantiate<PlaceUIElementWorldspace>();
|
||||
|
|
@ -716,9 +758,9 @@ public class ActionGameManager : MonoBehaviour
|
|||
|
||||
public IEnumerable<EquippedCargoBay> AvailableCargoBays()
|
||||
{
|
||||
if (CurrentShip.Parent != null)
|
||||
if (CurrentEntity.Parent != null)
|
||||
{
|
||||
foreach (var bay in CurrentShip.Parent.DockingBays)
|
||||
foreach (var bay in CurrentEntity.Parent.DockingBays)
|
||||
{
|
||||
if (PlayerEntities.Contains(bay.DockedShip)) yield return bay;
|
||||
}
|
||||
|
|
@ -732,8 +774,8 @@ public class ActionGameManager : MonoBehaviour
|
|||
{
|
||||
if (DockedEntity.Children.Contains(entity)) yield return entity;
|
||||
}
|
||||
else if (CurrentShip != null)
|
||||
yield return CurrentShip;
|
||||
else if (CurrentEntity != null)
|
||||
yield return CurrentEntity;
|
||||
}
|
||||
|
||||
void Update()
|
||||
|
|
@ -742,28 +784,32 @@ public class ActionGameManager : MonoBehaviour
|
|||
{
|
||||
_time += Time.deltaTime;
|
||||
ItemManager.Time = Time.time;
|
||||
if(CurrentShip !=null && CurrentShip.Parent==null)
|
||||
if(CurrentEntity !=null && CurrentEntity.Parent==null)
|
||||
{
|
||||
foreach (var indicator in _visibleHostileIndicators)
|
||||
{
|
||||
indicator.Value.gameObject.SetActive(indicator.Key!=CurrentShip.Target.Value);
|
||||
indicator.Value.gameObject.SetActive(indicator.Key!=CurrentEntity.Target.Value);
|
||||
indicator.Value.Place.Target = indicator.Key.Position;
|
||||
indicator.Value.Fill.fillAmount =
|
||||
saturate(indicator.Key.EntityInfoGathered[CurrentShip] / Settings.GameplaySettings.TargetDetectionInfoThreshold);
|
||||
saturate(indicator.Key.EntityInfoGathered[CurrentEntity] / Settings.GameplaySettings.TargetDetectionInfoThreshold);
|
||||
indicator.Value.Fill.enabled =
|
||||
!(indicator.Key.EntityInfoGathered[CurrentShip] > Settings.GameplaySettings.TargetDetectionInfoThreshold) ||
|
||||
!(indicator.Key.EntityInfoGathered[CurrentEntity] > Settings.GameplaySettings.TargetDetectionInfoThreshold) ||
|
||||
sin(TargetSpottedBlinkFrequency * Time.time) + TargetSpottedBlinkOffset > 0;
|
||||
}
|
||||
var look = _input.Player.Look.ReadValue<Vector2>();
|
||||
_shipYawPitch = float2(_shipYawPitch.x + look.x * Sensitivity.x, clamp(_shipYawPitch.y + look.y * Sensitivity.y, -.45f * PI, .45f * PI));
|
||||
_viewDirection = mul(float3(0, 0, 1), Unity.Mathematics.float3x3.Euler(float3(_shipYawPitch.yx, 0), RotationOrder.YXZ));
|
||||
CurrentShip.LookDirection = _viewDirection;
|
||||
CurrentShip.MovementDirection = _input.Player.Move.ReadValue<Vector2>();
|
||||
HeatstrokePP.weight = saturate(unlerp(0, Settings.GameplaySettings.SevereHeatstrokeRiskThreshold, CurrentShip.Heatstroke));
|
||||
var severeHeatstrokeLerp = saturate(unlerp(Settings.GameplaySettings.SevereHeatstrokeRiskThreshold, 1, CurrentShip.Heatstroke));
|
||||
_entityYawPitch = float2(_entityYawPitch.x + look.x * Sensitivity.x, clamp(_entityYawPitch.y + look.y * Sensitivity.y, -.45f * PI, .45f * PI));
|
||||
_viewDirection = mul(float3(0, 0, 1), Unity.Mathematics.float3x3.Euler(float3(_entityYawPitch.yx, 0), RotationOrder.YXZ));
|
||||
CurrentEntity.LookDirection = _viewDirection;
|
||||
HeatstrokePP.weight = saturate(unlerp(0, Settings.GameplaySettings.SevereHeatstrokeRiskThreshold, CurrentEntity.Heatstroke));
|
||||
var severeHeatstrokeLerp = saturate(unlerp(Settings.GameplaySettings.SevereHeatstrokeRiskThreshold, 1, CurrentEntity.Heatstroke));
|
||||
SevereHeatstrokePP.weight =
|
||||
severeHeatstrokeLerp + severeHeatstrokeLerp * (1 - severeHeatstrokeLerp) *
|
||||
max(Settings.HeatstrokePhasingFloor, sin(Time.time * Settings.HeatstrokePhasingFrequency));
|
||||
|
||||
if(CurrentEntity is Ship ship)
|
||||
{
|
||||
ship.MovementDirection = _input.Player.Move.ReadValue<Vector2>();
|
||||
}
|
||||
}
|
||||
}
|
||||
Zone.Update(_time, Time.deltaTime);
|
||||
|
|
@ -777,12 +823,12 @@ public class ActionGameManager : MonoBehaviour
|
|||
|
||||
private void UpdateTargetIndicators()
|
||||
{
|
||||
if (CurrentShip == null || CurrentShip.Parent != null) return;
|
||||
if (CurrentEntity == null || CurrentEntity.Parent != null) return;
|
||||
|
||||
ViewDot.Target = SectorRenderer.EntityInstances[CurrentShip].LookAtPoint.position;
|
||||
if (CurrentShip.Target.Value != null)
|
||||
TargetIndicator.Target = CurrentShip.Target.Value.Position;
|
||||
var distance = length((float3)ViewDot.Target - CurrentShip.Position);
|
||||
ViewDot.Target = SectorRenderer.EntityInstances[CurrentEntity].LookAtPoint.position;
|
||||
if (CurrentEntity.Target.Value != null)
|
||||
TargetIndicator.Target = CurrentEntity.Target.Value.Position;
|
||||
var distance = length((float3)ViewDot.Target - CurrentEntity.Position);
|
||||
foreach (var (_, barrels, crosshair) in _articulationGroups)
|
||||
{
|
||||
var averagePosition = Vector3.zero;
|
||||
|
|
@ -791,13 +837,14 @@ public class ActionGameManager : MonoBehaviour
|
|||
averagePosition /= barrels.Length;
|
||||
crosshair.Target = averagePosition;
|
||||
}
|
||||
|
||||
foreach (var (targetLock, indicator, spin) in _lockingIndicators)
|
||||
{
|
||||
var showLockingIndicator = targetLock.Lock > .01f && CurrentShip.Target.Value != null;
|
||||
var showLockingIndicator = targetLock.Lock > .01f && CurrentEntity.Target.Value != null && CurrentEntity.Target.Value.IsHostileTo(CurrentEntity);
|
||||
indicator.gameObject.SetActive(showLockingIndicator);
|
||||
if(showLockingIndicator)
|
||||
{
|
||||
indicator.Target = CurrentShip.Target.Value.Position;
|
||||
indicator.Target = CurrentEntity.Target.Value.Position;
|
||||
indicator.NoiseAmplitude = Settings.GameplaySettings.LockIndicatorNoiseAmplitude * (1 - targetLock.Lock);
|
||||
indicator.NoiseFrequency = Settings.GameplaySettings.LockIndicatorFrequency.Evaluate(targetLock.Lock);
|
||||
spin.Speed = Settings.GameplaySettings.LockSpinSpeed.Evaluate(targetLock.Lock);
|
||||
|
|
|
|||
|
|
@ -83,17 +83,18 @@ public class ConstantLaser : MonoBehaviour
|
|||
shield.ShowHit(hit.point, sqrt(Damage));
|
||||
LineRenderer.SetPosition(1, hit.point);
|
||||
hitFound = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
var hull = hit.collider.GetComponent<HullCollider>();
|
||||
if (hull)
|
||||
if (hull && !(hull.Entity.Shield != null && hull.Entity.Shield.Item.Active.Value && hull.Entity.Shield.CanTakeHit(DamageType, Damage)))
|
||||
{
|
||||
if (hull.Entity != SourceEntity)
|
||||
{
|
||||
hull.SendHit(Damage * Time.deltaTime, Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, transform.forward);
|
||||
transform.position = hit.point;
|
||||
LineRenderer.SetPosition(1, hit.point);
|
||||
hitFound = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -47,7 +47,6 @@ public class HitscanEffect : MonoBehaviour
|
|||
if (hull.Entity != SourceEntity)
|
||||
{
|
||||
hull.SendHit(Damage, Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, transform.forward);
|
||||
transform.position = hit.point;
|
||||
hitFound = true;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -49,17 +49,18 @@ public class Laser : MonoBehaviour
|
|||
shield.ShowHit(hit.point, sqrt(Damage));
|
||||
LineRenderer.SetPosition(1, hit.point);
|
||||
hitFound = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
var hull = hit.collider.GetComponent<HullCollider>();
|
||||
if (hull)
|
||||
if (hull && !(hull.Entity.Shield != null && hull.Entity.Shield.Item.Active.Value && hull.Entity.Shield.CanTakeHit(DamageType, Damage)))
|
||||
{
|
||||
if (hull.Entity != SourceEntity)
|
||||
{
|
||||
hull.SendHit(Damage * (Time.deltaTime / Duration), Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, transform.forward);
|
||||
transform.position = hit.point;
|
||||
LineRenderer.SetPosition(1, hit.point);
|
||||
hitFound = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -38,7 +38,7 @@ public class Agent
|
|||
|
||||
public void Transition(BaseState targetState, Action onTransition = null)
|
||||
{
|
||||
ItemManager.Log($"{Ship.Name} changing state from {_currentState.GetType().Name} to {targetState.GetType().Name}");
|
||||
//ItemManager.Log($"{Ship.Name} changing state from {_currentState.GetType().Name} to {targetState.GetType().Name}");
|
||||
_currentState.OnExitState();
|
||||
_currentState = targetState;
|
||||
onTransition?.Invoke();
|
||||
|
|
|
|||
|
|
@ -8,7 +8,7 @@ public class Minion : Agent
|
|||
{
|
||||
var patrolState = new PatrolOrbitsState(this);
|
||||
_rootState.AddTransition(patrolState,
|
||||
() => Task is PatrolOrbitsTask,
|
||||
() => Task is PatrolOrbitsTask,
|
||||
() => patrolState.Task = Task as PatrolOrbitsTask);
|
||||
|
||||
Ship.VisibleHostiles.ObserveAdd().Where(_ => Ship.Target.Value == null).Subscribe(add => Ship.Target.Value = add.Value);
|
||||
|
|
|
|||
|
|
@ -69,7 +69,7 @@ public class LockWeapon : InstantWeapon
|
|||
_target = Entity.Target.Value;
|
||||
}
|
||||
|
||||
if (Entity.Target.Value != null)
|
||||
if (Entity.Target.Value != null && Entity.Target.Value.IsHostileTo(Entity))
|
||||
{
|
||||
LockSpeed = Item.Evaluate(_data.LockSpeed);
|
||||
SensorImpact = Item.Evaluate(_data.SensorImpact);
|
||||
|
|
|
|||
|
|
@ -4,15 +4,23 @@
|
|||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Random = Unity.Mathematics.Random;
|
||||
|
||||
//Generates random names based on the statistical weight of letter sequences
|
||||
//in a collection of sample names
|
||||
public class MarkovNameGenerator
|
||||
{
|
||||
//constructor
|
||||
public MarkovNameGenerator(IEnumerable<string> sampleNames, int order, int minLength, int maxLength)
|
||||
private Dictionary<string, List<char>> _chains = new Dictionary<string, List<char>>();
|
||||
private List<string> _samples = new List<string>();
|
||||
private static List<string> _used = new List<string>();
|
||||
private int _order;
|
||||
private int _minLength;
|
||||
private int _maxLength;
|
||||
private Random _random;
|
||||
|
||||
public MarkovNameGenerator(ref Random random, IEnumerable<string> sampleNames, int order, int minLength, int maxLength)
|
||||
{
|
||||
_random = random;
|
||||
//fix parameter values
|
||||
if (order < 1)
|
||||
order = 1;
|
||||
|
|
@ -29,7 +37,7 @@ public class MarkovNameGenerator
|
|||
string[] tokens = line.Split(' ','-','\'','(',')');
|
||||
foreach (string word in tokens)
|
||||
{
|
||||
string upper = word.Trim().ToUpper();
|
||||
string upper = word.Trim().ToLowerInvariant();
|
||||
if (upper.Length < order + 1)
|
||||
continue;
|
||||
_samples.Add(upper + '|'); // Add end character
|
||||
|
|
@ -64,7 +72,7 @@ public class MarkovNameGenerator
|
|||
string s = "";
|
||||
do
|
||||
{
|
||||
int n = UnityEngine.Random.Range(0,_samples.Count);
|
||||
int n = _random.NextInt(0,_samples.Count);
|
||||
//int nameLength = _samples[n].Length;
|
||||
//s = _samples[n].Substring(UnityEngine.Random.Range(0, _samples[n].Length - _order), _order);//get a random token somewhere in middle of sample word
|
||||
s = _samples[n].Substring(0, _order);//get a random token at the start of a sample word
|
||||
|
|
@ -77,25 +85,6 @@ public class MarkovNameGenerator
|
|||
else
|
||||
break;
|
||||
}
|
||||
|
||||
// if (s.Contains(" "))
|
||||
// {
|
||||
// string[] tokens = s.Split(' ');
|
||||
// s = "";
|
||||
// for (int t = 0; t < tokens.Length; t++)
|
||||
// {
|
||||
// if (tokens[t] == "")
|
||||
// continue;
|
||||
// if (tokens[t].Length == 1)
|
||||
// tokens[t] = tokens[t].ToUpper();
|
||||
// else
|
||||
// tokens[t] = tokens[t].Substring(0, 1) + tokens[t].Substring(1).ToLower();
|
||||
// if (s != "")
|
||||
// s += " ";
|
||||
// s += tokens[t];
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
s = s.Substring(0, 1) + s.Substring(1).ToLower();
|
||||
}
|
||||
while (_used.Contains(s) || s.Length < _minLength || s.Length > _maxLength);
|
||||
|
|
@ -110,21 +99,13 @@ public class MarkovNameGenerator
|
|||
_used.Clear();
|
||||
}
|
||||
|
||||
//private members
|
||||
private Dictionary<string, List<char>> _chains = new Dictionary<string, List<char>>();
|
||||
private List<string> _samples = new List<string>();
|
||||
private static List<string> _used = new List<string>();
|
||||
private int _order;
|
||||
private int _minLength;
|
||||
private int _maxLength;
|
||||
|
||||
//Get a random letter from the chain
|
||||
private char GetLetter(string token)
|
||||
{
|
||||
if (!_chains.ContainsKey(token))
|
||||
return '?';
|
||||
List<char> letters = _chains[token];
|
||||
int n = UnityEngine.Random.Range(0,letters.Count);
|
||||
int n = _random.NextInt(0,letters.Count);
|
||||
return letters[n];
|
||||
}
|
||||
}
|
||||
8
Assets/Scripts/ServerShared/NIH/Heap.meta
Normal file
8
Assets/Scripts/ServerShared/NIH/Heap.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 63e706963a42eb446a7ea8dcc68197f2
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
211
Assets/Scripts/ServerShared/NIH/Heap/BaseHeap.cs
Normal file
211
Assets/Scripts/ServerShared/NIH/Heap/BaseHeap.cs
Normal file
|
|
@ -0,0 +1,211 @@
|
|||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace DataStructures.ViliWonka.Heap {
|
||||
|
||||
