using System; using System.IO; using System.Linq; using System.Reflection; using GameCult.Caching; using UnityEditor; using UnityEngine; using static CultMath.math; // Batch proof of ImpactPresenter's wiring, without a scene: a zone ship is bound to an EntityInstance through the game's // own SetEntity, and impacts are published on the ship's Capabilities exactly as FireControl does. A hull absorb spawns // one hull effect under the instance and, for the player's ship at ScreenShake 1, raises one camera impulse; ScreenShake 0 // or another ship raises none; a shield absorb spawns no hull effect. The shield ripple itself (ShieldManager.ShowHit // needs a shield material and a rig) is looked at in the editor, not here. // // Unity -batchmode -nographics -projectPath -executeMethod ImpactPresenterSmoke.Run -logFile // // Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure. public static class ImpactPresenterSmoke { private const BindingFlags Any = BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic; public static void Run() { var work = Path.Combine(Path.GetTempPath(), $"impact-presenter-smoke-{Guid.NewGuid():N}"); GameObject[] objects = null; try { Directory.CreateDirectory(work); objects = Check(work); Clean(objects, work); EditorApplication.Exit(0); } catch (Exception exception) { Debug.LogException(exception); Clean(objects, work); EditorApplication.Exit(1); } } // Edit mode runs no Awake or Start; the smoke runs the ones the game's scene would have. private static void Awaken(Component component) => component.GetType().GetMethod("Awake", Any)?.Invoke(component, null); private static GameObject[] Check(string work) { var settings = AssetDatabase.LoadAssetAtPath("Assets/Resources/Settings.asset")?.GameplaySettings ?? throw new InvalidOperationException("No Settings.asset."); var shape = new Shape(5, 4); foreach (var cell in shape.AllCoordinates) shape[cell] = true; var hullData = new HullData { Name = "Smoke Hull", HullType = HullType.Ship, Shape = shape, Durability = 1000, Mass = 1000, Armor = 0 }; var cache = AetheriaStores.Open(Path.Combine(work, "smoke.cc"), catalogWritable: true); cache.Upsert(new VerseGrammar { Revision = 1 }); cache.Upsert(hullData); cache.FlushAsync().Wait(); var ledger = new ProvenanceLedger(); for (var i = 1; i <= 8; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 }; var items = new ItemManager(cache, ledger, settings, _ => { }); var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Smoke", Owner = null }, null); var hullRef = items.ItemData.RefOf(items.ItemData.GetByName("Smoke Hull")); var ship = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 1 }, new EntitySettings()); var other = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 2 }, new EntitySettings()); zone.Entities.Add(ship); zone.Entities.Add(other); ship.Activate(); other.Activate(); // The scene's side: the tuning object with a pooled effect, and the game manager that names the player's ship. var feedbackObject = new GameObject("Smoke Impact Feedback"); var feedback = feedbackObject.AddComponent(); Awaken(feedback); var effectObject = new GameObject("Smoke Hull Effect"); feedback.HullEffect = effectObject.AddComponent(); var managerObject = new GameObject("Smoke Game Manager"); var manager = managerObject.AddComponent(); typeof(ActionGameManager).GetProperty("Instance", Any).SetValue(null, manager); manager.CurrentEntity = ship; var instanceObject = new GameObject("Smoke Entity Instance"); var instance = instanceObject.AddComponent(); Awaken(instance); instance.HullColliders = new HullCollider[0]; instance.RadiatorHardpoints = new RadiatorHardpoint[0]; instance.ThrusterHardpoints = new ThrusterHardpoint[0]; instance.WeaponHardpoints = new WeaponHardpoint[0]; instance.ArticulationPoints = new ArticulationPoint[0]; instance.SetEntity(null, ship); int Effects() => instance.GetComponentsInChildren(true).Count(p => p != null && !p.isOriginalPrototype); void Expect(string what, int effects, int kicks) { if (Effects() != effects || feedback.KicksRaised != kicks) throw new InvalidOperationException($"{what}: {Effects()} hull effects (want {effects}), {feedback.KicksRaised} impulses (want {kicks})."); } AbsorbEvent Hit(AbsorbLayer layer) => new AbsorbEvent(float3(1f, 0f, 2f), float3(0f, 0f, 1f), 100f, DamageType.Kinetic, layer); ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 1f; ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull)); Expect("player's hull hit", 1, 1); var effect = instance.GetComponentsInChildren(true).Single(p => !p.isOriginalPrototype); var drawn = DrawAhead.Carried(ship, float3(1f, 0f, 2f), ActionGameManager.Clock.Lead); if (abs(effect.transform.position.x - drawn.x) > 1e-3f || abs(effect.transform.position.z - drawn.z) > 1e-3f) throw new InvalidOperationException("The hull effect is not at the drawn impact point."); ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 0f; ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull)); Expect("hull hit at ScreenShake 0", 2, 1); ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 1f; manager.CurrentEntity = other; ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull)); Expect("hull hit on another ship", 3, 1); manager.CurrentEntity = ship; ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Shield)); Expect("player's shield hit", 3, 2); Debug.Log("IMPACT_PRESENTER_SMOKE ok effects=3 impulses=2"); return new[] { feedbackObject, effectObject, managerObject, instanceObject }; } private static void Clean(GameObject[] objects, string work) { if (objects != null) foreach (var go in objects) if (go != null) UnityEngine.Object.DestroyImmediate(go); try { if (Directory.Exists(work)) Directory.Delete(work, true); } catch (Exception error) { Debug.LogWarning($"Impact presenter smoke left {work}: {error.Message}"); } } }