Commit graph Aetheria/Assets/Scripts/UI
Author SHA1 Message Date
Reinier Vens
02e85cb0e2 In-game Inventory UI
Created InventoryPanel script which populates a grid with sprites representing the layout of an entity's hull
2020-12-12 03:42:58 +00:00
Reinier Vens
1debe67958 Database Inspector Features
Aetheria Database Tools now has the ability to customize the shapes of items and hardpoints, and displays hardpoints when editing hull shape
List elements now have foldouts
Lists are presented in the Database Inspector with colors when the list type implements ITintInspector interface
2020-12-12 00:02:00 +00:00
Reinier Vens
f643f6cc8a New Inventory System + Overhaul
Removed universal GameContext references
Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager
GlobalData is gone, relevant settings are distributed amongst specialized settings classes
Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks
Controller subtypes are now generic classes, class argument is task type
Inventory is now a 2D grid instead of a list
Entity temperature is now a 2D grid instead of a number
Item sizes are now arbitrary shapes instead of a number
Hardpoints are now arbitrary shapes instead
Equipped items have their own temperatures
Map view now displays sunlight colors
Integrated Allegorithmic Substance Plugin
Imported Djinni ship and assigned Substance materials
Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
2020-12-10 23:20:38 +00:00
Reinier Vens
eef34a2de5 Minimap + Input System
Minimap is back
Minimap zoom level button
Input System configured
2020-12-02 16:42:09 +00:00
Reinier Vens
1f90d3639a Asteroids & Refactoring
We have proper belts that hug the Grid, reactive properties for planet instance data, and more!
2020-12-01 00:16:11 +00:00
Reinier Vens
a981a46170 Asteroid Belts
Sector renderer is now also rendering asteroid belts. All gravity calculations have been moved out of monobehaviors.
2020-11-29 22:50:12 +00:00
Reinier Vens
d12d7c5c45 Initial ARPG Port
ARPG scene assets from old project are now correctly visualizing sectors generated by ZoneGenerator and updated by GameContext
2020-11-27 22:47:33 +00:00
hyperion51
1e2b474fc1 Various Fixes
Newly created drones now register their origin colony correctly
Hauling behavior fixed for multiple items
Buttons can't be dragged unless explicitly enabled
Inspecting a colony with lots of compound commodities no longer sets your computer on fire
2020-07-03 01:33:42 +01:00
hyperion51
cbebc78af1 Property Panel Refresh Hotfix 2020-06-12 02:11:31 +01:00
hyperion51
991d411c91 Hauling Task
Added a control module which enables drones to haul items from colony to colony
Added confirmation dialog for actions which require confirmation, can have fields added to it just like a PropertiesPanel
Moving items between inventories now displays confirmation dialog
2020-06-12 01:57:15 +01:00
hyperion51
a901a8e829 Ship Building & Drydock
Made it possible to turn new hulls into drones which can then be outfitted and activated for service
Missing blueprint ingredients no longer crash the game and gracefully log what's broken
Loadout cargo is now stored entirely separate from gear
2020-06-11 02:55:11 +01:00
hyperion51
7b3c0cad64 Child Inventory Drag & Drop
Added child selection and child inventory panel to colony tab, and implemented drag and drop functionality between parent and child inventories
2020-06-10 02:45:10 +01:00
hyperion51
70100a48ef Population Personality Property Production Performance
Personality now affects production quality
You can now assign population points to infrastructure
Production influences personality
Automated production has a quality variable, imitating population affinity
New properties panel field type for incrementing/decrementing integers
2020-06-08 01:01:33 +01:00
hyperion51
9e368796cf Custom Dropdown Menu
Yeeted the broken text mesh pro dropdown menu into the sun, replaced it with a fully functional custom solution
2020-06-07 23:40:19 +01:00
hyperion51
e607ff3eb0 Input Field Workaround
"Fixed" the bug causing input fields to layout wrong when their text property is set
2020-06-07 22:26:22 +01:00
hyperion51
a01d760f39 Branding
Production personality profile has been moved from blueprint to factory
2020-06-07 03:21:47 +01:00
hyperion51
39ce6809c0 Inventory Events
Added an event system allowing the UI to subscribe to changes in entity cargo, hardpoints or on specific items
Fixed bugs in colony tab caused by recent refactoring
2020-06-06 03:21:03 +01:00
hyperion51
43f33546a3 Inventory Refactoring
Massively refactored everything related to entity inventory management
We are no longer recalculating mass by iterating over the entire inventory any time anything changes, for example
Gear is explicitly associated with hardpoints in the entity code
This did introduce some bugs, will clean those up tomorrow
2020-06-05 04:16:33 +01:00
hyperion51
b0d7fa4904 Properties Panel & Load Testing
Properties panel elements now have dynamic layout
Added console command to spawn lots of entities for load testing