// array start at index 1, optimisation reason
|
||||
public abstract class BaseHeap {
|
||||
|
||||
protected int nodesCount;
|
||||
protected int maxSize;
|
||||
|
||||
protected float[] heap;
|
||||
|
||||
protected BaseHeap(int initialSize) {
|
||||
|
||||
maxSize = initialSize;
|
||||
heap = new float[initialSize + 1];
|
||||
}
|
||||
|
||||
public int Count { get { return nodesCount; } }
|
||||
|
||||
public float HeadValue { get { return heap[1]; } }
|
||||
|
||||
public void Clear() {
|
||||
nodesCount = 0;
|
||||
}
|
||||
|
||||
protected int Parent(int index) { return (index >> 1); }
|
||||
protected int Left (int index) { return (index << 1); }
|
||||
protected int Right (int index) { return (index << 1) | 1; }
|
||||
|
||||
// bubble down, MaxHeap version
|
||||
protected void BubbleDownMax(int index) {
|
||||
|
||||
int L = Left(index);
|
||||
int R = Right(index);
|
||||
|
||||
// bubbling down, 2 kids
|
||||
while (R <= nodesCount) {
|
||||
|
||||
// if heap property is violated between index and Left child
|
||||
if(heap[index] < heap[L]) {
|
||||
|
||||
if (heap[L] < heap[R]) {
|
||||
|
||||
Swap(index, R); // left has bigger priority
|
||||
index = R;
|
||||
}
|
||||
else {
|
||||
|
||||
Swap(index, L); // right has bigger priority
|
||||
index = L;
|
||||
}
|
||||
}
|
||||
else {
|
||||
// if heap property is violated between index and R
|
||||
if (heap[index] < heap[R]) {
|
||||
|
||||
Swap(index, R);
|
||||
index = R;
|
||||
}
|
||||
else {
|
||||
|
||||
index = L;
|
||||
L = Left(index);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
L = Left(index);
|
||||
R = Right(index);
|
||||
}
|
||||
|
||||
// only left & last children available to test and swap
|
||||
if (L <= nodesCount && heap[index] < heap[L]) {
|
||||
Swap(index, L);
|
||||
}
|
||||
}
|
||||
|
||||
// bubble up, MaxHeap version
|
||||
protected void BubbleUpMax(int index) {
|
||||
|
||||
int P = Parent(index);
|
||||
|
||||
//swap, until Heap property isn't violated anymore
|
||||
while (P > 0 && heap[P] < heap[index]) {
|
||||
|
||||
Swap(P, index);
|
||||
|
||||
index = P;
|
||||
P = Parent(index);
|
||||
}
|
||||
}
|
||||
|
||||
// bubble down, MinHeap version
|
||||
protected void BubbleDownMin(int index) {
|
||||
|
||||
int L = Left(index);
|
||||
int R = Right(index);
|
||||
|
||||
// bubbling down, 2 kids
|
||||
while(R <= nodesCount) {
|
||||
|
||||
// if heap property is violated between index and Left child
|
||||
if(heap[index] > heap[L]) {
|
||||
|
||||
if(heap[L] > heap[R]) {
|
||||
|
||||
Swap(index, R); // right has smaller priority
|
||||
index = R;
|
||||
}
|
||||
else {
|
||||
|
||||
Swap(index, L); // left has smaller priority
|
||||
index = L;
|
||||
}
|
||||
}
|
||||
else {
|
||||
// if heap property is violated between index and R
|
||||
if(heap[index] > heap[R]) {
|
||||
|
||||
Swap(index, R);
|
||||
index = R;
|
||||
}
|
||||
else {
|
||||
|
||||
index = L;
|
||||
L = Left(index);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
L = Left(index);
|
||||
R = Right(index);
|
||||
}
|
||||
|
||||
// only left & last children available to test and swap
|
||||
if(L <= nodesCount && heap[index] > heap[L]) {
|
||||
Swap(index, L);
|
||||
}
|
||||
}
|
||||
|
||||
// bubble up, MinHeap version
|
||||
protected void BubbleUpMin(int index) {
|
||||
|
||||
int P = Parent(index);
|
||||
|
||||
//swap, until Heap property isn't violated anymore
|
||||
while(P > 0 && heap[P] > heap[index]) {
|
||||
|
||||
Swap(P, index);
|
||||
|
||||
index = P;
|
||||
P = Parent(index);
|
||||
}
|
||||
}
|
||||
|
||||
protected float tempHeap;
|
||||
protected virtual void Swap(int A, int B) {
|
||||
|
||||
tempHeap = heap[A];
|
||||
heap[A] = heap[B];
|
||||
heap[B] = tempHeap;
|
||||
}
|
||||
|
||||
protected virtual void UpsizeHeap() {
|
||||
|
||||
maxSize *= 2;
|
||||
System.Array.Resize(ref heap, maxSize + 1);
|
||||
}
|
||||
|
||||
public virtual void PushValue(float h) {
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
|
||||
public virtual float PopValue() {
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
|
||||
public void FlushHeapResult(List<float> heapList) {
|
||||
|
||||
for(int i = 1; i < Count; i++) {
|
||||
heapList.Add(heap[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/ServerShared/NIH/Heap/BaseHeap.cs.meta
Normal file
11
Assets/Scripts/ServerShared/NIH/Heap/BaseHeap.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f79974e0b20985b47a168ebcb1f3e74b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
229
Assets/Scripts/ServerShared/NIH/Heap/KSmallest.cs
Normal file
229
Assets/Scripts/ServerShared/NIH/Heap/KSmallest.cs
Normal file
|
|
@ -0,0 +1,229 @@
|
|||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace DataStructures.ViliWonka.Heap {
|
||||
|
||||
public class KSmallestHeap : BaseHeap {
|
||||
|
||||
public KSmallestHeap(int maxEntries) : base(maxEntries) {
|
||||
|
||||
}
|
||||
|
||||
public bool Full {
|
||||
get {
|
||||
return maxSize == nodesCount;
|
||||
}
|
||||
}
|
||||
|
||||
// in lots of cases, max head gets removed
|
||||
public override void PushValue(float h) {
|
||||
|
||||
// if heap full
|
||||
if(nodesCount == maxSize) {
|
||||
|
||||
// if Heads priority is smaller than input priority, then ignore that item
|
||||
if(HeadValue < h) {
|
||||
|
||||
return;
|
||||
}
|
||||
else {
|
||||
|
||||
heap[1] = h; // remove top element
|
||||
BubbleDownMax(1); // bubble it down
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
nodesCount++;
|
||||
heap[nodesCount] = h;
|
||||
BubbleUpMax(nodesCount);
|
||||
}
|
||||
}
|
||||
|
||||
public override float PopValue() {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
float result = heap[1];
|
||||
|
||||
heap[1] = heap[nodesCount];
|
||||
nodesCount--;
|
||||
BubbleDownMax(1);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public void Print() {
|
||||
|
||||
//UnityEngine.Debug.Log("HeapPropertyHolds? " + HeapPropertyHolds(1));
|
||||
}
|
||||
|
||||
//should remove
|
||||
public bool HeapPropertyHolds(int index, int depth = 0) {
|
||||
|
||||
if (index > nodesCount)
|
||||
return true;
|
||||
|
||||
//UnityEngine.Debug.Log(heap[index]);
|
||||
|
||||
int L = Left(index);
|
||||
int R = Right(index);
|
||||
|
||||
bool bothHold = true;
|
||||
|
||||
if(L <= nodesCount) {
|
||||
|
||||
//UnityEngine.Debug.Log(heap[index] + " => " + heap[L]);
|
||||
|
||||
if (heap[index] < heap[L])
|
||||
bothHold = false;
|
||||
}
|
||||
|
||||
// if L <= nodesCount, then R <= nodesCount can also happen
|
||||
if (R <= nodesCount) {
|
||||
|
||||
//UnityEngine.Debug.Log(heap[index] + " => " + heap[R]);
|
||||
|
||||
if (bothHold && heap[index] < heap[R])
|
||||
bothHold = false;
|
||||
|
||||
}
|
||||
|
||||
return bothHold & HeapPropertyHolds(L, depth + 1) & HeapPropertyHolds(R, depth + 1);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// array start at index 1
|
||||
// generic version
|
||||
public class KSmallestHeap<T> : KSmallestHeap {
|
||||
|
||||
T[] objs; //objects
|
||||
|
||||
public KSmallestHeap(int maxEntries) : base(maxEntries) {
|
||||
objs = new T[maxEntries + 1];
|
||||
}
|
||||
|
||||
public T HeadHeapObject { get { return objs[1]; } }
|
||||
|
||||
T tempObjs;
|
||||
protected override void Swap(int A, int B) {
|
||||
|
||||
tempHeap = heap[A];
|
||||
tempObjs = objs[A];
|
||||
|
||||
heap[A] = heap[B];
|
||||
objs[A] = objs[B];
|
||||
|
||||
heap[B] = tempHeap;
|
||||
objs[B] = tempObjs;
|
||||
}
|
||||
|
||||
public override void PushValue(float h) {
|
||||
throw new System.ArgumentException("Use Push(T, float)!");
|
||||
}
|
||||
|
||||
public void PushObj(T obj, float h) {
|
||||
|
||||
// if heap full
|
||||
if(nodesCount == maxSize) {
|
||||
|
||||
// if Heads priority is smaller than input priority, then ignore that item
|
||||
if(HeadValue < h) {
|
||||
|
||||
return;
|
||||
}
|
||||
else {
|
||||
|
||||
heap[1] = h; // remove top element
|
||||
objs[1] = obj;
|
||||
BubbleDownMax(1); // bubble it down
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
nodesCount++;
|
||||
heap[nodesCount] = h;
|
||||
objs[nodesCount] = obj;
|
||||
BubbleUpMax(nodesCount);
|
||||
}
|
||||
}
|
||||
|
||||
public override float PopValue() {
|
||||
throw new System.ArgumentException("Use PopObj()!");
|
||||
}
|
||||
|
||||
public T PopObj() {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
T result = objs[1];
|
||||
|
||||
heap[1] = heap[nodesCount];
|
||||
objs[1] = objs[nodesCount];
|
||||
|
||||
nodesCount--;
|
||||
BubbleDownMax(1);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public T PopObj(ref float heapValue) {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
heapValue = heap[1];
|
||||
T result = PopObj();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
//flush internal results, returns ordered data
|
||||
public void FlushResult(List<T> resultList, List<float> heapList = null) {
|
||||
|
||||
int count = nodesCount + 1;
|
||||
|
||||
|
||||
if(heapList == null) {
|
||||
|
||||
for(int i = 1; i < count; i++) {
|
||||
resultList.Add(PopObj());
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
float h = 0f;
|
||||
|
||||
for(int i = 1; i < count; i++) {
|
||||
resultList.Add(PopObj(ref h));
|
||||
heapList.Add(h);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/ServerShared/NIH/Heap/KSmallest.cs.meta
Normal file
11
Assets/Scripts/ServerShared/NIH/Heap/KSmallest.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 616a0666a4955ed4bbe7fcac27b32ae7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
205
Assets/Scripts/ServerShared/NIH/Heap/MaxHeap.cs
Normal file
205
Assets/Scripts/ServerShared/NIH/Heap/MaxHeap.cs
Normal file
|
|
@ -0,0 +1,205 @@
|
|||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace DataStructures.ViliWonka.Heap {
|
||||
|
||||
public class MaxHeap : BaseHeap {
|
||||
|
||||
public MaxHeap(int initialSize = 2048) : base(initialSize) {
|
||||
|
||||
|
||||
}
|
||||
|
||||
public override void PushValue(float h) {
|
||||
|
||||
// if heap array is full
|
||||
if(nodesCount == maxSize) {
|
||||
|
||||
UpsizeHeap();
|
||||
}
|
||||
|
||||
nodesCount++;
|
||||
heap[nodesCount] = h;
|
||||
BubbleUpMax(nodesCount);
|
||||
}
|
||||
|
||||
public override float PopValue() {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
float result = heap[1];
|
||||
|
||||
heap[1] = heap[nodesCount];
|
||||
nodesCount--;
|
||||
BubbleDownMax(1);
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
// generic version
|
||||
public class MaxHeap<T> : MaxHeap {
|
||||
|
||||
T[] objs; // objects
|
||||
private Dictionary<T, int> currentIndices;
|
||||
|
||||
public MaxHeap(int maxNodes) : base(maxNodes) {
|
||||
objs = new T[maxNodes + 1];
|
||||
currentIndices = new Dictionary<T, int>(maxNodes);
|
||||
}
|
||||
|
||||
public T HeadHeapObject { get { return objs[1]; } }
|
||||
|
||||
T tempObjs;
|
||||
protected override void Swap(int A, int B) {
|
||||
|
||||
tempHeap = heap[A];
|
||||
tempObjs = objs[A];
|
||||
|
||||
heap[A] = heap[B];
|
||||
objs[A] = objs[B];
|
||||
currentIndices[objs[A]] = A;
|
||||
|
||||
heap[B] = tempHeap;
|
||||
objs[B] = tempObjs;
|
||||
currentIndices[objs[B]] = B;
|
||||
}
|
||||
|
||||
public void BubbleUp(T obj)
|
||||
{
|
||||
BubbleUpMax(currentIndices[obj]);
|
||||
}
|
||||
|
||||
public void BubbleDown(T obj)
|
||||
{
|
||||
BubbleDownMax(currentIndices[obj]);
|
||||
}
|
||||
|
||||
public void SetValue(T obj, float h)
|
||||
{
|
||||
if(currentIndices.ContainsKey(obj))
|
||||
{
|
||||
var index = currentIndices[obj];
|
||||
var previous = heap[index];
|
||||
heap[index] = h;
|
||||
if (h > previous) BubbleUpMax(index);
|
||||
else BubbleDownMax(index);
|
||||
}
|
||||
}
|
||||
|
||||
public override void PushValue(float h) {
|
||||
throw new System.ArgumentException("Use PushObj(T, float)!");
|
||||
}
|
||||
|
||||
public override float PopValue() {
|
||||
throw new System.ArgumentException("Use Push(T, float)!");
|
||||
}
|
||||
|
||||
public void PushObj(T obj, float h) {
|
||||
|
||||
// if heap array is full
|
||||
if(nodesCount == maxSize) {
|
||||
UpsizeHeap();
|
||||
}
|
||||
|
||||
nodesCount++;
|
||||
heap[nodesCount] = h;
|
||||
objs[nodesCount] = obj;
|
||||
currentIndices[obj] = nodesCount;
|
||||
|
||||
BubbleUpMax(nodesCount);
|
||||
}
|
||||
|
||||
public T PopObj() {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
T result = objs[1];
|
||||
currentIndices.Remove(result);
|
||||
|
||||
heap[1] = heap[nodesCount];
|
||||
objs[1] = objs[nodesCount];
|
||||
currentIndices[objs[1]] = 1;
|
||||
|
||||
objs[nodesCount] = default(T);
|
||||
|
||||
nodesCount--;
|
||||
BubbleDownMax(1);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
public T PopObj(ref float heapValue) {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
heapValue = heap[1];
|
||||
T result = PopObj();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
protected override void UpsizeHeap() {
|
||||
|
||||
maxSize *= 2;
|
||||
System.Array.Resize(ref heap, maxSize + 1);
|
||||
