New asteroid models Asteroid belts have a custom width curve = tighter belts Zone Generator uses color theory now Zone gravity well is much deeper, filled with ambient glow Gravity waves flow over time Fog follows gravity waves Gas Giant shader fixed, offsets distort albedo properly Fog sample distances follow exponential curve Fog noise offsets sampling position instead of subtracting density = more natural looking noise Fog brightness fades out at max view distance
81 lines
2.6 KiB
C#
81 lines
2.6 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 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 CinemachineVirtualCamera TopDownCamera;
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public CinemachineVirtualCamera FollowCamera;
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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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public DatabaseCache Cache { get; private set; }
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public GameContext 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 GameContext(Cache, 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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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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