using System; using System.Collections; using System.Collections.Generic; using System.IO; using System.Linq; using System.Threading; using System.Threading.Tasks; using MessagePack; using TMPro; using UniRx; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; using static CultMath.math; using float2 = CultMath.float2; using Random = UnityEngine.Random; public class MainMenu : MonoBehaviour { public VolumeCloudRenderer CloudRenderer; public GameSettings Settings; public ConfirmationDialog Dialog; public bool InGame; public Prototype PanelPrototype; public float FadeTime = .5f; public float FadeDistance = 512; public float FadeAlphaExponent = 2; public float FadePositionExponent = 2; private (PropertiesPanel panel, CanvasGroup group) _currentMenu, _nextMenu; private bool _fadeFromRight; private float _fadeLerp; private bool _fading; private Vector3 _panelPosition; //private Task _databaseLoad; void Start() { // Start loading the database in the background 'cause it takes a few seconds //_databaseLoad = Task.Run(() => ActionGameManager.Database); _panelPosition = PanelPrototype.transform.position; var panel1 = PanelPrototype.Instantiate(); _currentMenu = (panel1, panel1.GetComponent()); var panel2 = PanelPrototype.Instantiate(); _nextMenu = (panel2, panel2.GetComponent()); _currentMenu.panel.gameObject.SetActive(false); //_saveDirectory = ActionGameManager.GameDataDirectory.CreateSubdirectory("Saves"); ShowMain(); Fade(true); } private void Update() { if (_fading) { _fadeLerp += Time.deltaTime / FadeTime; _currentMenu.panel.transform.position = _panelPosition + (_fadeFromRight ? Vector3.left : Vector3.right) * (FadeDistance * pow(_fadeLerp, FadePositionExponent)); _nextMenu.panel.transform.position = _panelPosition + (_fadeFromRight ? Vector3.right : Vector3.left) * (FadeDistance * pow(1-_fadeLerp, FadePositionExponent)); _currentMenu.group.alpha = pow(1 - _fadeLerp, FadeAlphaExponent); _nextMenu.group.alpha = pow(_fadeLerp, FadeAlphaExponent); if (_fadeLerp > 1) { _fading = false; _currentMenu.panel.gameObject.SetActive(false); var temp = _currentMenu; _currentMenu = _nextMenu; _nextMenu = temp; } } } private string TitleSubtitle(string title, string subtitle) => $"{title}\n{subtitle}"; private void Fade(bool fromRight) { _nextMenu.panel.gameObject.SetActive(true); _nextMenu.group.alpha = 0; _fading = true; _fadeLerp = 0; _fadeFromRight = fromRight; } private static bool _exclusionsShown; private void ShowMain() { _nextMenu.panel.Clear(); _nextMenu.panel.Title.text = TitleSubtitle("aetheria", "terminus"); if (!InGame) { // A run exists only as the run store's SavedGame global. var cache = ActionGameManager.CultCache; if (ActionGameManager.ModExclusions.Length > 0 && !_exclusionsShown) { _exclusionsShown = true; Refuse("Some mods were not loaded", string.Join("\n", ActionGameManager.ModExclusions.Select(exclusion => exclusion.ToString()))); } var saved = cache.GetGlobal(); if (saved == null && cache.AllStoredDocuments.Any(stored => RunSave.IsRunRecord(stored.Descriptor.DocumentType))) Debug.Log("run store has no SavedGame; Continue disabled"); _nextMenu.panel.AddButton("Continue", saved == null ? (Action) null : () => { try { RunSave.RequireDesigns(cache, saved); } catch (InvalidOperationException error) { Refuse("Cannot continue this run", error.Message); return; } ActionGameManager.IsTutorial = saved.IsTutorial; ActionGameManager.CurrentGalaxy = new Galaxy(cache, saved, Debug.Log); EnterGame(); }); } _nextMenu.panel.AddButton("New Game", () => { RunSave.Clear(ActionGameManager.CultCache); var generatorState = "Loading Database Contents"; Action setState = s => generatorState = s; Fade(true); _nextMenu.panel.gameObject.SetActive(false); Dialog.Clear(); Dialog.Title.text = "Generating Galaxy"; Dialog.AddProperty(() => generatorState); Dialog.Show(); if (ActionGameManager.PlayerSettings.TutorialPassed) { var backgroundSettings = MessagePackSerializer.Deserialize( MessagePackSerializer.Serialize(Settings.SectorBackgroundSettings)); backgroundSettings.NoisePosition = Random.value * 1000; ActionGameManager.IsTutorial = false; Task.Run(() => { var sector = new Galaxy( Settings.SectorGenerationSettings, backgroundSettings, Settings.NameGeneratorSettings, ActionGameManager.CultCache, Debug.Log, setState); Observable.NextFrame().Subscribe(_ => { ActionGameManager.CurrentGalaxy = sector; EnterGame(); }); }).ContinueWith(t => Debug.LogException(t.Exception), TaskContinuationOptions.OnlyOnFaulted); } else { var backgroundSettings = MessagePackSerializer.Deserialize( MessagePackSerializer.Serialize(Settings.TutorialBackgroundSettings)); int iteration = 1; do { backgroundSettings.NoisePosition = Random.value * 1000; setState($"Finding Galaxy Position: iteration {iteration++}"); } while (backgroundSettings.CloudDensity(float2(0.5f)) < .5f); ActionGameManager.IsTutorial = true; Task.Run(() => { var sector = new Galaxy( Settings.TutorialGenerationSettings, backgroundSettings, Settings.NameGeneratorSettings, ActionGameManager.CultCache, ActionGameManager.PlayerSettings, ActionGameManager.GameDataDirectory.CreateSubdirectory("Narrative"), Debug.Log, setState); Observable.NextFrame().Subscribe(_ => { ActionGameManager.CurrentGalaxy = sector; EnterGame(); }); }).ContinueWith(t => Debug.LogException(t.Exception), TaskContinuationOptions.OnlyOnFaulted); } }); _nextMenu.panel.AddButton("Settings", () => { ShowSettings(); Fade(true); }); _nextMenu.panel.AddButton("Quit", Application.Quit); } // The one way into the game scene. Mod ship prototypes import asynchronously at boot, so the scene waits for them, // and a failed import stops here with its reason rather than in the first zone. private void EnterGame() => StartCoroutine(EnterGameWhenModShipsAreReady()); private IEnumerator EnterGameWhenModShipsAreReady() { var loading = ShipModShips.Loading; while (!loading.IsCompleted) yield return null; if (loading.IsFaulted) { Refuse("Mod ships failed to load", loading.Exception.GetBaseException().Message); yield break; } SceneManager.LoadScene("ARPG"); } private void Refuse(string title, string reason) { Debug.LogError($"{title}: {reason}"); Dialog.Clear(); Dialog.Title.text = title; Dialog.AddProperty(() => reason); Dialog.Show(onCancel: () => { }, cancelText: "OK"); } private void ShowSettings() { _nextMenu.panel.Clear(); _nextMenu.panel.Title.text = "settings"; _nextMenu.panel.AddButton("Gameplay", () => { ShowGameplaySettings(); Fade(true); }); _nextMenu.panel.AddButton("Graphics", () => { ShowGraphicsSettings(); Fade(true); }); _nextMenu.panel.AddButton("Input", () => { ShowInputSettings(); Fade(true); }); _nextMenu.panel.AddButton("Audio", () => { ShowAudioSettings(); Fade(true); }); _nextMenu.panel.AddButton("Back", () => { ShowMain(); Fade(false); }); } private void ShowGameplaySettings() { _nextMenu.panel.Clear(); _nextMenu.panel.Title.text = TitleSubtitle("gameplay", "settings"); _nextMenu.panel.AddField("Name", () => ActionGameManager.PlayerSettings.Name, s => ActionGameManager.PlayerSettings.Name = s); _nextMenu.panel.AddField("Temperature Unit", () => (int) ActionGameManager.PlayerSettings.GameplaySettings.TemperatureUnit, i => ActionGameManager.PlayerSettings.GameplaySettings.TemperatureUnit = (TemperatureUnit) i, Enum.GetNames(typeof(TemperatureUnit))); _nextMenu.panel.AddField("Significant Digits", () => ActionGameManager.PlayerSettings.GameplaySettings.SignificantDigits, i => ActionGameManager.PlayerSettings.GameplaySettings.SignificantDigits = i); _nextMenu.panel.AddButton("Back", () => { ActionGameManager.SavePlayerSettings(); ShowSettings(); Fade(false); }); } private void ShowGraphicsSettings() { _nextMenu.panel.Clear(); _nextMenu.panel.Title.text = TitleSubtitle("graphics", "settings"); _nextMenu.panel.AddField("Nebula Quality", () => (int)ActionGameManager.PlayerSettings.GraphicsSettings.NebulaQuality, i => { ActionGameManager.PlayerSettings.GraphicsSettings.NebulaQuality = (Quality)i; CloudRenderer.quality = ActionGameManager.PlayerSettings.GraphicsSettings.NebulaQuality; }, Enum.GetNames(typeof(Quality))); _nextMenu.panel.AddField("Show Asteroids in Minimap", () => ActionGameManager.PlayerSettings.GraphicsSettings.ShowAsteroidsInMinimap, b => ActionGameManager.PlayerSettings.GraphicsSettings.ShowAsteroidsInMinimap = b); _nextMenu.panel.AddButton("Back", () => { ShowSettings(); Fade(false); }); } private void ShowInputSettings() { _nextMenu.panel.Clear(); _nextMenu.panel.Title.text = TitleSubtitle("input", "settings"); _nextMenu.panel.AddButton("Back", () => { ShowSettings(); Fade(false); }); } private void ShowAudioSettings() { _nextMenu.panel.Clear(); _nextMenu.panel.Title.text = TitleSubtitle("audio", "settings"); _nextMenu.panel.AddButton("Back", () => { ShowSettings(); Fade(false); }); } }