UI Improvements
Target box now has bars for visibility and HP Hit indicator appears when target is damaged by player's weapons WIP narrative integration
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62142398f9
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ecd52b20c8
30 changed files with 2397 additions and 131 deletions
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@ -68,7 +68,8 @@ public class Sector
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x => Zones[x.Value]);
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Entrance = Zones[savedGame.Entrance];
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Exit = Zones[savedGame.Exit];
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if(savedGame.Exit != -1)
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Exit = Zones[savedGame.Exit];
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CalculateDistanceMatrix();
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}
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@ -119,26 +120,27 @@ public class Sector
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Action<string> progressCallback = null,
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uint seed = 0)
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{
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Faction ResolveFaction(string name) => cache.GetAll<Faction>().FirstOrDefault(f => f.Name.StartsWith(name, StringComparison.InvariantCultureIgnoreCase));
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Background = background;
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var allFactions = cache.GetAll<Faction>();
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var random = new Random(seed == 0 ? (uint) (DateTime.Now.Ticks % uint.MaxValue) : seed);
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var factions = new List<Faction>();
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var protagonistFaction = allFactions.First(f => f.Name.StartsWith(settings.ProtagonistFaction, StringComparison.InvariantCultureIgnoreCase));
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var protagonistFaction = ResolveFaction(settings.ProtagonistFaction);
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factions.Add(protagonistFaction);
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var antagonistFaction = allFactions.First(f => f.Name.StartsWith(settings.AntagonistFaction, StringComparison.InvariantCultureIgnoreCase));
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var antagonistFaction = ResolveFaction(settings.AntagonistFaction);
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factions.Add(antagonistFaction);
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var bufferFaction = allFactions.First(f => f.Name.StartsWith(settings.BufferFaction, StringComparison.InvariantCultureIgnoreCase));
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var bufferFaction = ResolveFaction(settings.BufferFaction);
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factions.Add(bufferFaction);
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var questFaction = allFactions.First(f => f.Name.StartsWith(settings.QuestFaction, StringComparison.InvariantCultureIgnoreCase));
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var questFaction = ResolveFaction(settings.QuestFaction);
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factions.Add(questFaction);
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var neutralFactions = settings.NeutralFactions
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.Select(s => allFactions.First(f => f.Name.StartsWith(s, StringComparison.InvariantCultureIgnoreCase)))
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.Select(ResolveFaction)
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.ToArray();
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factions.AddRange(neutralFactions);
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