2020-06-04 01:36:55 +01:00
hyperion51
4eb83acb34 Infrastructure and Production
Added the ability to directly install blueprints onto hardpoints in the colony tab
Added the ability to customize production of factories
This stuff is still kinda buggy
2020-06-02 07:01:03 +01:00
hyperion51
a99b4e82f3 Colony Tab Interface
Properties panel supports read/write properties
Colony tab is now populated with colony data when a colony is selected
2020-06-01 03:11:04 +01:00
hyperion51
87ebb18c0b Input/Output Properties Panel
Added methods for properties that allow reading and writing
2020-05-31 23:13:01 +01:00
hyperion51
50a8059ed4 Super Sexy Properties Panel
Properties panel now allows nested lists with foldouts, item selection and click callbacks
Properties Panel UI has a new look
Refactored lambdas in control module code into methods for readability
2020-05-31 03:10:11 +01:00
hyperion51
d78ad49762 Survey Controller & Drone Feedback
Implemented task and control module for surveying resources
Implemented behavior for resource scanner
Resources aren't shown until they have been surveyed
Entities can now display messages, used to provide drone state feedback
Orbital entities now provide correct velocity, improving drone docking precision
2020-05-29 23:06:35 +01:00
hyperion51
698263ce63 Entity Properties & Thermal Regulation
Entities such as colonies and ships can now be clicked on to reveal their properties or context menus
Orbital Colony loadout now has a new item (thermostatic heater) which itself has a new behavior type (Thermotoggle) allowing it to regulate its temperature for more agreeable living conditions
Fixed stat modifiers for hull stats (e.g. Hull Expansion)
Widened property label in DB inspector
2020-05-26 01:12:06 +01:00
hyperion51
110ff883b8 Entity Spawning & Rendering
Entity rendering now fully supports dynamic entities from game context
Entity children now displayed underneath icon
GameContext can spawn entities by loadout
Selected corporation's initial fleet is spawned in parent corp's home sector
Properties panel API is now unified with context menu API
Properties panel labels now update dynamically
2020-05-25 03:05:30 +01:00
hyperion51
0ae4a388f5 Improved Context Menus
Context menus now support dropdown options
Context menus can now be created for UI elements with new dedicated cancellation click catcher
Game manager creates context menus based on the object being clicked, no need for duplicate code in every context that object appears
2020-05-22 00:01:07 +01:00
hyperion51
98371fc453 Corporation Creation Screen
Added UI for creating a corporation; selecting a parent and choosing a name
2020-05-18 01:06:30 +01:00
hyperion51
c24c155673 Context Menus & Progress Bars
We now have a context menu UI for in-game actions, right click on an item to activate
Database view has a progress bar (finally!)
Data structures for Megacorps and loadouts
Towing task complete? needs testing
2020-05-10 00:16:33 +01:00
hyperion51
6aeb2ae280 Entity Persistence Refactoring
Entities refactored to enable robust persistence
Entities detect stale data references and reload behaviors
2020-05-06 04:56:36 +01:00
hyperion51
87acc75b96 Universal Properties Panel
Properties panel is now shared between tabs
2020-05-05 14:11:26 +01:00
hyperion51
4f29bf24d0 Refactored Ghost Entities
Game Context was creating an empty OrbitalEntity for every planet; this was an ugly hack so I refactored it, as well as refactoring some object references to GUIDs as they should be
2020-05-04 00:07:36 +01:00
hyperion51
ba681abeb6 Zone Properties Panel
You can now click on a zone to view what resources are present
2020-05-01 00:09:09 +01:00
hyperion51
588d89a5d0 newzone command
Added newzone command and updated readme
2020-04-29 11:27:55 +01:00
hyperion51
75eb534983 Added Console
Debug commands can now be executed using an in-game console
2020-04-28 01:50:50 +01:00
hyperion51
b589a6422c Ship Locomotion & Tech Tree Panel
Ship locomotion now accounts for tangential velocity, slows down properly with terminal phase separated into velocity matching behavior
Tech tree properties panel visualizes parents and children correctly
2020-04-25 00:01:13 +01:00
hyperion51
af88788e4f Local AI Testing & Interactive Tech Tab
Refactored game loop to allow full local testing
Added AI controller abstractions
Added ability to save database to local copy for offline testing
Tech Tab is now interactive, has properties panel
2020-04-23 03:31:17 +01:00
hyperion51
d1492eb04c Tech Tree Improvements 2020-04-12 11:05:36 +01:00
hyperion51
d5f2e3734a TECH TREES WHOO
Implemented procedural tech tree generation by porting GraphSharp to Unity.
Also, some database editor convenience changes.
2020-04-11 19:18:02 +01:00
hyperion51
776e08a1d1 Local Zone Generation
Added the ability to generate zones locally in order to facilitate rapidly iterating generation parameters. Then of course I tweaked the shit out of the zone generation!
2020-03-30 03:11:57 +01:00
hyperion51
f756c5fe6a Generating and Displaying Zones 2020-03-29 04:19:24 +01:00