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)
79 lines
2.7 KiB
C#
79 lines
2.7 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using MessagePack;
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using MessagePack.Formatters;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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public class MathResolver : IFormatterResolver
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{
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public static readonly MathResolver Instance = new MathResolver();
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private MathResolver()
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{
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}
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public IMessagePackFormatter<T> GetFormatter<T>()
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{
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return FormatterCache<T>.Formatter;
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}
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private static class FormatterCache<T>
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{
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public static readonly IMessagePackFormatter<T> Formatter;
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static FormatterCache()
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{
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Formatter = (IMessagePackFormatter<T>)MathResolverResolverGetFormatterHelper.GetFormatter(typeof(T));
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}
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}
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}
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internal static class MathResolverResolverGetFormatterHelper
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{
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private static readonly Dictionary<Type, object> FormatterMap = new Dictionary<Type, object>()
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{
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// standard
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{ typeof(float2), new Float2Formatter() },
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{ typeof(int2), new Int2Formatter() },
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{ typeof(float3), new Float3Formatter() },
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{ typeof(float4), new Float4Formatter() },
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{ typeof(float2?), new StaticNullableFormatter<float2>(new Float2Formatter()) },
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{ typeof(int2?), new StaticNullableFormatter<int2>(new Int2Formatter()) },
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{ typeof(float3?), new StaticNullableFormatter<float3>(new Float3Formatter()) },
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{ typeof(float4?), new StaticNullableFormatter<float4>(new Float4Formatter()) },
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// standard + array
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{ typeof(float2[]), new ArrayFormatter<float2>() },
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{ typeof(int2[]), new ArrayFormatter<int2>() },
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{ typeof(float3[]), new ArrayFormatter<float3>() },
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{ typeof(float4[]), new ArrayFormatter<float4>() },
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{ typeof(float2?[]), new ArrayFormatter<float2?>() },
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{ typeof(int2?[]), new ArrayFormatter<float2?>() },
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{ typeof(float3?[]), new ArrayFormatter<float3?>() },
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{ typeof(float4?[]), new ArrayFormatter<float4?>() },
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// standard + list
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{ typeof(List<float2>), new ListFormatter<float2>() },
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{ typeof(List<int2>), new ListFormatter<int2>() },
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{ typeof(List<float3>), new ListFormatter<float3>() },
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{ typeof(List<float4>), new ListFormatter<float4>() },
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{ typeof(List<float2?>), new ListFormatter<float2?>() },
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{ typeof(List<int2?>), new ListFormatter<int2?>() },
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{ typeof(List<float3?>), new ListFormatter<float3?>() },
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{ typeof(List<float4?>), new ListFormatter<float4?>() },
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};
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internal static object GetFormatter(Type t)
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{
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object formatter;
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if (FormatterMap.TryGetValue(t, out formatter))
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{
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return formatter;
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}
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return null;
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}
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}
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