System.Array.Resize(ref objs, maxSize + 1);
|
||||
}
|
||||
|
||||
//flush internal results, returns ordered data
|
||||
public void FlushResult(List<T> resultList, List<float> heapList = null) {
|
||||
|
||||
int count = nodesCount + 1;
|
||||
|
||||
if(heapList == null) {
|
||||
|
||||
for(int i = 1; i < count; i++) {
|
||||
resultList.Add(PopObj());
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
float h = 0f;
|
||||
|
||||
for(int i = 1; i < count; i++) {
|
||||
resultList.Add(PopObj(ref h));
|
||||
heapList.Add(h);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<T> FlushResult()
|
||||
{
|
||||
int count = nodesCount + 1;
|
||||
for(int i = 1; i < count; i++) {
|
||||
yield return PopObj();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/ServerShared/NIH/Heap/MaxHeap.cs.meta
Normal file
11
Assets/Scripts/ServerShared/NIH/Heap/MaxHeap.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6c07f133f8057584fadbaf01edc5fd3a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
195
Assets/Scripts/ServerShared/NIH/Heap/MinHeap.cs
Normal file
195
Assets/Scripts/ServerShared/NIH/Heap/MinHeap.cs
Normal file
|
|
@ -0,0 +1,195 @@
|
|||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace DataStructures.ViliWonka.Heap {
|
||||
|
||||
public class MinHeap : BaseHeap {
|
||||
|
||||
public MinHeap(int initialSize = 2048) : base(initialSize) {
|
||||
|
||||
}
|
||||
|
||||
public override void PushValue(float h) {
|
||||
|
||||
// if heap array is full
|
||||
if(nodesCount == maxSize) {
|
||||
|
||||
UpsizeHeap();
|
||||
}
|
||||
|
||||
nodesCount++;
|
||||
heap[nodesCount] = h;
|
||||
BubbleUpMin(nodesCount);
|
||||
}
|
||||
|
||||
public override float PopValue() {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
float result = heap[1];
|
||||
|
||||
heap[1] = heap[nodesCount];
|
||||
|
||||
nodesCount--;
|
||||
|
||||
if(nodesCount != 0)
|
||||
BubbleDownMin(1);
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
// generic version
|
||||
public class MinHeap<T> : MinHeap {
|
||||
|
||||
T[] objs; // objects
|
||||
private Dictionary<T, int> currentIndices;
|
||||
|
||||
public MinHeap(int maxNodes = 2048) : base(maxNodes) {
|
||||
objs = new T[maxNodes + 1];
|
||||
currentIndices = new Dictionary<T, int>(maxNodes);
|
||||
}
|
||||
|
||||
public T HeadHeapObject { get { return objs[1]; } }
|
||||
|
||||
T tempObjs;
|
||||
protected override void Swap(int A, int B) {
|
||||
|
||||
tempHeap = heap[A];
|
||||
tempObjs = objs[A];
|
||||
|
||||
heap[A] = heap[B];
|
||||
objs[A] = objs[B];
|
||||
currentIndices[objs[A]] = A;
|
||||
|
||||
heap[B] = tempHeap;
|
||||
objs[B] = tempObjs;
|
||||
currentIndices[objs[B]] = B;
|
||||
}
|
||||
|
||||
public void BubbleUp(T obj)
|
||||
{
|
||||
BubbleUpMin(currentIndices[obj]);
|
||||
}
|
||||
|
||||
public void BubbleDown(T obj)
|
||||
{
|
||||
BubbleDownMin(currentIndices[obj]);
|
||||
}
|
||||
|
||||
public override void PushValue(float h) {
|
||||
throw new System.ArgumentException("Use Push(T, float)!");
|
||||
}
|
||||
|
||||
public override float PopValue() {
|
||||
throw new System.ArgumentException("Use Push(T, float)!");
|
||||
}
|
||||
|
||||
public void PushObj(T obj, float h) {
|
||||
|
||||
// if heap array is full
|
||||
if(nodesCount == maxSize) {
|
||||
UpsizeHeap();
|
||||
}
|
||||
|
||||
nodesCount++;
|
||||
heap[nodesCount] = h;
|
||||
objs[nodesCount] = obj;
|
||||
currentIndices[obj] = nodesCount;
|
||||
|
||||
BubbleUpMin(nodesCount);
|
||||
}
|
||||
|
||||
public T PopObj() {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
T result = objs[1];
|
||||
|
||||
heap[1] = heap[nodesCount];
|
||||
objs[1] = objs[nodesCount];
|
||||
currentIndices[objs[1]] = 1;
|
||||
|
||||
objs[nodesCount] = default(T);
|
||||
|
||||
nodesCount--;
|
||||
|
||||
if(nodesCount != 0)
|
||||
BubbleDownMin(1);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public T PopObj(ref float heapValue) {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
heapValue = heap[1];
|
||||
T result = PopObj();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
protected override void UpsizeHeap() {
|
||||
|
||||
maxSize *= 2;
|
||||
System.Array.Resize(ref heap, maxSize + 1);
|
||||
System.Array.Resize(ref objs, maxSize + 1);
|
||||
}
|
||||
|
||||
//flush internal array, returns ordered data
|
||||
public void FlushResult(List<T> resultList, List<float> heapList = null) {
|
||||
|
||||
int count = nodesCount + 1;
|
||||
|
||||
if(heapList == null) {
|
||||
|
||||
for(int i = 1; i < count; i++) {
|
||||
resultList.Add(PopObj());
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
float h = 0f;
|
||||
|
||||
for(int i = 1; i < count; i++) {
|
||||
resultList.Add(PopObj(ref h));
|
||||
heapList.Add(h);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<T> FlushResult()
|
||||
{
|
||||
int count = nodesCount + 1;
|
||||
for(int i = 1; i < count; i++) {
|
||||
yield return PopObj();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/ServerShared/NIH/Heap/MinHeap.cs.meta
Normal file
11
Assets/Scripts/ServerShared/NIH/Heap/MinHeap.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 354799470fae8d74d8f977dd8db040cf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
298
Assets/Scripts/ServerShared/NIH/Heap/heapTestScene.unity
Normal file
298
Assets/Scripts/ServerShared/NIH/Heap/heapTestScene.unity
Normal file
|
|
@ -0,0 +1,298 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!29 &1
|
||||
OcclusionCullingSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_OcclusionBakeSettings:
|
||||
smallestOccluder: 5
|
||||
smallestHole: 0.25
|
||||
backfaceThreshold: 100
|
||||
m_SceneGUID: 00000000000000000000000000000000
|
||||
m_OcclusionCullingData: {fileID: 0}
|
||||
--- !u!104 &2
|
||||
RenderSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 9
|
||||
m_Fog: 0
|
||||
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
||||
m_FogMode: 3
|
||||
m_FogDensity: 0.01
|
||||
m_LinearFogStart: 0
|
||||
m_LinearFogEnd: 300
|
||||
m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1}
|
||||
m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1}
|
||||
m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
|
||||
m_AmbientIntensity: 1
|
||||
m_AmbientMode: 0
|
||||
m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
|
||||
m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_HaloStrength: 0.5
|
||||
m_FlareStrength: 1
|
||||
m_FlareFadeSpeed: 3
|
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8
Assets/Scripts/ServerShared/NIH/KDTree.meta
Normal file
8
Assets/Scripts/ServerShared/NIH/KDTree.meta
Normal file
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56
Assets/Scripts/ServerShared/NIH/KDTree/KDBounds.cs
Normal file
56
Assets/Scripts/ServerShared/NIH/KDTree/KDBounds.cs
Normal file
|
|
@ -0,0 +1,56 @@
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|||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
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|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
|
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
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using Unity.Mathematics;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
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public struct KDBounds {
|
||||
|
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public float2 min;
|
||||
public float2 max;
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|
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public float2 size {
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|
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get {
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return max - min;
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}
|
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}
|
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|
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|
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public float2 ClosestPoint(float2 point) {
|
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|
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// X axis
|
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if(point.x < min.x) point.x = min.x;
|
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else
|
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if(point.x > max.x) point.x = max.x;
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|
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// Y axis
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if(point.y < min.y) point.y = min.y;
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else
|
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if(point.y > max.y) point.y = max.y;
|
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|
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return point;
|
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}
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}
|
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}
|
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13
Assets/Scripts/ServerShared/NIH/KDTree/KDBounds.cs.meta
Normal file
13
Assets/Scripts/ServerShared/NIH/KDTree/KDBounds.cs.meta
Normal file
|
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fileFormatVersion: 2
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48
Assets/Scripts/ServerShared/NIH/KDTree/KDNode.cs
Normal file
48
Assets/Scripts/ServerShared/NIH/KDTree/KDNode.cs
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
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Permission is hereby granted, free of charge, to any person obtaining a copy
|
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of this software and associated documentation files (the "Software"), to deal
|
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in the Software without restriction, including without limitation the rights
|
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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copies of the Software, and to permit persons to whom the Software is
|
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furnished to do so, subject to the following conditions:
|
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|
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The above copyright notice and this permission notice shall be included in all
|
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copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
public class KDNode {
|
||||
|
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public float partitionCoordinate;
|
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public int partitionAxis = -1;
|
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|
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public KDNode negativeChild;
|
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public KDNode positiveChild;
|
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|
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public int start;
|
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public int end;
|
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|
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public int Count { get { return end - start; } }
|
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|
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public bool Leaf { get { return partitionAxis == -1; } }
|
||||
|
||||
public KDBounds bounds;
|
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|
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};
|
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|
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}
|
||||
13
Assets/Scripts/ServerShared/NIH/KDTree/KDNode.cs.meta
Normal file
13
Assets/Scripts/ServerShared/NIH/KDTree/KDNode.cs.meta
Normal file
|
|
@ -0,0 +1,13 @@
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fileFormatVersion: 2
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8
Assets/Scripts/ServerShared/NIH/KDTree/KDQuery.meta
Normal file
8
Assets/Scripts/ServerShared/NIH/KDTree/KDQuery.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: e3161368cf6450547b9d21f82757ed69
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137
Assets/Scripts/ServerShared/NIH/KDTree/KDQuery/Base.cs
Normal file
137
Assets/Scripts/ServerShared/NIH/KDTree/KDQuery/Base.cs
Normal file
|
|
@ -0,0 +1,137 @@
|
|||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
/*
|
||||
The object used for querying. This object should be persistent - re-used for querying.
|
||||
Contains internal array for pooling, so that it doesn't generate (too much) garbage.
|
||||
The array never down-sizes, only up-sizes, so the more you use this object, less garbage will it make over time.
|
||||
|
||||
Should be used only by 1 thread,
|
||||
which means each thread should have it's own KDQuery object in order for querying to be thread safe.
|
||||
|
||||
KDQuery can query different KDTrees.
