TECH TREES WHOO

Implemented procedural tech tree generation by porting GraphSharp to Unity.
Also, some database editor convenience changes.
This commit is contained in:
hyperion51 2020-04-11 19:18:02 +01:00
commit d5f2e3734a
573 changed files with 31001 additions and 222 deletions

View file

@ -14,8 +14,6 @@ public class Ship : Entity
public Gear Hull;
[Key("hardpoints")]
public List<Hardpoint> Hardpoints = new List<Hardpoint>();
[Key("cargo")]
public List<ItemInstance> Cargo = new List<ItemInstance>();
// [Key("bindings")] public Dictionary<KeyCode,Guid> Bindings = new Dictionary<KeyCode,Guid>();
//[IgnoreMember] public int HullHardpointCount;
@ -31,29 +29,29 @@ public class Ship : Entity
{
}
public Gear GetEquipped(HardpointType type)
{
return Hardpoints.FirstOrDefault(hp => hp.HardpointData.Type == type)?.Item;
}
public T GetEquipped<T>() where T : EquippableItemData
{
var data = Hardpoints.FirstOrDefault(hp => Context.GetData(hp.Item) is T);
if (data != null)
return Context.GetData(data.Item) as T;
return null;
}
public void Hydrate()
{
GenerateBehaviors();
//HullHardpointCount = Hardpoints.Count(hp => hp.HardpointData.Type == HardpointType.Hull);
}
private void GenerateBehaviors()
{
}
// public Gear GetEquipped(HardpointType type)
// {
// return Hardpoints.FirstOrDefault(hp => hp.HardpointData.Type == type)?.Item;
// }
//
// public T GetEquipped<T>() where T : EquippableItemData
// {
// var data = Hardpoints.FirstOrDefault(hp => Context.GetData(hp.Item) is T);
// if (data != null)
// return Context.GetData(data.Item) as T;
// return null;
// }
//
// public void Hydrate()
// {
// GenerateBehaviors();
//
// //HullHardpointCount = Hardpoints.Count(hp => hp.HardpointData.Type == HardpointType.Hull);
// }
//
// private void GenerateBehaviors()
// {
// }
// public void GenerateBindings()
// {