Aetheria/Assets/Scripts/ActionGameManager.cs
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

123 lines
4.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Cinemachine;
using MessagePack;
using UniRx;
using UnityEngine;
using Unity.Mathematics;
using UnityEngine.InputSystem;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
public class ActionGameManager : MonoBehaviour
{
public GameSettings Settings;
public SectorRenderer SectorRenderer;
public MapView MapView;
public CinemachineVirtualCamera TopDownCamera;
public CinemachineVirtualCamera FollowCamera;
public GameObject GameplayUI;
public InventoryPanel InventoryPanel;
//public PlayerInput Input;
private DirectoryInfo _filePath;
private bool _editMode;
private float _time;
private AetheriaInput _input;
private int _zoomLevelIndex;
public DatabaseCache ItemData { get; private set; }
public ItemManager ItemManager { get; private set; }
public Zone Zone { get; private set; }
void Start()
{
ConsoleController.MessageReceiver = this;
_filePath = new DirectoryInfo(Application.dataPath).Parent.CreateSubdirectory("GameData");
ItemData = new DatabaseCache();
ItemData.Load(_filePath.FullName);
ItemManager = new ItemManager(ItemData, Settings.GameplaySettings, Debug.Log);
var zoneFile = Path.Combine(_filePath.FullName, "Home.zone");
// If the game has already been run, there will be a Home file containing a ZonePack; if not, generate one
var zonePack = File.Exists(zoneFile) ?
MessagePackSerializer.Deserialize<ZonePack>(File.ReadAllBytes(zoneFile)):
ZoneGenerator.GenerateZone(
settings: Settings.ZoneSettings,
// mapLayers: Context.MapLayers,
// resources: Context.Resources,
mass: Settings.DefaultZoneMass,
radius: Settings.DefaultZoneRadius
);
Zone = new Zone(Settings.PlanetSettings, zonePack);
SectorRenderer.LoadZone(Zone);
_input = new AetheriaInput();
_input.Player.Enable();
_input.Global.Enable();
_input.UI.Enable();
_zoomLevelIndex = Settings.DefaultMinimapZoom;
_input.Player.MinimapZoom.performed += context =>
{
_zoomLevelIndex = (_zoomLevelIndex + 1) % Settings.MinimapZoomLevels.Length;
SectorRenderer.MinimapDistance = Settings.MinimapZoomLevels[_zoomLevelIndex];
};
_input.Global.MapToggle.performed += context =>
{
MapView.enabled = !MapView.enabled;
GameplayUI.SetActive(!MapView.enabled);
if (MapView.enabled)
{
MapView.BindInput(_input.UI);
_input.Player.Disable();
}
else
{
_input.Player.Enable();
SectorRenderer.ViewDistance = Settings.DefaultViewDistance;
SectorRenderer.MinimapDistance = Settings.MinimapZoomLevels[_zoomLevelIndex];
}
};
ConsoleController.AddCommand("editmode", _ => ToggleEditMode());
ConsoleController.AddCommand("savezone", args =>
{
if (args.Length > 0)
Zone.Data.Name = args[0];
SaveZone();
});
var hullType = ItemData.GetAll<HullData>().First(x=>x.HullType==HullType.Ship);
var hull = ItemManager.CreateInstance(hullType, 0, 1) as EquippableItem;
var entity = new Ship(ItemManager, Zone, hull);
InventoryPanel.Display(ItemManager, entity);
}
public void SaveZone() => File.WriteAllBytes(
Path.Combine(_filePath.FullName, $"{Zone.Data.Name}.zone"), MessagePackSerializer.Serialize(Zone.Pack()));
public void ToggleEditMode()
{
_editMode = !_editMode;
FollowCamera.gameObject.SetActive(!_editMode);
TopDownCamera.gameObject.SetActive(_editMode);
}
void Update()
{
if(!_editMode)
{
_time += Time.deltaTime;
ItemManager.Time = Time.time;
}
Zone.Update(_time, Time.deltaTime);
SectorRenderer.Time = _time;
}
}