|
||||
*/
|
||||
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
public partial class KDQuery {
|
||||
|
||||
protected KDQueryNode[] queueArray; // queue array
|
||||
protected Heap.MinHeap<KDQueryNode> minHeap; //heap for k-nearest
|
||||
protected int count = 0; // size of queue
|
||||
protected int queryIndex = 0; // current index at stack
|
||||
|
||||
/// <summary>
|
||||
/// Returns initialized node from stack that also acts as a pool
|
||||
/// The returned reference to node stays in stack
|
||||
/// </summary>
|
||||
/// <returns>Reference to pooled node</returns>
|
||||
private KDQueryNode PushGetQueue() {
|
||||
|
||||
KDQueryNode node = null;
|
||||
|
||||
if (count < queueArray.Length) {
|
||||
|
||||
if (queueArray[count] == null)
|
||||
queueArray[count] = node = new KDQueryNode();
|
||||
else
|
||||
node = queueArray[count];
|
||||
}
|
||||
else {
|
||||
|
||||
// automatic resize of pool
|
||||
Array.Resize(ref queueArray, queueArray.Length * 2);
|
||||
node = queueArray[count] = new KDQueryNode();
|
||||
}
|
||||
|
||||
count++;
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
protected void PushToQueue(KDNode node, float2 tempClosestPoint) {
|
||||
|
||||
var queryNode = PushGetQueue();
|
||||
queryNode.node = node;
|
||||
queryNode.tempClosestPoint = tempClosestPoint;
|
||||
}
|
||||
|
||||
protected void PushToHeap(KDNode node, float2 tempClosestPoint, float2 queryPosition) {
|
||||
|
||||
var queryNode = PushGetQueue();
|
||||
queryNode.node = node;
|
||||
queryNode.tempClosestPoint = tempClosestPoint;
|
||||
|
||||
float sqrDist = lengthsq(tempClosestPoint - queryPosition);
|
||||
queryNode.distance = sqrDist;
|
||||
minHeap.PushObj(queryNode, sqrDist);
|
||||
}
|
||||
|
||||
protected int LeftToProcess {
|
||||
|
||||
get {
|
||||
return count - queryIndex;
|
||||
}
|
||||
}
|
||||
|
||||
// just gets unprocessed node from stack
|
||||
// increases queryIndex
|
||||
protected KDQueryNode PopFromQueue() {
|
||||
|
||||
var node = queueArray[queryIndex];
|
||||
queryIndex++;
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
protected KDQueryNode PopFromHeap() {
|
||||
|
||||
KDQueryNode heapNode = minHeap.PopObj();
|
||||
|
||||
queueArray[queryIndex]= heapNode;
|
||||
queryIndex++;
|
||||
|
||||
return heapNode;
|
||||
}
|
||||
|
||||
protected void Reset() {
|
||||
|
||||
count = 0;
|
||||
queryIndex = 0;
|
||||
minHeap.Clear();
|
||||
}
|
||||
|
||||
public KDQuery(int queryNodesContainersInitialSize = 2048) {
|
||||
queueArray = new KDQueryNode[queryNodesContainersInitialSize];
|
||||
minHeap = new Heap.MinHeap<KDQueryNode>(queryNodesContainersInitialSize);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
13
Assets/Scripts/ServerShared/NIH/KDTree/KDQuery/Base.cs.meta
Normal file
13
Assets/Scripts/ServerShared/NIH/KDTree/KDQuery/Base.cs.meta
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 57b0c8c3d7b727847b235e82d2fbead0
|
||||
timeCreated: 1521924674
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,44 @@
|
|||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
public class KDQueryNode {
|
||||
|
||||
public KDNode node;
|
||||
public float2 tempClosestPoint;
|
||||
public float distance;
|
||||
|
||||
public KDQueryNode() {
|
||||
|
||||
}
|
||||
|
||||
public KDQueryNode(KDNode node, float2 tempClosestPoint) {
|
||||
this.node = node;
|
||||
this.tempClosestPoint = tempClosestPoint;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,13 @@
|
|||
fileFormatVersion: 2
|
||||
guid: cbe8b45a46d50254494605e93da9d3ed
|
||||
timeCreated: 1521907406
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
145
Assets/Scripts/ServerShared/NIH/KDTree/KDQuery/QueryClosest.cs
Normal file
145
Assets/Scripts/ServerShared/NIH/KDTree/KDQuery/QueryClosest.cs
Normal file
|
|
@ -0,0 +1,145 @@
|
|||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
using Heap;
|
||||
|
||||
public partial class KDQuery {
|
||||
|
||||
public void ClosestPoint(KDTree tree, float2 queryPosition, List<int> resultIndices, List<float> resultDistances = null) {
|
||||
|
||||
Reset();
|
||||
|
||||
float2[] points = tree.Points;
|
||||
int[] permutation = tree.Permutation;
|
||||
|
||||
if (points.Length == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
int smallestIndex = 0;
|
||||
/// Smallest Squared Radius
|
||||
float SSR = Single.PositiveInfinity;
|
||||
|
||||
|
||||
var rootNode = tree.RootNode;
|
||||
|
||||
float2 rootClosestPoint = rootNode.bounds.ClosestPoint(queryPosition);
|
||||
|
||||
PushToHeap(rootNode, rootClosestPoint, queryPosition);
|
||||
|
||||
KDQueryNode queryNode = null;
|
||||
KDNode node = null;
|
||||
|
||||
int partitionAxis;
|
||||
float partitionCoord;
|
||||
|
||||
float2 tempClosestPoint;
|
||||
|
||||
// searching
|
||||
while(minHeap.Count > 0) {
|
||||
|
||||
queryNode = PopFromHeap();
|
||||
|
||||
if(queryNode.distance > SSR)
|
||||
continue;
|
||||
|
||||
node = queryNode.node;
|
||||
|
||||
if(!node.Leaf) {
|
||||
|
||||
partitionAxis = node.partitionAxis;
|
||||
partitionCoord = node.partitionCoordinate;
|
||||
|
||||
tempClosestPoint = queryNode.tempClosestPoint;
|
||||
|
||||
if((tempClosestPoint[partitionAxis] - partitionCoord) < 0) {
|
||||
|
||||
// we already know we are on the side of negative bound/node,
|
||||
// so we don't need to test for distance
|
||||
// push to stack for later querying
|
||||
|
||||
PushToHeap(node.negativeChild, tempClosestPoint, queryPosition);
|
||||
// project the tempClosestPoint to other bound
|
||||
tempClosestPoint[partitionAxis] = partitionCoord;
|
||||
|
||||
if(node.positiveChild.Count != 0) {
|
||||
|
||||
PushToHeap(node.positiveChild, tempClosestPoint, queryPosition);
|
||||
}
|
||||
|
||||
}
|
||||
else {
|
||||
|
||||
// we already know we are on the side of positive bound/node,
|
||||
// so we don't need to test for distance
|
||||
// push to stack for later querying
|
||||
|
||||
PushToHeap(node.positiveChild, tempClosestPoint, queryPosition);
|
||||
// project the tempClosestPoint to other bound
|
||||
tempClosestPoint[partitionAxis] = partitionCoord;
|
||||
|
||||
if(node.positiveChild.Count != 0) {
|
||||
|
||||
PushToHeap(node.negativeChild, tempClosestPoint, queryPosition);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
float sqrDist;
|
||||
// LEAF
|
||||
for(int i = node.start; i < node.end; i++) {
|
||||
|
||||
int index = permutation[i];
|
||||
|
||||
sqrDist = lengthsq(points[index] - queryPosition);
|
||||
|
||||
if(sqrDist <= SSR) {
|
||||
|
||||
SSR = sqrDist;
|
||||
smallestIndex = index;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
resultIndices.Add(smallestIndex);
|
||||
|
||||
if(resultDistances != null) {
|
||||
resultDistances.Add(SSR);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a226a270de4df034986ad64328da4cc2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
152
Assets/Scripts/ServerShared/NIH/KDTree/KDQuery/QueryInterval.cs
Normal file
152
Assets/Scripts/ServerShared/NIH/KDTree/KDQuery/QueryInterval.cs
Normal file
|
|
@ -0,0 +1,152 @@
|
|||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
public partial class KDQuery {
|
||||
|
||||
public void Interval(KDTree tree, float2 min, float2 max, List<int> resultIndices) {
|
||||
|
||||
Reset();
|
||||
|
||||
float2[] points = tree.Points;
|
||||
int[] permutation = tree.Permutation;
|
||||
|
||||
var rootNode = tree.RootNode;
|
||||
|
||||
PushToQueue(
|
||||
|
||||
rootNode,
|
||||
rootNode.bounds.ClosestPoint((min + max) / 2)
|
||||
);
|
||||
|
||||
KDQueryNode queryNode = null;
|
||||
KDNode node = null;
|
||||
|
||||
|
||||
// KD search with pruning (don't visit areas which distance is more away than range)
|
||||
// Recursion done on Stack
|
||||
while(LeftToProcess > 0) {
|
||||
|
||||
queryNode = PopFromQueue();
|
||||
node = queryNode.node;
|
||||
|
||||
if(!node.Leaf) {
|
||||
|
||||
int partitionAxis = node.partitionAxis;
|
||||
float partitionCoord = node.partitionCoordinate;
|
||||
|
||||
float2 tempClosestPoint = queryNode.tempClosestPoint;
|
||||
|
||||
if((tempClosestPoint[partitionAxis] - partitionCoord) < 0) {
|
||||
|
||||
// we already know we are inside negative bound/node,
|
||||
// so we don't need to test for distance
|
||||
// push to stack for later querying
|
||||
|
||||
// tempClosestPoint is inside negative side
|
||||
// assign it to negativeChild
|
||||
PushToQueue(node.negativeChild, tempClosestPoint);
|
||||
|
||||
tempClosestPoint[partitionAxis] = partitionCoord;
|
||||
|
||||
// testing other side
|
||||
if(node.positiveChild.Count != 0
|
||||
&& tempClosestPoint[partitionAxis] <= max[partitionAxis]) {
|
||||
|
||||
PushToQueue(node.positiveChild, tempClosestPoint);
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
// we already know we are inside positive bound/node,
|
||||
// so we don't need to test for distance
|
||||
// push to stack for later querying
|
||||
|
||||
// tempClosestPoint is inside positive side
|
||||
// assign it to positiveChild
|
||||
PushToQueue(node.positiveChild, tempClosestPoint);
|
||||
|
||||
// project the tempClosestPoint to other bound
|
||||
tempClosestPoint[partitionAxis] = partitionCoord;
|
||||
|
||||
// testing other side
|
||||
if(node.negativeChild.Count != 0
|
||||
&& tempClosestPoint[partitionAxis] >= min[partitionAxis]) {
|
||||
|
||||
PushToQueue(node.negativeChild, tempClosestPoint);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
// LEAF
|
||||
|
||||
// testing if node bounds are inside the query interval
|
||||
if(node.bounds.min[0] >= min[0]
|
||||
&& node.bounds.min[1] >= min[1]
|
||||
&& node.bounds.min[2] >= min[2]
|
||||
|
||||
&& node.bounds.max[0] <= max[0]
|
||||
&& node.bounds.max[1] <= max[1]
|
||||
&& node.bounds.max[2] <= max[2]) {
|
||||
|
||||
for(int i = node.start; i < node.end; i++) {
|
||||
|
||||
resultIndices.Add(permutation[i]);
|
||||
}
|
||||
|
||||
}
|
||||
// node is not inside query interval, need to do test on each point separately
|
||||
else {
|
||||
|
||||
for(int i = node.start; i < node.end; i++) {
|
||||
|
||||
int index = permutation[i];
|
||||
|
||||
float2 v = points[index];
|
||||
|
||||
if(v[0] >= min[0]
|
||||
&& v[1] >= min[1]
|
||||
&& v[2] >= min[2]
|
||||
|
||||
&& v[0] <= max[0]
|
||||
&& v[1] <= max[1]
|
||||
&& v[2] <= max[2]) {
|
||||
|
||||
resultIndices.Add(index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ea62a128d2f9e7848ae1c116012e36e1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
161
Assets/Scripts/ServerShared/NIH/KDTree/KDQuery/QueryKNearest.cs
Normal file
161
Assets/Scripts/ServerShared/NIH/KDTree/KDQuery/QueryKNearest.cs
Normal file
|
|
@ -0,0 +1,161 @@
|
|||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
#define KDTREE_VISUAL_DEBUG
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
using Heap;
|
||||
|
||||
public partial class KDQuery {
|
||||
|
||||
SortedList<int, KSmallestHeap<int>> _heaps = new SortedList<int, KSmallestHeap<int>>();
|
||||
/// <summary>
|
||||
/// Returns indices to k closest points, and optionaly can return distances
|
||||
/// </summary>
|
||||
/// <param name="tree">Tree to do search on</param>
|
||||
/// <param name="queryPosition">Position</param>
|
||||
/// <param name="k">Max number of points</param>
|
||||
/// <param name="resultIndices">List where resulting indices will be stored</param>
|
||||
/// <param name="resultDistances">Optional list where resulting distances will be stored</param>
|
||||
public void KNearest(KDTree tree, float2 queryPosition, int k, List<int> resultIndices, List<float> resultDistances = null) {
|
||||
|
||||
// pooled heap arrays
|
||||
KSmallestHeap<int> kHeap;
|
||||
|
||||
_heaps.TryGetValue(k, out kHeap);
|
||||
|
||||
if(kHeap == null) {
|
||||
|
||||
kHeap = new KSmallestHeap<int>(k);
|
||||
_heaps.Add(k, kHeap);
|
||||
}
|
||||
|
||||
kHeap.Clear();
|
||||
Reset();
|
||||
|
||||
float2[] points = tree.Points;
|
||||
int[] permutation = tree.Permutation;
|
||||
|
||||
///Biggest Smallest Squared Radius
|
||||
float BSSR = Single.PositiveInfinity;
|
||||
|
||||
var rootNode = tree.RootNode;
|
||||
|
||||
float2 rootClosestPoint = rootNode.bounds.ClosestPoint(queryPosition);
|
||||
|
||||
PushToHeap(rootNode, rootClosestPoint, queryPosition);
|
||||
|
||||
KDQueryNode queryNode = null;
|
||||
KDNode node = null;
|
||||
|
||||
int partitionAxis;
|
||||
float partitionCoord;
|
||||
|
||||
float2 tempClosestPoint;
|
||||
|
||||
// searching
|
||||
while(minHeap.Count > 0) {
|
||||
|
||||
queryNode = PopFromHeap();
|
||||
|
||||
if(queryNode.distance > BSSR)
|
||||
continue;
|
||||
|
||||
node = queryNode.node;
|
||||
|
||||
if(!node.Leaf) {
|
||||
|
||||
partitionAxis = node.partitionAxis;
|
||||
partitionCoord = node.partitionCoordinate;
|
||||
|
||||
tempClosestPoint = queryNode.tempClosestPoint;
|
||||
|
||||
if((tempClosestPoint[partitionAxis] - partitionCoord) < 0) {
|
||||
|
||||
// we already know we are on the side of negative bound/node,
|
||||
// so we don't need to test for distance
|
||||
// push to stack for later querying
|
||||
|
||||
PushToHeap(node.negativeChild, tempClosestPoint, queryPosition);
|
||||
// project the tempClosestPoint to other bound
|
||||
tempClosestPoint[partitionAxis] = partitionCoord;
|
||||
|
||||
if(node.positiveChild.Count != 0) {
|
||||
|
||||
PushToHeap(node.positiveChild, tempClosestPoint, queryPosition);
|
||||
}
|
||||
|
||||
}
|
||||
else {
|
||||
|
||||
// we already know we are on the side of positive bound/node,
|
||||
// so we don't need to test for distance
|
||||
// push to stack for later querying
|
||||
|
||||
PushToHeap(node.positiveChild, tempClosestPoint, queryPosition);
|
||||
// project the tempClosestPoint to other bound
|
||||
tempClosestPoint[partitionAxis] = partitionCoord;
|
||||
|
||||
if(node.positiveChild.Count != 0) {
|
||||
|
||||
PushToHeap(node.negativeChild, tempClosestPoint, queryPosition);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
float sqrDist;
|
||||
// LEAF
|
||||
for(int i = node.start; i < node.end; i++) {
|
||||
|
||||
int index = permutation[i];
|
||||
|
||||
sqrDist = lengthsq(points[index] - queryPosition);
|
||||
|
||||
if(sqrDist <= BSSR) {
|
||||
|
||||
kHeap.PushObj(index, sqrDist);
|
||||
|
||||
if(kHeap.Full) {
|
||||
BSSR = kHeap.HeadValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
kHeap.FlushResult(resultIndices, resultDistances);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ded2e8ab341672849898f46a7719a7a0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
231
Assets/Scripts/ServerShared/NIH/KDTree/KDQuery/QueryRadius.cs
Normal file
231
Assets/Scripts/ServerShared/NIH/KDTree/KDQuery/QueryRadius.cs
Normal file
|
|
@ -0,0 +1,231 @@
|
|||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
public partial class KDQuery {
|
||||
|
||||
/// <summary>
|
||||
/// Search by radius method.
