Save/Load and Main Menu Submenus
Redid all of the property panel UI prefabs (oof) Implemented saving and loading of the game state Moved sector generation to sector constructor (along with loading from save file) Entity settings now separate from player settings Player settings (incl. saved run) now statically accessible from game manager Added animations and submenus to the main menu Unified main menu settings and properties panel styles for prefab reusability
This commit is contained in:
parent
549811f403
commit
b6828a975a
63 changed files with 2007 additions and 1158 deletions
|
|
@ -20,6 +20,7 @@ public class SectorMap : MonoBehaviour
|
|||
public Prototype ZonePrototype;
|
||||
public Prototype LinkPrototype;
|
||||
public Prototype IconPrototype;
|
||||
public Prototype IconBackgroundPrototype;
|
||||
public Material ZonePrimaryMaterial;
|
||||
public Material ZoneSecondaryMaterial;
|
||||
public Material ZoneLinkMaterial;
|
||||
|
|
@ -32,8 +33,7 @@ public class SectorMap : MonoBehaviour
|
|||
public Texture2D HomeIcon;
|
||||
public Prototype LegendPrototype;
|
||||
public float IconDistance = 1;
|
||||
public int ZoneCount = 64;
|
||||
public float LinkDensity = .5f;
|
||||
public float IconBackgroundSize = 3;
|
||||
public float LabelDistance = .4f;
|
||||
|
||||
private Dictionary<MegaCorporation, (RenderTexture influence, Material primaryMaterial, Material secondaryMaterial, Material linkMaterial)> _factionMaterials =
|
||||
|
|
@ -66,7 +66,7 @@ public class SectorMap : MonoBehaviour
|
|||
}
|
||||
|
||||
Settings.NoisePosition = Random.value * 100;
|
||||
var sector = SectorGenerator.GenerateSector(Settings, sectorMegas, ref random);
|
||||
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!");
|
||||
|
||||
|
|
@ -135,27 +135,55 @@ public class SectorMap : MonoBehaviour
|
|||
var homeMega = sector.HomeZones.Keys.FirstOrDefault(m => sector.HomeZones[m] == zone);
|
||||
if (homeMega != null)
|
||||
{
|
||||
var backgroundInstance = IconBackgroundPrototype.Instantiate<MeshRenderer>();
|
||||
var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
|
||||
|
||||
backgroundInstance.material.SetColor("_TintColor", homeMega.SecondaryColor.ToColor());
|
||||
iconInstance.material.mainTexture = HomeIcon;
|
||||
iconInstance.material.SetColor("_TintColor", homeMega.PrimaryColor.ToColor());
|
||||
|
||||
var backgroundTransform = backgroundInstance.transform;
|
||||
var iconTransform = iconInstance.transform;
|
||||
|
||||
backgroundTransform.SetParent(zoneInstanceTransform);
|
||||
iconTransform.SetParent(zoneInstanceTransform);
|
||||
|
||||
backgroundTransform.localScale = Vector3.one * IconBackgroundSize;
|
||||
iconTransform.localScale = Vector3.one;
|
||||
|
||||
backgroundTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance, .5f);
|
||||
iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
|
||||
}
|
||||
|
||||
var bossMega = sector.BossZones.Keys.FirstOrDefault(m => sector.BossZones[m] == zone);
|
||||
if (bossMega != null)
|
||||
{
|
||||
var backgroundInstance = IconBackgroundPrototype.Instantiate<MeshRenderer>();
|
||||
var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
|
||||
|
||||
backgroundInstance.material.SetColor("_TintColor", bossMega.SecondaryColor.ToColor());
|
||||
iconInstance.material.mainTexture = BossIcon;
|
||||
iconInstance.material.SetColor("_TintColor", bossMega.PrimaryColor.ToColor());
|
||||
|
||||
var backgroundTransform = backgroundInstance.transform;
|
||||
var iconTransform = iconInstance.transform;
|
||||
|
||||
backgroundTransform.SetParent(zoneInstanceTransform);
|
||||
iconTransform.SetParent(zoneInstanceTransform);
|
||||
|
||||
backgroundTransform.localScale = Vector3.one * IconBackgroundSize;
|
||||
iconTransform.localScale = Vector3.one;
|
||||
if(homeMega != null)
|
||||
|
||||
if (homeMega != null)
|
||||
{
|
||||
backgroundTransform.localPosition = new Vector3(linkDirection.x * IconDistance, linkDirection.y * IconDistance, .5f);
|
||||
iconTransform.localPosition = new Vector3(linkDirection.x * IconDistance, linkDirection.y * IconDistance);
|
||||
else iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
|
||||
}
|
||||
else
|
||||
{
|
||||
backgroundTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance, .5f);
|
||||
iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -167,9 +195,9 @@ public class SectorMap : MonoBehaviour
|
|||
{
|
||||
var instance = zoneInstances[zone];
|
||||
var influence = 0f;
|
||||
if (zone.Megas.Length > 0)
|
||||
if (zone.Factions.Length > 0)
|
||||
{
|
||||
if (zone.Megas.Contains(mega))
|
||||
if (zone.Factions.Contains(mega))
|
||||
{
|
||||
influence = 10;
|
||||
if (zone.Owner != mega)
|
||||
|
|
|
|||
Loading…
Reference in a new issue