Aetheria/Assets/Scripts/ServerShared/GlobalData.cs
Reinier Vens f643f6cc8a New Inventory System + Overhaul
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)
2020-12-10 23:20:38 +00:00

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3.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using static Unity.Mathematics.noise;
using static NoiseFbm;
[Inspectable, Serializable, RethinkTable("Galaxy"), MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class GalaxyMapLayerData : DatabaseEntry, INamedEntry
{
[InspectableField, JsonProperty("coreBoost"), Key(1)]
public float CoreBoost = 1.05f;
[InspectableField, JsonProperty("coreBoostOffset"), Key(2)]
public float CoreBoostOffset = .1f;
[InspectableField, JsonProperty("coreBoostPower"), Key(3)]
public float CoreBoostPower = 2.25f;
[InspectableField, JsonProperty("spokeScale"), Key(4)]
public float SpokeScale = 1;
[InspectableField, JsonProperty("spokeOffset"), Key(5)]
public float SpokeOffset = 0;
[InspectableField, JsonProperty("edgeReduction"), Key(6)]
public float EdgeReduction = 3;
[InspectableField, JsonProperty("noiseOffset"), Key(7)]
public float NoiseOffset = 0;
[InspectableField, JsonProperty("noiseAmplitude"), Key(8)]
public float NoiseAmplitude = 1.5f;
[InspectableField, JsonProperty("noiseGain"), Key(9)]
public float NoiseGain = .7f;
[InspectableField, JsonProperty("noiseLacunarity"), Key(10)]
public float NoiseLacunarity = 2;
[InspectableField, JsonProperty("noiseOctaves"), Key(11)]
public int NoiseOctaves = 7;
[InspectableField, JsonProperty("noiseFrequency"), Key(12)]
public float NoiseFrequency = 1;
[InspectableField, JsonProperty("noisePosition"), Key(13)]
public float NoisePosition = 1337;
[InspectableField, JsonProperty("name"), Key(14)]
public string Name;
public float Evaluate(float2 uv, GalaxyShapeSettings settings)
{
float2 offset = -float2(.5f, .5f)+uv;
float circle = (.5f-length(offset))*2;
float angle = pow(length(offset)*2,settings.TwistExponent) * settings.Twist;
float2 t = float2(offset.x*cos(angle) - offset.y*sin(angle), offset.x*sin(angle) + offset.y*cos(angle));
float atan = atan2(t.y,t.x);
float spokes = (sin(atan*settings.Arms) + SpokeOffset) * SpokeScale;
float noise = fBm(uv + float2(NoisePosition), NoiseOctaves, NoiseFrequency, NoiseOffset, NoiseAmplitude, NoiseLacunarity, NoiseGain);
float shape = lerp(spokes - EdgeReduction * length(offset), 1, pow(circle, CoreBoostPower) * CoreBoost) + CoreBoostOffset;
float gal = max(shape - noise * saturate(circle), 0);
return gal;
}
[IgnoreMember] public string EntryName
{
get => Name;
set => Name = value;
}
}
public static class NoiseFbm
{
public static float fBm(float2 p, int octaves, float frequency, float offset, float amplitude, float lacunarity, float gain)
{
float freq = frequency, amp = .5f;
float sum = 0;
for(int i = 0; i < octaves; i++)
{
sum += snoise(p * freq) * amp;
freq *= lacunarity;
amp *= gain;
}
return (sum + offset)*amplitude;
}
}