|
||||
/// </summary>
|
||||
/// <param name="tree">Tree to do search on</param>
|
||||
/// <param name="queryPosition">Position</param>
|
||||
/// <param name="queryRadius">Radius</param>
|
||||
/// <param name="resultIndices">Initialized list, cleared.</param>
|
||||
public void Radius(KDTree tree, float2 queryPosition, float queryRadius, List<int> resultIndices, List<float> resultSqrDistances) {
|
||||
|
||||
Reset();
|
||||
|
||||
float2[] points = tree.Points;
|
||||
int[] permutation = tree.Permutation;
|
||||
|
||||
float squaredRadius = queryRadius * queryRadius;
|
||||
|
||||
var rootNode = tree.RootNode;
|
||||
|
||||
PushToQueue(rootNode, rootNode.bounds.ClosestPoint(queryPosition));
|
||||
|
||||
KDQueryNode queryNode = null;
|
||||
KDNode node = null;
|
||||
|
||||
// KD search with pruning (don't visit areas which distance is more away than range)
|
||||
// Recursion done on Stack
|
||||
while(LeftToProcess > 0) {
|
||||
|
||||
queryNode = PopFromQueue();
|
||||
node = queryNode.node;
|
||||
|
||||
if(!node.Leaf) {
|
||||
|
||||
int partitionAxis = node.partitionAxis;
|
||||
float partitionCoord = node.partitionCoordinate;
|
||||
|
||||
float2 tempClosestPoint = queryNode.tempClosestPoint;
|
||||
|
||||
if((tempClosestPoint[partitionAxis] - partitionCoord) < 0) {
|
||||
|
||||
// we already know we are inside negative bound/node,
|
||||
// so we don't need to test for distance
|
||||
// push to stack for later querying
|
||||
|
||||
// tempClosestPoint is inside negative side
|
||||
// assign it to negativeChild
|
||||
PushToQueue(node.negativeChild, tempClosestPoint);
|
||||
|
||||
tempClosestPoint[partitionAxis] = partitionCoord;
|
||||
|
||||
float sqrDist = lengthsq(tempClosestPoint - queryPosition);
|
||||
|
||||
// testing other side
|
||||
if(node.positiveChild.Count != 0
|
||||
&& sqrDist <= squaredRadius) {
|
||||
|
||||
PushToQueue(node.positiveChild, tempClosestPoint);
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
// we already know we are inside positive bound/node,
|
||||
// so we don't need to test for distance
|
||||
// push to stack for later querying
|
||||
|
||||
// tempClosestPoint is inside positive side
|
||||
// assign it to positiveChild
|
||||
PushToQueue(node.positiveChild, tempClosestPoint);
|
||||
|
||||
// project the tempClosestPoint to other bound
|
||||
tempClosestPoint[partitionAxis] = partitionCoord;
|
||||
|
||||
float sqrDist = lengthsq(tempClosestPoint - queryPosition);
|
||||
|
||||
// testing other side
|
||||
if(node.negativeChild.Count != 0
|
||||
&& sqrDist <= squaredRadius) {
|
||||
|
||||
PushToQueue(node.negativeChild, tempClosestPoint);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
// LEAF
|
||||
for(int i = node.start; i < node.end; i++) {
|
||||
|
||||
int index = permutation[i];
|
||||
|
||||
if(lengthsq(points[index] - queryPosition) <= squaredRadius) {
|
||||
|
||||
resultIndices.Add(index);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Search by radius method.
|
||||
/// </summary>
|
||||
/// <param name="tree">Tree to do search on</param>
|
||||
/// <param name="queryPosition">Position</param>
|
||||
/// <param name="queryRadius">Radius</param>
|
||||
/// <param name="resultIndices">Initialized list, cleared.</param>
|
||||
public IEnumerable<(int index, float sqrDistance)> Radius(KDTree tree, float2 queryPosition, float queryRadius) {
|
||||
|
||||
Reset();
|
||||
|
||||
float2[] points = tree.Points;
|
||||
int[] permutation = tree.Permutation;
|
||||
|
||||
float squaredRadius = queryRadius * queryRadius;
|
||||
|
||||
var rootNode = tree.RootNode;
|
||||
|
||||
PushToQueue(rootNode, rootNode.bounds.ClosestPoint(queryPosition));
|
||||
|
||||
KDQueryNode queryNode = null;
|
||||
KDNode node = null;
|
||||
|
||||
// KD search with pruning (don't visit areas which distance is more away than range)
|
||||
// Recursion done on Stack
|
||||
while(LeftToProcess > 0) {
|
||||
|
||||
queryNode = PopFromQueue();
|
||||
node = queryNode.node;
|
||||
|
||||
if(!node.Leaf) {
|
||||
|
||||
int partitionAxis = node.partitionAxis;
|
||||
float partitionCoord = node.partitionCoordinate;
|
||||
|
||||
float2 tempClosestPoint = queryNode.tempClosestPoint;
|
||||
|
||||
if((tempClosestPoint[partitionAxis] - partitionCoord) < 0) {
|
||||
|
||||
// we already know we are inside negative bound/node,
|
||||
// so we don't need to test for distance
|
||||
// push to stack for later querying
|
||||
|
||||
// tempClosestPoint is inside negative side
|
||||
// assign it to negativeChild
|
||||
PushToQueue(node.negativeChild, tempClosestPoint);
|
||||
|
||||
tempClosestPoint[partitionAxis] = partitionCoord;
|
||||
|
||||
float sqrDist = lengthsq(tempClosestPoint - queryPosition);
|
||||
|
||||
// testing other side
|
||||
if(node.positiveChild.Count != 0
|
||||
&& sqrDist <= squaredRadius) {
|
||||
|
||||
PushToQueue(node.positiveChild, tempClosestPoint);
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
// we already know we are inside positive bound/node,
|
||||
// so we don't need to test for distance
|
||||
// push to stack for later querying
|
||||
|
||||
// tempClosestPoint is inside positive side
|
||||
// assign it to positiveChild
|
||||
PushToQueue(node.positiveChild, tempClosestPoint);
|
||||
|
||||
// project the tempClosestPoint to other bound
|
||||
tempClosestPoint[partitionAxis] = partitionCoord;
|
||||
|
||||
float sqrDist = lengthsq(tempClosestPoint - queryPosition);
|
||||
|
||||
// testing other side
|
||||
if(node.negativeChild.Count != 0
|
||||
&& sqrDist <= squaredRadius) {
|
||||
|
||||
PushToQueue(node.negativeChild, tempClosestPoint);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
// LEAF
|
||||
for(int i = node.start; i < node.end; i++) {
|
||||
|
||||
int index = permutation[i];
|
||||
|
||||
var lengthSq = lengthsq(points[index] - queryPosition);
|
||||
if(lengthSq <= squaredRadius) {
|
||||
|
||||
yield return (index, lengthSq);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 17086d61d13921a4ba22e206ef32e74f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
433
Assets/Scripts/ServerShared/NIH/KDTree/KDTree.cs
Normal file
433
Assets/Scripts/ServerShared/NIH/KDTree/KDTree.cs
Normal file
|
|
@ -0,0 +1,433 @@
|
|||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
// change to !KDTREE_DUPLICATES
|
||||
// if you know for sure you will not use duplicate coordinates (all unique)
|
||||
#define KDTREE_DUPLICATES
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
using float2 = Unity.Mathematics.float2;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
public class KDTree {
|
||||
|
||||
public KDNode RootNode { get; private set; }
|
||||
|
||||
public float2[] Points { get { return points; } } // points on which kd-tree will build on. This array will stay unchanged when re/building kdtree!
|
||||
private float2[] points;
|
||||
|
||||
public int[] Permutation { get { return permutation; } } // index aray, that will be permuted
|
||||
private int[] permutation;
|
||||
|
||||
public int Count { get; private set; }
|
||||
|
||||
private int maxPointsPerLeafNode = 32;
|
||||
|
||||
private KDNode[] kdNodesStack;
|
||||
private int kdNodesCount = 0;
|
||||
|
||||
public KDTree(int maxPointsPerLeafNode = 32) {
|
||||
|
||||
Count = 0;
|
||||
points = new float2[0];
|
||||
permutation = new int[0];
|
||||
|
||||
kdNodesStack = new KDNode[64];
|
||||
|
||||
this.maxPointsPerLeafNode = maxPointsPerLeafNode;
|
||||
}
|
||||
|
||||
public KDTree(float2[] points, int maxPointsPerLeafNode = 32) {
|
||||
|
||||
this.points = points;
|
||||
this.permutation = new int[points.Length];
|
||||
|
||||
Count = points.Length;
|
||||
kdNodesStack = new KDNode[64];
|
||||
|
||||
this.maxPointsPerLeafNode = maxPointsPerLeafNode;
|
||||
|
||||
Rebuild();
|
||||
}
|
||||
|
||||
public void Build(float2[] newPoints, int maxPointsPerLeafNode = -1) {
|
||||
|
||||
SetCount(newPoints.Length);
|
||||
|
||||
for(int i = 0; i < Count; i++) {
|
||||
points[i] = newPoints[i];
|
||||
}
|
||||
|
||||
Rebuild(maxPointsPerLeafNode);
|
||||
}
|
||||
|
||||
public void Build(List<float2> newPoints, int maxPointsPerLeafNode = -1) {
|
||||
|
||||
SetCount(newPoints.Count);
|
||||
|
||||
for(int i = 0; i < Count; i++) {
|
||||
points[i] = newPoints[i];
|
||||
}
|
||||
|
||||
Rebuild(maxPointsPerLeafNode);
|
||||
}
|
||||
|
||||
public void Rebuild(int maxPointsPerLeafNode = -1) {
|
||||
|
||||
for(int i = 0; i < Count; i++) {
|
||||
permutation[i] = i;
|
||||
}
|
||||
|
||||
if(maxPointsPerLeafNode > 0) {
|
||||
this.maxPointsPerLeafNode = maxPointsPerLeafNode;
|
||||
}
|
||||
|
||||
BuildTree();
|
||||
}
|
||||
|
||||
public void SetCount(int newSize) {
|
||||
|
||||
Count = newSize;
|
||||
// upsize internal arrays
|
||||
if(Count > points.Length) {
|
||||
|
||||
Array.Resize(ref points, Count);
|
||||
Array.Resize(ref permutation, Count);
|
||||
}
|
||||
}
|
||||
|
||||
void BuildTree() {
|
||||
|
||||
ResetKDNodeStack();
|
||||
|
||||
RootNode = GetKDNode();
|
||||
RootNode.bounds = MakeBounds();
|
||||
RootNode.start = 0;
|
||||
RootNode.end = Count;
|
||||
|
||||
SplitNode(RootNode);
|
||||
}
|
||||
|
||||
KDNode GetKDNode() {
|
||||
|
||||
KDNode node = null;
|
||||
|
||||
if(kdNodesCount < kdNodesStack.Length) {
|
||||
|
||||
if(kdNodesStack[kdNodesCount] == null) {
|
||||
kdNodesStack[kdNodesCount] = node = new KDNode();
|
||||
}
|
||||
else {
|
||||
node = kdNodesStack[kdNodesCount];
|
||||
node.partitionAxis = -1;
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
// automatic resize of KDNode pool array
|
||||
Array.Resize(ref kdNodesStack, kdNodesStack.Length * 2);
|
||||
node = kdNodesStack[kdNodesCount] = new KDNode();
|
||||
}
|
||||
|
||||
kdNodesCount++;
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
void ResetKDNodeStack() {
|
||||
kdNodesCount = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// For calculating root node bounds
|
||||
/// </summary>
|
||||
/// <returns>Boundary of all Vector3 points</returns>
|
||||
KDBounds MakeBounds() {
|
||||
|
||||
var max = float2(float.MinValue);
|
||||
var min = float2(float.MaxValue);
|
||||
|
||||
int even = Count & ~1; // calculate even Length
|
||||
|
||||
// min, max calculations
|
||||
// 3n/2 calculations instead of 2n
|
||||
for (int i0 = 0; i0 < even; i0 += 2) {
|
||||
|
||||
int i1 = i0 + 1;
|
||||
|
||||
// X Coords
|
||||
if (points[i0].x > points[i1].x) {
|
||||
// i0 is bigger, i1 is smaller
|
||||
if (points[i1].x < min.x)
|
||||
min.x = points[i1].x;
|
||||
|
||||
if (points[i0].x > max.x)
|
||||
max.x = points[i0].x;
|
||||
}
|
||||
else {
|
||||
// i1 is smaller, i0 is bigger
|
||||
if (points[i0].x < min.x)
|
||||
min.x = points[i0].x;
|
||||
|
||||
if (points[i1].x > max.x)
|
||||
max.x = points[i1].x;
|
||||
}
|
||||
|
||||
// Y Coords
|
||||
if (points[i0].y > points[i1].y) {
|
||||
// i0 is bigger, i1 is smaller
|
||||
if (points[i1].y < min.y)
|
||||
min.y = points[i1].y;
|
||||
|
||||
if (points[i0].y > max.y)
|
||||
max.y = points[i0].y;
|
||||
}
|
||||
else {
|
||||
// i1 is smaller, i0 is bigger
|
||||
if (points[i0].y < min.y)
|
||||
min.y = points[i0].y;
|
||||
|
||||
if (points[i1].y > max.y)
|
||||
max.y = points[i1].y;
|
||||
}
|
||||
}
|
||||
|
||||
// if array was odd, calculate also min/max for the last element
|
||||
if(even != Count) {
|
||||
// X
|
||||
if (min.x > points[even].x)
|
||||
min.x = points[even].x;
|
||||
|
||||
if (max.x < points[even].x)
|
||||
max.x = points[even].x;
|
||||
// Y
|
||||
if (min.y > points[even].y)
|
||||
min.y = points[even].y;
|
||||
|
||||
if (max.y < points[even].y)
|
||||
max.y = points[even].y;
|
||||
}
|
||||
|
||||
KDBounds b = new KDBounds();
|
||||
b.min = min;
|
||||
b.max = max;
|
||||
|
||||
return b;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Recursive splitting procedure
|
||||
/// </summary>
|
||||
/// <param name="parent">This is where root node goes</param>
|
||||
/// <param name="depth"></param>
|
||||
///
|
||||
void SplitNode(KDNode parent) {
|
||||
|
||||
// center of bounding box
|
||||
KDBounds parentBounds = parent.bounds;
|
||||
var parentBoundsSize = parentBounds.size;
|
||||
|
||||
// Find axis where bounds are largest
|
||||
int splitAxis = 0;
|
||||
float axisSize = parentBoundsSize.x;
|
||||
|
||||
if (axisSize < parentBoundsSize.y) {
|
||||
splitAxis = 1;
|
||||
axisSize = parentBoundsSize.y;
|
||||
}
|
||||
|
||||
// Our axis min-max bounds
|
||||
float boundsStart = parentBounds.min[splitAxis];
|
||||
float boundsEnd = parentBounds.max[splitAxis];
|
||||
|
||||
// Calculate the spliting coords
|
||||
float splitPivot = CalculatePivot(parent.start, parent.end, boundsStart, boundsEnd, splitAxis);
|
||||
|
||||
parent.partitionAxis = splitAxis;
|
||||
parent.partitionCoordinate = splitPivot;
|
||||
|
||||
// 'Spliting' array to two subarrays
|
||||
int splittingIndex = Partition(parent.start, parent.end, splitPivot, splitAxis);
|
||||
|
||||
// Negative / Left node
|
||||
float2 negMax = parentBounds.max;
|
||||
negMax[splitAxis] = splitPivot;
|
||||
|
||||
KDNode negNode = GetKDNode();
|
||||
negNode.bounds = parentBounds;
|
||||
negNode.bounds.max = negMax;
|
||||
negNode.start = parent.start;
|
||||
negNode.end = splittingIndex;
|
||||
parent.negativeChild = negNode;
|
||||
|
||||
// Positive / Right node
|
||||
float2 posMin = parentBounds.min;
|
||||
posMin[splitAxis] = splitPivot;
|
||||
|
||||
KDNode posNode = GetKDNode();
|
||||
posNode.bounds = parentBounds;
|
||||
posNode.bounds.min = posMin;
|
||||
posNode.start = splittingIndex;
|
||||
posNode.end = parent.end;
|
||||
parent.positiveChild = posNode;
|
||||
|
||||
// check if we are actually splitting it anything
|
||||
// this if check enables duplicate coordinates, but makes construction a bit slower
|
||||
#if KDTREE_DUPLICATES
|
||||
if(negNode.Count != 0 && posNode.Count != 0) {
|
||||
#endif
|
||||
// Constraint function deciding if split should be continued
|
||||
if(ContinueSplit(negNode))
|
||||
SplitNode(negNode);
|
||||
|
||||
|
||||
if(ContinueSplit(posNode))
|
||||
SplitNode(posNode);
|
||||
|
||||
#if KDTREE_DUPLICATES
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sliding midpoint splitting pivot calculation
|
||||
/// 1. First splits node to two equal parts (midPoint)
|
||||
/// 2. Checks if elements are in both sides of splitted bounds
|
||||
/// 3a. If they are, just return midPoint
|
||||
/// 3b. If they are not, then points are only on left or right bound.
