Live Demo Tweaks
Copied Main Menu to gameplay scene Added Pause functionality (ESC key) Save & Restore discovered zones Applied vertical offset to asteroids (no more intersections!) Nebula shader optimized to improve early exit Nebula shader outputs light scattering to second render target Modified depth of field shader to use nebula light scattering
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47 changed files with 5106 additions and 2385 deletions
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@ -6,6 +6,7 @@ using System.Threading.Tasks;
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using DataStructures.ViliWonka.Heap;
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using MIConvexHull;
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using JM.LinqFaster;
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using UniRx;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using Random = Unity.Mathematics.Random;
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@ -14,6 +15,7 @@ public class Sector
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{
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public Dictionary<Faction, SectorZone> HomeZones = new Dictionary<Faction, SectorZone>();
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public Dictionary<Faction, SectorZone> BossZones = new Dictionary<Faction, SectorZone>();
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public HashSet<SectorZone> DiscoveredZones = new HashSet<SectorZone>();
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public SectorGenerationSettings Settings { get; }
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public Faction[] Factions { get; }
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@ -46,6 +48,7 @@ public class Sector
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PackedContents = zone.Contents
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};
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}).ToArray();
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foreach (var i in savedGame.DiscoveredZones) DiscoveredZones.Add(Zones[i]);
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for (var i = 0; i < Zones.Length; i++)
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{
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Zones[i].AdjacentZones = savedGame.Zones[i].AdjacentZones.Select(azi => Zones[azi]).ToList();
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@ -165,6 +168,9 @@ public class Sector
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// Entrance is the zone furthest from the exit
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Entrance = Zones.MaxBy(z => Exit.Distance[z]);
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DiscoveredZones.Add(Entrance);
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foreach(var z in Entrance.AdjacentZones) DiscoveredZones.Add(z);
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// Find all zones on the exit path where removing that zone would disconnect the entrance from the exit
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// Disregard "corridor" zones with only two adjacent zones
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var chokePoints = ExitPath
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