Mini Galaxy Gen

Added flags to game manager and player settings to check tutorial status
Created alternate galaxy generation process for tutorial
This commit is contained in:
Reinier Vens 2021-04-22 02:53:06 +01:00
commit b1bd89a687
224 changed files with 423 additions and 208 deletions

View file

@ -116,7 +116,7 @@ public class SectorMap : MonoBehaviour
zoneInstance.Secondary.gameObject.SetActive(false);
}
var isOnCriticalPath = ActionGameManager.CurrentSector.ExitPath.Contains(zone);
var isOnCriticalPath = ActionGameManager.CurrentSector.ExitPath?.Contains(zone) ?? false;
foreach (var adjacentZone in zone.AdjacentZones)
{
// If the adjacent zone is in the set already revealed, then show the link
@ -125,7 +125,7 @@ public class SectorMap : MonoBehaviour
_revealedLinks.Contains((adjacentZone, zone))))
{
var link = LinkPrototype.Instantiate<Transform>();
var critical = isOnCriticalPath && ActionGameManager.CurrentSector.ExitPath.Contains(adjacentZone);
var critical = isOnCriticalPath && (ActionGameManager.CurrentSector.ExitPath?.Contains(adjacentZone) ?? false);
linksToReveal.Add((zone.Position, adjacentZone.Position, link, critical));
if (zone.Owner != null && zone.Owner == adjacentZone.Owner)
link.GetComponent<MeshRenderer>().sharedMaterial = _factionMaterials[zone.Owner].linkMaterial;
@ -297,14 +297,14 @@ public class SectorMap : MonoBehaviour
legendElement.Label.text = mega.ShortName;
}
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);
SectorRenderer.material.SetFloat("CloudAmplitude", ActionGameManager.CurrentSector.Background.CloudAmplitude);
SectorRenderer.material.SetFloat("CloudExponent", ActionGameManager.CurrentSector.Background.CloudExponent);
SectorRenderer.material.SetFloat("NoisePosition", ActionGameManager.CurrentSector.Background.NoisePosition);
SectorRenderer.material.SetFloat("NoiseAmplitude", ActionGameManager.CurrentSector.Background.NoiseAmplitude);
SectorRenderer.material.SetFloat("NoiseOffset", ActionGameManager.CurrentSector.Background.NoiseOffset);
SectorRenderer.material.SetFloat("NoiseGain", ActionGameManager.CurrentSector.Background.NoiseGain);
SectorRenderer.material.SetFloat("NoiseLacunarity", ActionGameManager.CurrentSector.Background.NoiseLacunarity);
SectorRenderer.material.SetFloat("NoiseFrequency", ActionGameManager.CurrentSector.Background.NoiseFrequency);
}
private void RenderInfluence()