|
||||
/// 4. Move the splitting pivot so that it shrinks part with points completely (calculate min or max dependent) and return.
|
||||
/// </summary>
|
||||
/// <param name="start"></param>
|
||||
/// <param name="end"></param>
|
||||
/// <param name="boundsStart"></param>
|
||||
/// <param name="boundsEnd"></param>
|
||||
/// <param name="axis"></param>
|
||||
/// <returns></returns>
|
||||
float CalculatePivot(int start, int end, float boundsStart, float boundsEnd, int axis) {
|
||||
|
||||
//! sliding midpoint rule
|
||||
float midPoint = (boundsStart + boundsEnd) / 2f;
|
||||
|
||||
bool negative = false;
|
||||
bool positive = false;
|
||||
|
||||
float negMax = Single.MinValue;
|
||||
float posMin = Single.MaxValue;
|
||||
|
||||
// this for loop section is used both for sorted and unsorted data
|
||||
for (int i = start; i < end; i++) {
|
||||
|
||||
if (points[permutation[i]][axis] < midPoint)
|
||||
negative = true;
|
||||
else
|
||||
positive = true;
|
||||
|
||||
if (negative == true && positive == true)
|
||||
return midPoint;
|
||||
}
|
||||
|
||||
if (negative) {
|
||||
|
||||
for (int i = start; i < end; i++)
|
||||
if (negMax < points[permutation[i]][axis])
|
||||
negMax = points[permutation[i]][axis];
|
||||
|
||||
return negMax;
|
||||
}
|
||||
else {
|
||||
|
||||
for (int i = start; i < end; i++)
|
||||
if (posMin > points[permutation[i]][axis])
|
||||
posMin = points[permutation[i]][axis];
|
||||
|
||||
return posMin;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Similar to Hoare partitioning algorithm (used in Quick Sort)
|
||||
/// Modification: pivot is not left-most element but is instead argument of function
|
||||
/// Calculates splitting index and partially sorts elements (swaps them until they are on correct side - depending on pivot)
|
||||
/// Complexity: O(n)
|
||||
/// </summary>
|
||||
/// <param name="start">Start index</param>
|
||||
/// <param name="end">End index</param>
|
||||
/// <param name="partitionPivot">Pivot that decides boundary between left and right</param>
|
||||
/// <param name="axis">Axis of this pivoting</param>
|
||||
/// <returns>
|
||||
/// Returns splitting index that subdivides array into 2 smaller arrays
|
||||
/// left = [start, pivot),
|
||||
/// right = [pivot, end)
|
||||
/// </returns>
|
||||
int Partition(int start, int end, float partitionPivot, int axis) {
|
||||
|
||||
// note: increasing right pointer is actually decreasing!
|
||||
int LP = start - 1; // left pointer (negative side)
|
||||
int RP = end; // right pointer (positive side)
|
||||
|
||||
int temp; // temporary var for swapping permutation indexes
|
||||
|
||||
while (true) {
|
||||
|
||||
do {
|
||||
// move from left to the right until "out of bounds" value is found
|
||||
LP++;
|
||||
}
|
||||
while (LP < RP && points[permutation[LP]][axis] < partitionPivot);
|
||||
|
||||
do {
|
||||
// move from right to the left until "out of bounds" value found
|
||||
RP--;
|
||||
}
|
||||
while (LP < RP && points[permutation[RP]][axis] >= partitionPivot);
|
||||
|
||||
if (LP < RP) {
|
||||
// swap
|
||||
temp = permutation[LP];
|
||||
permutation[LP] = permutation[RP];
|
||||
permutation[RP] = temp;
|
||||
}
|
||||
else {
|
||||
|
||||
return LP;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constraint function. You can add custom constraints here - if you have some other data/classes binded to Vector3 points
|
||||
/// Can hardcode it into
|
||||
/// </summary>
|
||||
/// <param name="node"></param>
|
||||
/// <returns></returns>
|
||||
bool ContinueSplit(KDNode node) {
|
||||
|
||||
return (node.Count > maxPointsPerLeafNode);
|
||||
}
|
||||
}
|
||||
}
|
||||
13
Assets/Scripts/ServerShared/NIH/KDTree/KDTree.cs.meta
Normal file
13
Assets/Scripts/ServerShared/NIH/KDTree/KDTree.cs.meta
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 437ce4903d14e2f4182fad0f2ac92678
|
||||
timeCreated: 1520696434
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
164
Assets/Scripts/ServerShared/SampleElimination.cs
Normal file
164
Assets/Scripts/ServerShared/SampleElimination.cs
Normal file
|
|
@ -0,0 +1,164 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using DataStructures.ViliWonka.Heap;
|
||||
using DataStructures.ViliWonka.KDTree;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
using float2 = Unity.Mathematics.float2;
|
||||
|
||||
public static class WeightedSampleElimination
|
||||
{
|
||||
private static float2 boundsMin = float2.zero; // The minimum bounds of the sampling domain
|
||||
private static float2 boundsMax = float2(1); // The maximum bounds of the sampling domain
|
||||
|
||||
// Returns the minimum bounds of the sampling domain.
|
||||
// The sampling domain boundaries are used for tiling and computing the maximum possible
|
||||
// Poisson disk radius for the sampling domain. The default boundaries are between 0 and 1.
|
||||
public static float2 BoundsMin => boundsMin;
|
||||
|
||||
// Returns the maximum bounds of the sampling domain.
|
||||
// The sampling domain boundaries are used for tiling and computing the maximum possible
|
||||
// Poisson disk radius for the sampling domain. The default boundaries are between 0 and 1.
|
||||
public static float2 BoundsMax => boundsMax;
|
||||
|
||||
// This is the main method that uses weighted sample elimination for selecting a subset of samples
|
||||
// with blue noise (Poisson disk) characteristics from a given input sample set (inputPoints).
|
||||
// The selected samples are copied to outputPoints. The output size must be smaller than the input size.
|
||||
//
|
||||
// If the progressive parameter is true, the output sample points are ordered for progressive sampling,
|
||||
// such that when the samples are introduced one by one in this order, each subset in the sequence
|
||||
// exhibits blue noise characteristics.
|
||||
//
|
||||
// The d_max parameter defines radius within which the weight function is non-zero.
|
||||
//
|
||||
// The weight function is the crucial component of weighted sample elimination. It computes the weight
|
||||
// of a sample point based on the placement of its neighbors within d_max radius. The weight function
|
||||
// must have the following form:
|
||||
//
|
||||
// float weightFunction( float2 p0, float2 p1, float dist2, float dmax )
|
||||
//
|
||||
// The arguments p0 and p1 are the two neighboring points, dist2 is the square of the Euclidean distance
|
||||
// between these two points, and d_max is the current radius for the weight function.
|
||||
// Note that if the progressive parameter is on, the d_max value sent to the weight function can be
|
||||
// different than the d_max value passed to this method.
|
||||
public static void Eliminate (
|
||||
float2[] inputPoints,
|
||||
float2[] outputPoints,
|
||||
Func<float2, float2, float, float, float> weightFunction,
|
||||
float d_max = 0)
|
||||
{
|
||||
if ( d_max < .001f ) d_max = 2 * GetMaxPoissonDiskRadius( outputPoints.Length );
|
||||
DoEliminate( inputPoints, outputPoints, d_max, weightFunction );
|
||||
}
|
||||
|
||||
public static void Eliminate(
|
||||
float2[] inputPoints,
|
||||
float2[] outputPoints,
|
||||
float d_max = 0,
|
||||
float alpha = 8,
|
||||
float beta = 0.65f,
|
||||
float gamma = 1.5f)
|
||||
{
|
||||
if ( d_max < .001f ) d_max = 2 * GetMaxPoissonDiskRadius( outputPoints.Length );
|
||||
float d_min = d_max * GetWeightLimitFraction( inputPoints.Length, outputPoints.Length, beta, gamma );
|
||||
Eliminate( inputPoints, outputPoints, (p0, p1, d2, dmax) =>
|
||||
{
|
||||
float d = sqrt(d2);
|
||||
if ( d < d_min ) d = d_min;
|
||||
return pow( 1f / (d / dmax + .01f), alpha );
|
||||
}, d_max);
|
||||
}
|
||||
|
||||
// Returns the maximum possible Poisson disk radius in the given dimensions for the given sampleCount
|
||||
// to spread over the given domainSize. If the domainSize argument is zero or negative, it is computed
|
||||
// as the area or N-dimensional volume of the box defined by the minimum and maximum bounds.
|
||||
// This method is used for the default weight function.
|
||||
static float GetMaxPoissonDiskRadius( int sampleCount )
|
||||
{
|
||||
var domainSize = boundsMax[0] - boundsMin[0];
|
||||
domainSize *= domainSize;
|
||||
float sampleArea = domainSize / sampleCount;
|
||||
return sqrt( sampleArea / ( 2 * sqrt(3) ) );
|
||||
}
|
||||
|
||||
// This is the method that performs weighted sample elimination.
|
||||
static void DoEliminate(
|
||||
float2[] inputPoints,
|
||||
float2[] outputPoints,
|
||||
float d_max,
|
||||
Func<float2, float2, float, float, float> weightFunction
|
||||
)
|
||||
{
|
||||
// Build a k-d tree for samples
|
||||
var kdtree = new KDTree(inputPoints);
|
||||
var query = new KDQuery();
|
||||
|
||||
var dmax2 = d_max * d_max;
|
||||
// Assign weights to each sample
|
||||
float[] weights = new float[inputPoints.Length];
|
||||
for (int i = 0; i < inputPoints.Length; i++)
|
||||
{
|
||||
var p = inputPoints[i];
|
||||
// for (int qi = 0; qi < inputPoints.Length; qi++)
|
||||
// {
|
||||
// var d2 = lengthsq(inputPoints[i] - inputPoints[qi]);
|
||||
// if (i != qi && d2 < dmax2)
|
||||
// {
|
||||
// var p2 = inputPoints[qi];
|
||||
// weights[i] += weightFunction(p, p2, d2, d_max);
|
||||
// }
|
||||
// }
|
||||
foreach (var (qi, d2) in query.Radius(kdtree, inputPoints[i], d_max))
|
||||
{
|
||||
var p2 = inputPoints[qi];
|
||||
weights[i] += weightFunction(p, p2, d2, d_max);
|
||||
}
|
||||
}
|
||||
|
||||
// Build a heap for the samples using their weights
|
||||
MaxHeap<int> heap = new MaxHeap<int>(inputPoints.Length);
|
||||
for (int i = 0; i < inputPoints.Length; i++)
|
||||
heap.PushObj(i, weights[i]);
|
||||
|
||||
// While the number of samples is greater than desired
|
||||
int sampleCount = inputPoints.Length;
|
||||
while (sampleCount > outputPoints.Length)
|
||||
{
|
||||
// Pull the top sample from heap
|
||||
var i = heap.PopObj();
|
||||
var p = inputPoints[i];
|
||||
// For each sample around it, remove its weight contribution and update the heap
|
||||
// for (int qi = 0; qi < inputPoints.Length; qi++)
|
||||
// {
|
||||
// var d2 = lengthsq(inputPoints[i] - inputPoints[qi]);
|
||||
// if (i != qi && d2 < dmax2)
|
||||
// {
|
||||
// var p2 = inputPoints[qi];
|
||||
// weights[qi] -= weightFunction(p, p2, d2, d_max);
|
||||
// heap.SetValue(qi, weights[qi]);
|
||||
// }
|
||||
// }
|
||||
foreach (var (qi, d2) in query.Radius(kdtree, p, d_max))
|
||||
{
|
||||
var p2 = inputPoints[qi];
|
||||
weights[qi] -= weightFunction(p, p2, d2, d_max);
|
||||
heap.SetValue(qi, weights[qi]);
|
||||
}
|
||||
sampleCount--;
|
||||
}
|
||||
|
||||
var outputIndex = 0;
|
||||
foreach (var i in heap.FlushResult())
|
||||
{
|
||||
outputPoints[outputIndex++] = inputPoints[i];
|
||||
}
|
||||
}
|
||||
|
||||
// Returns the minimum radius fraction used by the default weight function.
