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

@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using MessagePack;
using TMPro;
using UnityEngine;
using Unity.Mathematics;
@ -16,7 +17,6 @@ public class SectorMap : MonoBehaviour
public Camera InfluenceCamera;
public Prototype InfluenceRendererPrototype;
public MeshRenderer SectorRenderer;
public SectorGenerationSettings Settings;
public Prototype ZonePrototype;
public Prototype LinkPrototype;
public Prototype IconPrototype;
@ -38,40 +38,34 @@ public class SectorMap : MonoBehaviour
private Dictionary<MegaCorporation, (RenderTexture influence, Material primaryMaterial, Material secondaryMaterial, Material linkMaterial)> _factionMaterials =
new Dictionary<MegaCorporation, (RenderTexture influence, Material primaryMaterial, Material secondaryMaterial, Material linkMaterial)>();
void Start()
public void Start()
{
var filePath = new DirectoryInfo(Application.dataPath).Parent.CreateSubdirectory("GameData");
var cache = new DatabaseCache();
cache.Load(Path.Combine(filePath.FullName, "AetherDB.msgpack"));
var megas = cache.GetAll<MegaCorporation>();
var random = new Unity.Mathematics.Random((uint) (DateTime.Now.Ticks % uint.MaxValue));
var sectorMegas = megas.OrderBy(x => Random.value).Take(Settings.MegaCount).ToArray();
foreach (var mega in sectorMegas)
if (ActionGameManager.CurrentSector == null)
{
gameObject.SetActive(false);
return;
}
foreach (var mega in ActionGameManager.CurrentSector.Factions)
{
var primary = Instantiate(ZonePrimaryMaterial);
primary.SetColor("_TintColor", (mega.PrimaryColor * MegaPrimaryBoost).ToColor());
primary.SetColor("_Color", (mega.PrimaryColor * MegaPrimaryBoost).ToColor());
var secondary = Instantiate(ZoneSecondaryMaterial);
secondary.SetColor("_TintColor", (mega.SecondaryColor * MegaSecondaryBoost).ToColor());
secondary.SetColor("_Color", (mega.SecondaryColor * MegaSecondaryBoost).ToColor());
var link = Instantiate(ZoneLinkMaterial);
link.SetColor("_TintColor", (mega.PrimaryColor * MegaLinkBoost).ToColor());
_factionMaterials.Add(mega, (new RenderTexture(1024, 1024, 1, RenderTextureFormat.RHalf), primary, secondary, link));
mega.NameGenerator = new MarkovNameGenerator(ref random, UnityHelpers.LoadAsset<TextAsset>(mega.GeonameFile).text, Settings);
link.SetColor("_Color", (mega.PrimaryColor * MegaLinkBoost).ToColor());
_factionMaterials.Add(mega, (new RenderTexture(1024, 1024, 0, RenderTextureFormat.RHalf), primary, secondary, link));
var legendElement = LegendPrototype.Instantiate<LegendElement>();
legendElement.Primary.color = mega.PrimaryColor.ToColor();
legendElement.Secondary.color = mega.SecondaryColor.ToColor();
legendElement.Label.text = mega.ShortName;
}
Settings.NoisePosition = Random.value * 100;
var sector = new Sector(Settings, sectorMegas, ref random);
var visitedZones = new HashSet<SectorZone>();
Debug.Log($"Found {sector.Zones.Count(z=>!z.AdjacentZones.Any())} orphaned zones!");
//Debug.Log($"Found {sector.Zones.Count(z=>!z.AdjacentZones.Any())} orphaned zones!");
var zoneInstances = new Dictionary<SectorZone, SectorZoneUI>();
foreach (var zone in sector.Zones)
foreach (var zone in ActionGameManager.CurrentSector.Zones)
{
var zoneInstance = ZonePrototype.Instantiate<SectorZoneUI>();
zoneInstances[zone] = zoneInstance;
@ -109,10 +103,10 @@ public class SectorMap : MonoBehaviour
zoneText.text = zone.Name;
var zoneTextTransform = zoneText.GetComponent<RectTransform>();
zoneTextTransform.pivot = new Vector2(sign(linkDirection.x)/2+.5f,sign(linkDirection.y)/2+.5f);
zoneTextTransform.localPosition = new Vector3(-linkDirection.x * LabelDistance, -linkDirection.y * LabelDistance);
zoneTextTransform.localPosition = new Vector3(-linkDirection.x * LabelDistance, -linkDirection.y * LabelDistance, -1);
visitedZones.Add(zone);
if (zone == sector.Entrance)
if (zone == ActionGameManager.CurrentSector.Entrance)
{
var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
iconInstance.material.mainTexture = EntranceIcon;
@ -122,7 +116,7 @@ public class SectorMap : MonoBehaviour
iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
}
if (zone == sector.Exit)
if (zone == ActionGameManager.CurrentSector.Exit)
{
var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
iconInstance.material.mainTexture = ExitIcon;
@ -132,15 +126,16 @@ public class SectorMap : MonoBehaviour
iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
}
var homeMega = sector.HomeZones.Keys.FirstOrDefault(m => sector.HomeZones[m] == zone);
var homeMega = ActionGameManager.CurrentSector.HomeZones.Keys
.FirstOrDefault(m => ActionGameManager.CurrentSector.HomeZones[m] == zone);
if (homeMega != null)
{
var backgroundInstance = IconBackgroundPrototype.Instantiate<MeshRenderer>();
var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
backgroundInstance.material.SetColor("_TintColor", homeMega.SecondaryColor.ToColor());
backgroundInstance.material.SetColor("_Color", homeMega.SecondaryColor.ToColor());
iconInstance.material.mainTexture = HomeIcon;
iconInstance.material.SetColor("_TintColor", homeMega.PrimaryColor.ToColor());
iconInstance.material.SetColor("_Color", homeMega.PrimaryColor.ToColor());
var backgroundTransform = backgroundInstance.transform;
var iconTransform = iconInstance.transform;
@ -155,15 +150,16 @@ public class SectorMap : MonoBehaviour
iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
}
var bossMega = sector.BossZones.Keys.FirstOrDefault(m => sector.BossZones[m] == zone);
var bossMega = ActionGameManager.CurrentSector.BossZones.Keys
.FirstOrDefault(m => ActionGameManager.CurrentSector.BossZones[m] == zone);
if (bossMega != null)
{
var backgroundInstance = IconBackgroundPrototype.Instantiate<MeshRenderer>();
var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
backgroundInstance.material.SetColor("_TintColor", bossMega.SecondaryColor.ToColor());
backgroundInstance.material.SetColor("_Color", bossMega.SecondaryColor.ToColor());
iconInstance.material.mainTexture = BossIcon;
iconInstance.material.SetColor("_TintColor", bossMega.PrimaryColor.ToColor());
iconInstance.material.SetColor("_Color", bossMega.PrimaryColor.ToColor());
var backgroundTransform = backgroundInstance.transform;
var iconTransform = iconInstance.transform;
@ -188,10 +184,10 @@ public class SectorMap : MonoBehaviour
}
// Render Influence Textures
foreach (var mega in sectorMegas)
foreach (var mega in ActionGameManager.CurrentSector.Factions)
{
var influenceRenderer = InfluenceRendererPrototype.Instantiate<MeshRenderer>();
foreach (var zone in sector.Zones)
foreach (var zone in ActionGameManager.CurrentSector.Zones)
{
var instance = zoneInstances[zone];
var influence = 0f;
@ -214,21 +210,16 @@ public class SectorMap : MonoBehaviour
influenceRenderer.material.mainTexture = _factionMaterials[mega].influence;
influenceRenderer.material.SetColor("_Color1", mega.PrimaryColor.ToColor());
influenceRenderer.material.SetColor("_Color2", mega.SecondaryColor.ToColor());
influenceRenderer.material.SetFloat("_FillTilt", random.NextFloat(PI));
influenceRenderer.material.SetFloat("_FillTilt", Random.value * PI);
}
}
// 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("Zoom", Settings.Zoom);
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);
SectorRenderer.material.SetFloat("CloudAmplitude", ActionGameManager.CurrentSector.Settings.CloudAmplitude);
SectorRenderer.material.SetFloat("CloudExponent", ActionGameManager.CurrentSector.Settings.CloudExponent);
SectorRenderer.material.SetFloat("NoisePosition", ActionGameManager.CurrentSector.Settings.NoisePosition);
SectorRenderer.material.SetFloat("NoiseAmplitude", ActionGameManager.CurrentSector.Settings.NoiseAmplitude);
SectorRenderer.material.SetFloat("NoiseOffset", ActionGameManager.CurrentSector.Settings.NoiseOffset);
SectorRenderer.material.SetFloat("NoiseGain", ActionGameManager.CurrentSector.Settings.NoiseGain);
SectorRenderer.material.SetFloat("NoiseLacunarity", ActionGameManager.CurrentSector.Settings.NoiseLacunarity);
SectorRenderer.material.SetFloat("NoiseFrequency", ActionGameManager.CurrentSector.Settings.NoiseFrequency);
}
}