Game Loop Galaxy Integration
Added sector map in Galaxy tab of in-game menu Added player flag to Ship (replaces AGM.PlayerEntities) Refactored sector map to depend on AGM Moved sector generation to main menu Main menu now supports resuming previous playthrough Database and player settings now statically available via AGM AGM saves current game state in PlayerSettings on exit Sector generation is now asynchronous Added progress callbacks to sector gen + progress dialog in menu Confirmation Dialog / properties panel can now display dynamic text entry Added zone title to Zone map Eliminated ZoneData class (properties moved to ZonePack) Sector, Zone and Entity serialization now fully functional Entity settings now separate from player settings Cleaned up old unused networking message classes Name files now integrated with database cache Added ability to save/load additive DB cache files in database panel Cleaned up Wwise sound setup - removed redundant items & fixed spelling errors Deleted Wwise cache + added to .gitignore
This commit is contained in:
parent
6986ff2562
commit
73651bf16a
130 changed files with 13423 additions and 4406 deletions
|
|
@ -13,60 +13,23 @@ using static Unity.Mathematics.math;
|
|||
using float2 = Unity.Mathematics.float2;
|
||||
using float3 = Unity.Mathematics.float3;
|
||||
|
||||
[RethinkTable("Galaxy"), MessagePackObject, JsonObject(MemberSerialization.OptIn)]
|
||||
public class ZoneData : DatabaseEntry, INamedEntry
|
||||
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
|
||||
public class ZonePack
|
||||
{
|
||||
[JsonProperty("name"), Key(1)]
|
||||
public string Name;
|
||||
|
||||
[JsonProperty("position"), Key(2)]
|
||||
public float2 Position = 500;
|
||||
|
||||
[JsonProperty("planets"), Key(0)]
|
||||
public List<BodyData> Planets = new List<BodyData>();
|
||||
|
||||
[JsonProperty("orbits"), Key(1)]
|
||||
public List<OrbitData> Orbits = new List<OrbitData>();
|
||||
|
||||
[JsonProperty("entities"), Key(2)]
|
||||
public List<EntityPack> Entities = new List<EntityPack>();
|
||||
|
||||
[JsonProperty("radius"), Key(3)]
|
||||
public float Radius = 2000;
|
||||
|
||||
[JsonProperty("mass"), Key(4)]
|
||||
public float Mass = 10000;
|
||||
|
||||
// [JsonProperty("visited"), Key(5)]
|
||||
// public bool Visited;
|
||||
|
||||
[JsonProperty("wormholes"), Key(5)]
|
||||
public List<Guid> Wormholes = new List<Guid>();
|
||||
|
||||
// [JsonProperty("planets"), Key(7)]
|
||||
// public Guid[] Planets;// = new List<Guid>();
|
||||
//
|
||||
// [JsonProperty("orbits"), Key(8)]
|
||||
// public List<Guid> Orbits = new List<Guid>();
|
||||
|
||||
[IgnoreMember] public string EntryName
|
||||
{
|
||||
get => Name;
|
||||
set => Name = value;
|
||||
}
|
||||
}
|
||||
|
||||
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
|
||||
public class ZonePack : INamedEntry
|
||||
{
|
||||
[JsonProperty("data"), Key(0)]
|
||||
public ZoneData Data;
|
||||
|
||||
[JsonProperty("planets"), Key(1)]
|
||||
public List<BodyData> Planets = new List<BodyData>();
|
||||
|
||||
[JsonProperty("orbits"), Key(2)]
|
||||
public List<OrbitData> Orbits = new List<OrbitData>();
|
||||
|
||||
[JsonProperty("entities"), Key(3)]
|
||||
public List<EntityPack> Entities = new List<EntityPack>();
|
||||
|
||||
[IgnoreMember] public string EntryName
|
||||
{
|
||||
get => Data.Name;
|
||||
set => Data.Name = value;
|
||||
}
|
||||
}
|
||||
|
||||
// [RethinkTable("Galaxy"), MessagePackObject, JsonObject(MemberSerialization.OptIn)]
|
||||
|
|
@ -227,7 +190,7 @@ public class OrbitData : DatabaseEntry
|
|||
[JsonProperty("phase"), Key(3)]
|
||||
public float Phase;
|
||||
|
||||
[JsonProperty("phase"), Key(3)]
|
||||
[JsonProperty("phase"), Key(4)]
|
||||
public float2 FixedPosition = float2.zero;
|
||||
|
||||
// [JsonProperty("period"), Key(4)]
|
||||
|
|
|
|||
Loading…
Reference in a new issue