|
||||
static float GetWeightLimitFraction( int inputSize, int outputSize, float beta, float gamma )
|
||||
{
|
||||
float ratio = (float) outputSize / inputSize;
|
||||
return ( 1 - pow( ratio, gamma ) ) * beta;
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/ServerShared/SampleElimination.cs.meta
Normal file
3
Assets/Scripts/ServerShared/SampleElimination.cs.meta
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 21d7e3a015d3430db9ecf66f8e59de28
|
||||
timeCreated: 1615344428
|
||||
14
Assets/Scripts/ServerShared/Sector.cs
Normal file
14
Assets/Scripts/ServerShared/Sector.cs
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
using System.Collections.Generic;
|
||||
using Unity.Mathematics;
|
||||
|
||||
public class Sector
|
||||
{
|
||||
public List<SectorZone> Zones = new List<SectorZone>();
|
||||
}
|
||||
|
||||
public class SectorZone
|
||||
{
|
||||
public string Name;
|
||||
public float2 Position;
|
||||
public List<SectorZone> AdjacentZones = new List<SectorZone>();
|
||||
}
|
||||
3
Assets/Scripts/ServerShared/Sector.cs.meta
Normal file
3
Assets/Scripts/ServerShared/Sector.cs.meta
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 02eb0a6347a54bcebc359807207af96b
|
||||
timeCreated: 1615343479
|
||||
38
Assets/Scripts/ServerShared/SectorGenerator.cs
Normal file
38
Assets/Scripts/ServerShared/SectorGenerator.cs
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
using System;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
using Random = Unity.Mathematics.Random;
|
||||
|
||||
public static class SectorGenerator
|
||||
{
|
||||
public static Sector GenerateSector(ref Random random, SectorGenerationSettings settings, MarkovNameGenerator nameGenerator)
|
||||
{
|
||||
var inputSamples = new float2[2048];
|
||||
var sample = 0;
|
||||
var accumulator = 0f;
|
||||
while (sample < inputSamples.Length)
|
||||
{
|
||||
var v = random.NextFloat2();
|
||||
accumulator += pow(settings.CloudDensity(v), 3f) * (.25f-lengthsq(v - float2(.5f))) * 4;
|
||||
if (accumulator > .5f)
|
||||
{
|
||||
accumulator = 0;
|
||||
inputSamples[sample++] = v;
|
||||
}
|
||||
}
|
||||
// for (int i = 0; i < inputSamples.Length; i++)
|
||||
// {
|
||||
// inputSamples[i] = random.NextFloat2();
|
||||
// }
|
||||
var outputSamples = new float2[64];
|
||||
//Array.Copy(inputSamples,outputSamples,32);
|
||||
Func<float2, float2, float, float, float> weightFunc = (p1, p2, d2, dmax) =>
|
||||
pow(1-sqrt(d2)/dmax, 1+settings.CloudDensity((p1 + p2) / 2)*8);
|
||||
WeightedSampleElimination.Eliminate(inputSamples, outputSamples, 0f, 4, 0.0f);
|
||||
|
||||
var sector = new Sector();
|
||||
foreach (var v in outputSamples) sector.Zones.Add(new SectorZone {Position = v, Name = nameGenerator.NextName});
|
||||
|
||||
return sector;
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/ServerShared/SectorGenerator.cs.meta
Normal file
3
Assets/Scripts/ServerShared/SectorGenerator.cs.meta
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6436908b41be47d98391eabca4e57167
|
||||
timeCreated: 1615343010
|
||||
|
|
@ -9,6 +9,7 @@ using MessagePack;
|
|||
using Newtonsoft.Json;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
using static Unity.Mathematics.noise;
|
||||
|
||||
[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
|
||||
public class PlanetSettings
|
||||
|
|
@ -42,6 +43,40 @@ public class GalaxyShapeSettings
|
|||
public float TwistExponent = 2;
|
||||
}
|
||||
|
||||
[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
|
||||
public class SectorGenerationSettings
|
||||
{
|
||||
public float NoisePosition;
|
||||
public float CloudExponent;
|
||||
public float CloudAmplitude;
|
||||
public float NoiseAmplitude;
|
||||
public float NoiseOffset;
|
||||
public float NoiseGain;
|
||||
public float NoiseLacunarity;
|
||||
public float NoiseFrequency;
|
||||
|
||||
public float fBm(float2 p, int octaves)
|
||||
{
|
||||
float freq = NoiseFrequency, amp = .5f;
|
||||
float sum = 0;
|
||||
for(int i = 0; i < octaves; i++)
|
||||
{
|
||||
if(i<4)
|
||||
sum += (1-abs(snoise(p * freq))) * amp;
|
||||
else sum += abs(snoise(p * freq)) * amp;
|
||||
freq *= NoiseLacunarity;
|
||||
amp *= NoiseGain;
|
||||
}
|
||||
return (sum + NoiseOffset)*NoiseAmplitude;
|
||||
}
|
||||
|
||||
public float CloudDensity(float2 uv)
|
||||
{
|
||||
float noise = fBm(uv + NoisePosition, 8);
|
||||
return pow(noise, CloudExponent) * CloudAmplitude;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
|
||||
public class ZoneGenerationSettings
|
||||
{
|
||||
|
|
@ -83,6 +118,8 @@ public class ZoneGenerationSettings
|
|||
public float GasGiantBandAltColorChance = .25f;
|
||||
public ExponentialLerp GasGiantBandSaturation;
|
||||
public ExponentialLerp GasGiantBandBrightness;
|
||||
|
||||
public string[] NameData;
|
||||
}
|
||||
|
||||
[Serializable, MessagePackObject(keyAsPropertyName: true), JsonObject]
|
||||
|
|
|
|||
|
|
@ -59,11 +59,11 @@ public class InventoryMenu : MonoBehaviour
|
|||
{
|
||||
_destroyItem = false;
|
||||
});
|
||||
var cargo = GameManager.DockingBay ?? GameManager.CurrentShip.CargoBays.FirstOrDefault();
|
||||
var cargo = GameManager.DockingBay ?? GameManager.CurrentEntity.CargoBays.FirstOrDefault();
|
||||
if (cargo!=null)
|
||||
InventoryPanels[0].Display(cargo);
|
||||
if(GameManager.CurrentShip != null)
|
||||
InventoryPanels[1].Display(GameManager.CurrentShip);
|
||||
if(GameManager.CurrentEntity != null)
|
||||
InventoryPanels[1].Display(GameManager.CurrentEntity);
|
||||
else InventoryPanels[1].Clear();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -103,11 +103,11 @@ public class InventoryPanel : MonoBehaviour, IPointerClickHandler
|
|||
{
|
||||
Current.onClick.AddListener(() =>
|
||||
{
|
||||
if (_displayedEntity != GameManager.CurrentShip)
|
||||
if (_displayedEntity != GameManager.CurrentEntity)
|
||||
{
|
||||
if(_displayedEntity is Ship ship)
|
||||
{
|
||||
GameManager.CurrentShip = ship;
|
||||
GameManager.CurrentEntity = ship;
|
||||
GameManager.DockingBay.DockedShip = ship;
|
||||
Current.targetGraphic.color = ToggleEnabledColor;
|
||||
}
|
||||
|
|
@ -159,7 +159,7 @@ public class InventoryPanel : MonoBehaviour, IPointerClickHandler
|
|||
ship.SetParent(GameManager.DockedEntity);
|
||||
GameManager.PlayerEntities.Add(ship);
|
||||
GameManager.Credits -= pack.Price(GameManager.ItemManager);
|
||||
GameManager.CurrentShip = ship;
|
||||
GameManager.CurrentEntity = ship;
|
||||
GameManager.DockingBay.DockedShip = ship;
|
||||
Display(ship);
|
||||
}, pack.Price(GameManager.ItemManager) < GameManager.Credits
|
||||
|
|
@ -282,7 +282,7 @@ public class InventoryPanel : MonoBehaviour, IPointerClickHandler
|
|||
if (Current)
|
||||
{
|
||||
Current.gameObject.SetActive(true);
|
||||
Current.targetGraphic.color = entity == GameManager.CurrentShip ? ToggleEnabledColor : ToggleDisabledColor;
|
||||
Current.targetGraphic.color = entity == GameManager.CurrentEntity ? ToggleEnabledColor : ToggleDisabledColor;
|
||||
}
|
||||
if (Thermal)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -47,7 +47,7 @@ public class MenuPanel : MonoBehaviour
|
|||
{
|
||||
foreach (var tabButton in _tabs.Values)
|
||||
{
|
||||
tabButton.gameObject.SetActive(!tabButton.RequireParent || GameManager.CurrentShip.Parent != null);
|
||||
tabButton.gameObject.SetActive(!tabButton.RequireParent || GameManager.CurrentEntity.Parent != null);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -242,10 +242,13 @@ public class SchematicDisplay : MonoBehaviour
|
|||
$"{((int)(_cargoBays.Min(r => r.Temperature) - 273.15f)).ToString()}-" +
|
||||
$"{((int)(_cargoBays.Max(r => r.Temperature) - 273.15f)).ToString()}°C";
|
||||
|
||||
CockpitTemperatureLabel.text = $"{((int)(_cockpit.Item.Temperature - 273.15f)).ToString()}°C";
|
||||
if(_cockpit != null)
|
||||
{
|
||||
CockpitTemperatureLabel.text = $"{((int) (_cockpit.Item.Temperature - 273.15f)).ToString()}°C";
|
||||
|
||||
HeatstrokeMeterFill.anchorMax = new Vector2(_entity.Heatstroke, 1);
|
||||
HeatstrokeLimitFill.anchorMax = new Vector2(_cockpit.Item.Temperature / Settings.GameplaySettings.HeatstrokeTemperature, 1);
|
||||
HeatstrokeMeterFill.anchorMax = new Vector2(_entity.Heatstroke, 1);
|
||||
HeatstrokeLimitFill.anchorMax = new Vector2(_cockpit.Item.Temperature / Settings.GameplaySettings.HeatstrokeTemperature, 1);
|
||||
}
|
||||
|
||||
if (_capacitors.Length == 0)
|
||||
{
|
||||
|
|
|
|||
58
Assets/Scripts/UI/SectorMap.cs
Normal file
58
Assets/Scripts/UI/SectorMap.cs
Normal file
|
|
@ -0,0 +1,58 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Unity.Mathematics;
|
||||
using static Unity.Mathematics.math;
|
||||
using static Unity.Mathematics.noise;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
public class SectorMap : MonoBehaviour
|
||||
{
|
||||
public MeshRenderer SectorRenderer;
|
||||
public SectorGenerationSettings Settings;
|
||||
public Prototype ZonePrototype;
|
||||
|
||||
[Header("Name Generation")]
|
||||
public TextAsset NameFile;
|
||||
public int NameFileMinWordLength = 4;
|
||||
public int NameGeneratorMinLength = 5;
|
||||
public int NameGeneratorMaxLength = 10;
|
||||
public int NameGeneratorOrder = 4;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
var names = new HashSet<string>();
|
||||
var lines = NameFile.text.Split('\n');
|
||||
foreach (var line in lines)
|
||||
{
|
||||
foreach(var word in line.ToUpperInvariant().Split(' ', ',', '.', '"'))
|
||||
if (word.Length >= NameGeneratorMinLength && !names.Contains(word))
|
||||
names.Add(word);
|
||||
}
|
||||
|
||||
var random = new Unity.Mathematics.Random(1337);
|
||||
for (int i = 0; i < 4096; i++) random.NextFloat();
|
||||
var nameGenerator = new MarkovNameGenerator(ref random, names, NameGeneratorOrder, NameGeneratorMinLength, NameGeneratorMaxLength);
|
||||
Settings.NoisePosition = Random.value * 100;
|
||||
var sector = SectorGenerator.GenerateSector(ref random, Settings, nameGenerator);
|
||||
foreach (var zone in sector.Zones)
|
||||
{
|
||||
var zoneInstance = ZonePrototype.Instantiate<Transform>();
|
||||
zoneInstance.position = new Vector3(zone.Position.x - .5f, zone.Position.y - .5f);
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
SectorRenderer.material.SetFloat("CloudAmplitude", Settings.CloudAmplitude);
|
||||
SectorRenderer.material.SetFloat("CloudExponent", Settings.CloudExponent);
|
||||
SectorRenderer.material.SetFloat("NoisePosition", Settings.NoisePosition);
|
||||
SectorRenderer.material.SetFloat("NoiseAmplitude", Settings.NoiseAmplitude);
|
||||
SectorRenderer.material.SetFloat("NoiseOffset", Settings.NoiseOffset);
|
||||
SectorRenderer.material.SetFloat("NoiseGain", Settings.NoiseGain);
|
||||
SectorRenderer.material.SetFloat("NoiseLacunarity", Settings.NoiseLacunarity);
|
||||
SectorRenderer.material.SetFloat("NoiseFrequency", Settings.NoiseFrequency);
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/UI/SectorMap.cs.meta
Normal file
11
Assets/Scripts/UI/SectorMap.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5369ea8554e422a45a9f949bdd3bee3f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -448,7 +448,7 @@ public class TradeMenu : MonoBehaviour
|
|||
_targetCargo = GameManager.DockingBay;
|
||||
TargetCargoLabel.text = "Docking Bay";
|
||||
});
|
||||
foreach (var ship in GameManager.CurrentShip.Parent.Children.Where(GameManager.PlayerEntities.Contains))
|
||||
foreach (var ship in GameManager.CurrentEntity.Parent.Children.Where(GameManager.PlayerEntities.Contains))
|
||||
{
|
||||
foreach (var bay in ship.CargoBays.Select((bay, index) => (bay, index)))
|
||||
ContextMenu.AddOption($"{ship.Name} Bay {bay.index}",
|
||||
|
|
|
|||
|
|
@ -7,28 +7,18 @@ Shader "Unlit/GalaxyMap"
|
|||
Properties
|
||||
{
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
_CloudColor ("CloudColor", Color) = (1,1,1,1)
|
||||
[HDR]_CloudColor ("Cloud Color", Color) = (1,1,1,1)
|
||||
CloudAmplitude("Cloud Amplitude", Float) = 1
|
||||
CloudExponent ("Cloud Exponent", Float) = 2
|
||||
_GlowColor ("GlowColor", Color) = (1,1,1,1)
|
||||
Arms("Arms", Float) = 4
|
||||
Twist("Twist", Float) = 180
|
||||
TwistPower("TwistPower", Float) = 1
|
||||
SpokeOffset("SpokeOffset", Float) = 1
|
||||
SpokeScale("SpokeScale", Float) = 1
|
||||
CoreBoost("CoreBoost", Float) = 1
|
||||
CoreBoostOffset("CoreBoostOffset", Float) = 0
|
||||
CoreBoostPower("CoreBoostPower", Float) = 1
|
||||
EdgeReduction("EdgeReduction", Float) = 1
|
||||
NoisePosition("NoisePosition", Float) = 0.5
|
||||
NoiseAmplitude("NoiseAmplitude", Float) = 0.5
|
||||
NoiseOffset("NoiseOffset", Float) = 0.5
|
||||
NoiseGain("NoiseGain", Float) = 1
|
||||
NoiseLacunarity("NoiseLacunarity", Float) = 2
|
||||
NoiseFrequency("NoiseFrequency", Float) = 1
|
||||
GlowOffset("GlowOffset", Float) = 0
|
||||
GlowAmount("GlowAmount", Float) = 0
|
||||
GlowPower("GlowPower", Float) = 0
|
||||
StarBoost("StarBoost", Float) = 0
|
||||
GalaxyAmplitude("GalaxyAmplitude", Float) = 1
|
||||
StarExponent("StarExponent", Float) = 1
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
|
|
@ -63,28 +53,17 @@ Shader "Unlit/GalaxyMap"
|
|||
float4 _MainTex_ST;
|
||||
fixed4 _CloudColor;
|
||||
fixed4 _GlowColor;
|
||||
float Arms;
|
||||
float Twist;
|
||||
float TwistPower;
|
||||
float SpokeOffset;
|
||||
float SpokeScale;
|
||||
|
||||
float CoreBoost;
|
||||
float CoreBoostOffset;
|
||||
float CoreBoostPower;
|
||||
float EdgeReduction;
|
||||
|
||||
float CloudExponent;
|
||||
float CloudAmplitude;
|
||||
float NoisePosition;
|
||||
float NoiseAmplitude;
|
||||
float NoiseOffset;
|
||||
float NoiseGain;
|
||||
float NoiseLacunarity;
|
||||
//int NoiseOctaves = 7;
|
||||
float NoiseFrequency;
|
||||
float GlowOffset;
|
||||
float GlowAmount;
|
||||
float GlowPower;
|
||||
float StarBoost;
|
||||
float GalaxyAmplitude;
|
||||
float StarExponent;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
|
|
@ -102,7 +81,9 @@ Shader "Unlit/GalaxyMap"
|
|||
float sum = 0;
|
||||
for(int i = 0; i < octaves; i++)
|
||||
{
|
||||
sum += snoise(p * freq) * amp;
|
||||
if(i<4)
|
||||
sum += (1-abs(snoise(p * freq))) * amp;
|
||||
else sum += abs(snoise(p * freq)) * amp;
|
||||
freq *= NoiseLacunarity;
|
||||
amp *= NoiseGain;
|
||||
}
|
||||
|
|
@ -111,20 +92,10 @@ Shader "Unlit/GalaxyMap"
|
|||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
float2 offset = -(.5).xx+i.uv;
|
||||
float circle = (.5-length(offset))*2;
|
||||
clip(circle);
|
||||
float angle = pow(length(offset)*2,TwistPower) * Twist;
|
||||
float2 twist = float2(offset.x*cos(angle) - offset.y*sin(angle), offset.x*sin(angle) + offset.y*cos(angle));
|
||||
float atan = atan2(twist.y,twist.x);
|
||||
float spokes = (sin(atan*Arms) + SpokeOffset) * SpokeScale;
|
||||
float noise = fBm(i.uv + NoisePosition.xx, 8);
|
||||
float shape = lerp(spokes - EdgeReduction * length(offset), 1, pow(circle, CoreBoostPower) * CoreBoost + CoreBoostOffset);
|
||||
float gal = max(shape - noise * clamp(circle,0,1), 0) * GalaxyAmplitude;
|
||||
float glow = (pow(circle,GlowPower) + GlowOffset) * GlowAmount;
|
||||
float stars = tex2D(_MainTex, i.uv2) * clamp(shape*StarBoost, 0, 1);
|
||||
fixed4 col = fixed4(gal*_CloudColor.rgb + glow*_GlowColor.rgb + stars.xxx, 1);
|
||||
return col;
|
||||
float gal = pow(noise, CloudExponent) * CloudAmplitude;
|
||||
float stars = tex2D(_MainTex, i.uv2) * pow(noise, StarExponent) * StarBoost;
|
||||
return fixed4(max(gal*_CloudColor.rgb - _GlowColor.rgb, 0) + stars.xxx, 1);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,937 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<LangVersion>latest</LangVersion>
|
||||
<_TargetFrameworkDirectories>non_empty_path_generated_by_unity.rider.package</_TargetFrameworkDirectories>
|
||||
<_FullFrameworkReferenceAssemblyPaths>non_empty_path_generated_by_unity.rider.package</_FullFrameworkReferenceAssemblyPaths>
|
||||
<DisableHandlePackageFileConflicts>true</DisableHandlePackageFileConflicts>
|
||||
<CodeAnalysisRuleSet></CodeAnalysisRuleSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProductVersion>10.0.20506</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<RootNamespace></RootNamespace>
|
||||
<ProjectGuid>{c2362ba6-dee9-92b9-0779-f5fcf5968986}</ProjectGuid>
|
||||
<ProjectTypeGuids>{E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<AssemblyName>Economy.Shared.Unity</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.7.1</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<BaseDirectory>.</BaseDirectory>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>Temp\Bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE;UNITY_2020_2_6;UNITY_2020_2;UNITY_2020;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;UNITY_2019_3_OR_NEWER;UNITY_2019_4_OR_NEWER;UNITY_2020_1_OR_NEWER;UNITY_2020_2_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;USE_SEARCH_ENGINE_API;SCENE_TEMPLATE_MODULE;ENABLE_AR;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_EVENT_QUEUE;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_VIRTUALTEXTURING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_UNITYWEBREQUEST;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE;PLATFORM_STANDALONE_WIN;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;PLATFORM_UPDATES_TIME_OUTSIDE_OF_PLAYER_LOOP;GFXDEVICE_WAITFOREVENT_MESSAGEPUMP;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_4_6;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_INPUT_SYSTEM;UNITY_POST_PROCESSING_STACK_V2;TEST_MSAGL;REPORTING;PERSISTENCE;SUBSTANCE_PLUGIN_ENABLED;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
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|
||||
