Added stations to loadout generator Overhauled Trade menu to sell station inventory contents Placing stations in ZoneGenerator Moved weapons to new item type: WeaponItemData Implemented icon sets for weapon functionality Renamed MegaCorporation to Faction Implemented quality-dependent item pricing Added unoccupied space helper function for entity Moved sector generation settings to settings file
225 lines
12 KiB
C#
225 lines
12 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 System.Linq;
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using MessagePack;
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using TMPro;
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using UnityEngine;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using static Unity.Mathematics.noise;
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using Random = UnityEngine.Random;
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using float2 = Unity.Mathematics.float2;
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public class SectorMap : MonoBehaviour
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{
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public Camera InfluenceCamera;
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public Prototype InfluenceRendererPrototype;
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public MeshRenderer SectorRenderer;
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public Prototype ZonePrototype;
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public Prototype LinkPrototype;
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public Prototype IconPrototype;
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public Prototype IconBackgroundPrototype;
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public Material ZonePrimaryMaterial;
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public Material ZoneSecondaryMaterial;
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public Material ZoneLinkMaterial;
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public float MegaPrimaryBoost = .75f;
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public float MegaSecondaryBoost = 2f;
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public float MegaLinkBoost = 2f;
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public Texture2D EntranceIcon;
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public Texture2D ExitIcon;
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public Texture2D BossIcon;
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public Texture2D HomeIcon;
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public Prototype LegendPrototype;
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public float IconDistance = 1;
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public float IconBackgroundSize = 3;
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public float LabelDistance = .4f;
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private Dictionary<Faction, (RenderTexture influence, Material primaryMaterial, Material secondaryMaterial, Material linkMaterial)> _factionMaterials =
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new Dictionary<Faction, (RenderTexture influence, Material primaryMaterial, Material secondaryMaterial, Material linkMaterial)>();
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public void Start()
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{
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if (ActionGameManager.CurrentSector == null)
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{
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gameObject.SetActive(false);
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return;
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}
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foreach (var mega in ActionGameManager.CurrentSector.Factions)
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{
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var primary = Instantiate(ZonePrimaryMaterial);
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primary.SetColor("_Color", (mega.PrimaryColor * MegaPrimaryBoost).ToColor());
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var secondary = Instantiate(ZoneSecondaryMaterial);
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secondary.SetColor("_Color", (mega.SecondaryColor * MegaSecondaryBoost).ToColor());
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var link = Instantiate(ZoneLinkMaterial);
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link.SetColor("_Color", (mega.PrimaryColor * MegaLinkBoost).ToColor());
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_factionMaterials.Add(mega, (new RenderTexture(1024, 1024, 0, RenderTextureFormat.RHalf), primary, secondary, link));
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var legendElement = LegendPrototype.Instantiate<LegendElement>();
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legendElement.Primary.color = mega.PrimaryColor.ToColor();
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legendElement.Secondary.color = mega.SecondaryColor.ToColor();
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legendElement.Label.text = mega.ShortName;
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}
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var visitedZones = new HashSet<SectorZone>();
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//Debug.Log($"Found {sector.Zones.Count(z=>!z.AdjacentZones.Any())} orphaned zones!");
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var zoneInstances = new Dictionary<SectorZone, SectorZoneUI>();
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foreach (var zone in ActionGameManager.CurrentSector.Zones)
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{
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var zoneInstance = ZonePrototype.Instantiate<SectorZoneUI>();
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zoneInstances[zone] = zoneInstance;
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var zoneInstanceTransform = zoneInstance.transform;
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zoneInstanceTransform.localPosition = new Vector3(zone.Position.x, zone.Position.y);
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if(zone.Owner != null)
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{
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zoneInstance.Primary.sharedMaterial = _factionMaterials[zone.Owner].primaryMaterial;
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zoneInstance.Secondary.sharedMaterial = _factionMaterials[zone.Owner].secondaryMaterial;
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}
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//zoneInstance.Background.transform.localScale = Vector3.one * (sector.HomeZones.Values.Any(os=>os==zone) ? 4 : 2);
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var linkDirection = float2.zero;
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foreach (var link in zone.AdjacentZones)
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{
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linkDirection += normalize(link.Position - zone.Position);
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if (!visitedZones.Contains(link))
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{
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var linkInstance = LinkPrototype.Instantiate<Transform>();
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var pos = (zone.Position + link.Position) / 2;
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linkInstance.localPosition = new Vector3(pos.x, pos.y);
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if (zone.Owner != null && zone.Owner == link.Owner)
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linkInstance.GetComponent<MeshRenderer>().sharedMaterial = _factionMaterials[zone.Owner].linkMaterial;
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var localScale = linkInstance.localScale;
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localScale = new Vector3(length(zone.Position - link.Position), localScale.y, localScale.z);
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linkInstance.localScale = localScale;
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var dir = normalize(zone.Position - link.Position);
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linkInstance.rotation = Quaternion.Euler(0,0,atan2(dir.y,dir.x) * Mathf.Rad2Deg);
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}
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}
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linkDirection = normalize(linkDirection);
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var zoneText = zoneInstance.Label;
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zoneText.text = zone.Name;
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var zoneTextTransform = zoneText.GetComponent<RectTransform>();
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zoneTextTransform.pivot = new Vector2(sign(linkDirection.x)/2+.5f,sign(linkDirection.y)/2+.5f);
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zoneTextTransform.localPosition = new Vector3(-linkDirection.x * LabelDistance, -linkDirection.y * LabelDistance, -1);
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visitedZones.Add(zone);
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if (zone == ActionGameManager.CurrentSector.Entrance)
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{
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var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
