Mini Galaxy Gen
Added flags to game manager and player settings to check tutorial status Created alternate galaxy generation process for tutorial
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224 changed files with 423 additions and 208 deletions
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@ -116,7 +116,7 @@ public class SectorMap : MonoBehaviour
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zoneInstance.Secondary.gameObject.SetActive(false);
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}
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var isOnCriticalPath = ActionGameManager.CurrentSector.ExitPath.Contains(zone);
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var isOnCriticalPath = ActionGameManager.CurrentSector.ExitPath?.Contains(zone) ?? false;
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foreach (var adjacentZone in zone.AdjacentZones)
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{
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// If the adjacent zone is in the set already revealed, then show the link
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@ -125,7 +125,7 @@ public class SectorMap : MonoBehaviour
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_revealedLinks.Contains((adjacentZone, zone))))
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{
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var link = LinkPrototype.Instantiate<Transform>();
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var critical = isOnCriticalPath && ActionGameManager.CurrentSector.ExitPath.Contains(adjacentZone);
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var critical = isOnCriticalPath && (ActionGameManager.CurrentSector.ExitPath?.Contains(adjacentZone) ?? false);
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linksToReveal.Add((zone.Position, adjacentZone.Position, link, critical));
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if (zone.Owner != null && zone.Owner == adjacentZone.Owner)
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link.GetComponent<MeshRenderer>().sharedMaterial = _factionMaterials[zone.Owner].linkMaterial;
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@ -297,14 +297,14 @@ public class SectorMap : MonoBehaviour
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legendElement.Label.text = mega.ShortName;
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}
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SectorRenderer.material.SetFloat("CloudAmplitude", ActionGameManager.CurrentSector.Settings.CloudAmplitude);
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SectorRenderer.material.SetFloat("CloudExponent", ActionGameManager.CurrentSector.Settings.CloudExponent);
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SectorRenderer.material.SetFloat("NoisePosition", ActionGameManager.CurrentSector.Settings.NoisePosition);
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SectorRenderer.material.SetFloat("NoiseAmplitude", ActionGameManager.CurrentSector.Settings.NoiseAmplitude);
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SectorRenderer.material.SetFloat("NoiseOffset", ActionGameManager.CurrentSector.Settings.NoiseOffset);
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SectorRenderer.material.SetFloat("NoiseGain", ActionGameManager.CurrentSector.Settings.NoiseGain);
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SectorRenderer.material.SetFloat("NoiseLacunarity", ActionGameManager.CurrentSector.Settings.NoiseLacunarity);
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SectorRenderer.material.SetFloat("NoiseFrequency", ActionGameManager.CurrentSector.Settings.NoiseFrequency);
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SectorRenderer.material.SetFloat("CloudAmplitude", ActionGameManager.CurrentSector.Background.CloudAmplitude);
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SectorRenderer.material.SetFloat("CloudExponent", ActionGameManager.CurrentSector.Background.CloudExponent);
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SectorRenderer.material.SetFloat("NoisePosition", ActionGameManager.CurrentSector.Background.NoisePosition);
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SectorRenderer.material.SetFloat("NoiseAmplitude", ActionGameManager.CurrentSector.Background.NoiseAmplitude);
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SectorRenderer.material.SetFloat("NoiseOffset", ActionGameManager.CurrentSector.Background.NoiseOffset);
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SectorRenderer.material.SetFloat("NoiseGain", ActionGameManager.CurrentSector.Background.NoiseGain);
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SectorRenderer.material.SetFloat("NoiseLacunarity", ActionGameManager.CurrentSector.Background.NoiseLacunarity);
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SectorRenderer.material.SetFloat("NoiseFrequency", ActionGameManager.CurrentSector.Background.NoiseFrequency);
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}
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private void RenderInfluence()
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