<NoWarn></NoWarn>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<PropertyGroup>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Proto\ErrorType.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\InTimezone.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Model\HttpMethod.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Attributes.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver.Linq\RethinkQueryExecutor.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Saturday.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LiteNetLib\NetStatistics.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver.Linq\RethinkDbQueryModelVisitor.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\SurveyController.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\MakeObj.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Agents\Tasks\PatrolOrbits.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Month.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\ReqlRuntimeError.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\ReqlServerCompileError.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LiteNetLib\Utils\NetSerializer.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\AnyAll.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Model\ReqlFunction3.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Model\Status.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Not.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\Count.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\Utils\ComparerMagic.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\VelocityLimit.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Funcall.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\Heat.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\ScramAttributes.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\ConcatMap.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\InstantWeapon.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Line.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\Visibility.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Proto\TermType.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\IndexRename.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Wait.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\WanderController.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\SecureRandom.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Fold.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Floor.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\Repeat.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Model\Server.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\ReqlAvailabilityError.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\RethinkDB.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Model\IdentifierFormat.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Model\ReqlLambda.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\SetIntersection.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Model\OptArgs.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Model\MapObject.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Mod.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\Switch.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Zip.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\RethinkDBConstants.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Asc.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\SocketWrapper.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Func.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\ReqlError.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Contains.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\DbDrop.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\CoerceTo.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\JsonKnownTypes\JsonKnownTypesConverter.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Utils\ExtensionsForEvent.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LiteNetLib\Utils\CRC32C.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Ast\ExtensionHelper.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Div.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver.Linq\Attributes\PrimaryIndexAttribute.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\EpochTime.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LiteNetLib\NetPacketPool.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LiteNetLib\NetSocket.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver.Linq\WhereClauseParsers\SubQueryVisitor\FirstSubQueryVisitor.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Ceil.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\SelectMany.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\TableDrop.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\Utils\GenericOperators.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\Trigger.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\ReqlResourceLimitError.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\Clustering\ConnectionPool.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Prepend.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\JsonKnownTypes\AttributesManager.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\VelocityConversion.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Or.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver.Linq\WhereClauseParsers\SubQueryVisitor\AnySubQueryVisitor.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LiteNetLib\Utils\NetDataReader.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\JsonConverters\ReqlBinaryConverter.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\DbCreate.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Agents\Tasks\HaulingTask.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Update.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Polygon.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Hours.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Sync.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Settings.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\ErrorBuilder.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Maxval.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Branch.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\StatModifier.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Friday.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Nth.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\Clustering\IPoolingStrategy.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\ReqlClientError.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\EnergyDraw.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Distance.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Point.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Model\Bound.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\September.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\Reactor.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\ZoneGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\Last.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LiteNetLib\NetPeer.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\Aggregate.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Model\Format.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Model\Result.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LiteNetLib\NatPunchModule.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\DatabaseCache.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Model\GroupedResult.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Args.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver.Linq\WhereClauseParsers\SubQueryVisitor\ISubQueryVisitor.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\SetDifference.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Reconfigure.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Agents\Tasks\AgentTask.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\ColorMath.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\July.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Slice.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\Radiator.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Info.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver.Linq\WhereClauseParsers\DefaultParser.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver.Linq\WhereClauseParsers\SubQueryVisitor\BaseFilterableSubQueryVisitor.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\JsonConverters\ExtensionsForJsonConverters.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Agents\States\MoveTo.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\Handshake.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Var.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Lt.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Agents\Tasks\WanderTask.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Model\Unit.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Model\Profile.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\IndexCreate.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Ast\Poco.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Delete.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\Distinct.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Min.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\ReqlDriverCompileError.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\ReqlQueryLogicError.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Ast\TopLevel.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LiteNetLib\NetConstants.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Proto\Protocol.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\PlayerSettings.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Filter.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\Response.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\JsonConverters\ReqlExprConverter.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\RegisterResolver.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Split.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\EqJoin.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Minval.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Proto\ResponseType.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\Launcher.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Le.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\Sensor.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Now.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Agents\States\MatchVelocity.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\ReqlNonExistenceError.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\AetheriaMath.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\JsonKnownTypes\Utils\Mapper.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\Clustering\HostPool.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\HasFields.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\November.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Model\ReqlFunction0.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Minutes.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\JsonKnownTypes\JsonKnownThisTypeAttribute.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\Thermotoggle.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\Where.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\Min.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Limit.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\And.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Behaviors\ParticleEffect.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Bracket.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver.Linq\WhereClauseParsers\ExpressionVisitor.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\DeleteAt.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Extras\Dao\Document.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver.Linq\WhereClauseParsers\PrimaryIndexParser.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Wednesday.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver.Linq\WhereClauseParsers\SubQueryVisitor\AllSubQueryVisitor.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Log.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Values.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Agents\Tasks\Mining.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Keys.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Reduce.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Net\IncrementalSHA256.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\ToGeojson.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Group.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Date.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Mul.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LinqFaster\First.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Model\ReqlFunction1.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Messages.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Table.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Day.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\OrderBy.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\MakeArray.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Circle.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver.Linq\RethinkDbGroup.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Entity.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\ReqlObject.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\Agents\States\BaseState.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\ReqlAuthError.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\LiteNetLib\NetExceptions.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\December.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\Union.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Ast\IndexDrop.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\ReqlCompileError.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Ast\Util.cs" />
|
||||
<Compile Include="Assets\Scripts\ServerShared\NIH\RethinkDb.Driver\Generated\Model\Durability.cs" />
|
||||
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<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.ServiceModel.Http.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.ServiceModel.NetTcp">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.ServiceModel.NetTcp.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.ServiceModel.Primitives">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.ServiceModel.Primitives.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.ServiceModel.Security">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.ServiceModel.Security.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Text.Encoding">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Text.Encoding.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Text.Encoding.Extensions">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Text.Encoding.Extensions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Text.RegularExpressions">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Text.RegularExpressions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Threading.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Overlapped">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Threading.Overlapped.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Tasks">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Threading.Tasks.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Tasks.Parallel">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Threading.Tasks.Parallel.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Thread">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Threading.Thread.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.ThreadPool">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Threading.ThreadPool.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Timer">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Threading.Timer.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.ValueTuple">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.ValueTuple.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.ReaderWriter">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Xml.ReaderWriter.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XDocument">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Xml.XDocument.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XmlDocument">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Xml.XmlDocument.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XmlSerializer">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Xml.XmlSerializer.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XPath">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Xml.XPath.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XPath.XDocument">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.2.6f1/Editor/Data/MonoBleedingEdge/lib/mono/4.7.1-api/Facades/System.Xml.XPath.XDocument.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEditor.UI">
|
||||
<HintPath>E:/Projects/Aetheria-Economy/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UI">
|
||||
<HintPath>E:/Projects/Aetheria-Economy/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="UniRx.csproj">
|
||||
<Project>{4d885cb7-1f9e-abb3-b070-7265b432ecda}</Project>
|
||||
<Name>UniRx</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
||||
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Reference in a new issue