Aetheria/Assets/Scripts/UI/SectorMap.cs
Reinier Vens fd81bf267e Shops & Weapon Icons
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
2021-03-20 04:20:17 +00:00

225 lines
12 KiB
C#

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