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iconInstance.material.mainTexture = EntranceIcon;
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var iconTransform = iconInstance.transform;
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iconTransform.SetParent(zoneInstanceTransform);
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iconTransform.localScale = Vector3.one;
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iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
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}
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if (zone == ActionGameManager.CurrentSector.Exit)
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{
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var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
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iconInstance.material.mainTexture = ExitIcon;
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var iconTransform = iconInstance.transform;
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iconTransform.SetParent(zoneInstanceTransform);
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iconTransform.localScale = Vector3.one;
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iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
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}
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var homeMega = ActionGameManager.CurrentSector.HomeZones.Keys
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.FirstOrDefault(m => ActionGameManager.CurrentSector.HomeZones[m] == zone);
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if (homeMega != null)
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{
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var backgroundInstance = IconBackgroundPrototype.Instantiate<MeshRenderer>();
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var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
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backgroundInstance.material.SetColor("_Color", homeMega.SecondaryColor.ToColor());
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iconInstance.material.mainTexture = HomeIcon;
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iconInstance.material.SetColor("_Color", homeMega.PrimaryColor.ToColor());
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var backgroundTransform = backgroundInstance.transform;
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var iconTransform = iconInstance.transform;
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backgroundTransform.SetParent(zoneInstanceTransform);
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iconTransform.SetParent(zoneInstanceTransform);
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backgroundTransform.localScale = Vector3.one * IconBackgroundSize;
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iconTransform.localScale = Vector3.one;
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backgroundTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance, .5f);
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iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
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}
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var bossMega = ActionGameManager.CurrentSector.BossZones.Keys
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.FirstOrDefault(m => ActionGameManager.CurrentSector.BossZones[m] == zone);
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if (bossMega != null)
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{
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var backgroundInstance = IconBackgroundPrototype.Instantiate<MeshRenderer>();
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var iconInstance = IconPrototype.Instantiate<MeshRenderer>();
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backgroundInstance.material.SetColor("_Color", bossMega.SecondaryColor.ToColor());
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iconInstance.material.mainTexture = BossIcon;
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iconInstance.material.SetColor("_Color", bossMega.PrimaryColor.ToColor());
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var backgroundTransform = backgroundInstance.transform;
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var iconTransform = iconInstance.transform;
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backgroundTransform.SetParent(zoneInstanceTransform);
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iconTransform.SetParent(zoneInstanceTransform);
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backgroundTransform.localScale = Vector3.one * IconBackgroundSize;
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iconTransform.localScale = Vector3.one;
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if (homeMega != null)
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{
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backgroundTransform.localPosition = new Vector3(linkDirection.x * IconDistance, linkDirection.y * IconDistance, .5f);
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iconTransform.localPosition = new Vector3(linkDirection.x * IconDistance, linkDirection.y * IconDistance);
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}
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else
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{
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backgroundTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance, .5f);
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iconTransform.localPosition = new Vector3(-linkDirection.x * IconDistance, -linkDirection.y * IconDistance);
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}
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}
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}
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// Render Influence Textures
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foreach (var mega in ActionGameManager.CurrentSector.Factions)
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{
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var influenceRenderer = InfluenceRendererPrototype.Instantiate<MeshRenderer>();
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foreach (var zone in ActionGameManager.CurrentSector.Zones)
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{
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var instance = zoneInstances[zone];
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var influence = 0f;
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if (zone.Factions.Length > 0)
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{
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if (zone.Factions.Contains(mega))
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{
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influence = 10;
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if (zone.Owner != mega)
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influence *= .5f;
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}
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else influence = -10;
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}
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instance.Influence.material.SetFloat("_Depth", influence);
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}
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InfluenceCamera.targetTexture = _factionMaterials[mega].influence;
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InfluenceCamera.Render();
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influenceRenderer.material.mainTexture = _factionMaterials[mega].influence;
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influenceRenderer.material.SetColor("_Color1", mega.PrimaryColor.ToColor());
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influenceRenderer.material.SetColor("_Color2", mega.SecondaryColor.ToColor());
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influenceRenderer.material.SetFloat("_FillTilt", Random.value * PI);
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}
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SectorRenderer.material.SetFloat("CloudAmplitude", ActionGameManager.CurrentSector.Settings.CloudAmplitude);
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SectorRenderer.material.SetFloat("CloudExponent", ActionGameManager.CurrentSector.Settings.CloudExponent);
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SectorRenderer.material.SetFloat("NoisePosition", ActionGameManager.CurrentSector.Settings.NoisePosition);
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SectorRenderer.material.SetFloat("NoiseAmplitude", ActionGameManager.CurrentSector.Settings.NoiseAmplitude);
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SectorRenderer.material.SetFloat("NoiseOffset", ActionGameManager.CurrentSector.Settings.NoiseOffset);
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SectorRenderer.material.SetFloat("NoiseGain", ActionGameManager.CurrentSector.Settings.NoiseGain);
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SectorRenderer.material.SetFloat("NoiseLacunarity", ActionGameManager.CurrentSector.Settings.NoiseLacunarity);
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SectorRenderer.material.SetFloat("NoiseFrequency", ActionGameManager.CurrentSector.Settings.NoiseFrequency);
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}
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}
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