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