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:
Reinier Vens 2021-03-15 11:40:46 +00:00
commit 73651bf16a
130 changed files with 13423 additions and 4406 deletions

View file

@ -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)]