Copied Main Menu to gameplay scene Added Pause functionality (ESC key) Save & Restore discovered zones Applied vertical offset to asteroids (no more intersections!) Nebula shader optimized to improve early exit Nebula shader outputs light scattering to second render target Modified depth of field shader to use nebula light scattering
94 lines
No EOL
2.4 KiB
C#
94 lines
No EOL
2.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using MessagePack;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[MessagePackObject]
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public class SavedGame
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{
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[Key(0)]
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public SavedZone[] Zones;
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[Key(1)]
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public Guid[] Factions;
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[Key(2)]
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public Dictionary<int, int> HomeZones;
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[Key(3)]
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public Dictionary<int, int> BossZones;
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[Key(4)]
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public int Entrance;
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[Key(5)]
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public int Exit;
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[Key(6)]
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public int CurrentZone;
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[Key(7)]
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public int CurrentZoneEntity;
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[Key(8)]
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public SectorGenerationSettings Settings;
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[Key(9)]
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public int[] DiscoveredZones;
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public SavedGame() { }
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public SavedGame(Sector sector, Zone currentZone, Entity currentEntity)
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{
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DiscoveredZones = sector.DiscoveredZones.Select(dz => Array.IndexOf(sector.Zones, dz)).ToArray();
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Settings = sector.Settings;
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Factions = sector.HomeZones.Keys.Select(f => f.ID).ToArray();
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HomeZones = sector.HomeZones.ToDictionary(
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x => Array.IndexOf(Factions, x.Key.ID),
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x => Array.IndexOf(sector.Zones, x.Value));
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BossZones = sector.BossZones.ToDictionary(
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x => Array.IndexOf(Factions, x.Key.ID),
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x => Array.IndexOf(sector.Zones, x.Value));
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Zones = sector.Zones.Select(zone => new SavedZone
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{
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Name = zone.Name,
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Position = zone.Position,
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AdjacentZones = zone.AdjacentZones.Select(az=> Array.IndexOf(sector.Zones, az)).ToArray(),
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Factions = zone.Factions.Select(f=> Array.IndexOf(Factions, f.ID)).ToArray(),
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Contents = zone.Contents?.PackZone(),
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Owner = zone.Owner == null ? -1 : Array.IndexOf(Factions, zone.Owner.ID)
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}).ToArray();
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CurrentZone = Array.FindIndex(sector.Zones, zone => zone.Contents == currentZone);
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CurrentZoneEntity = currentZone.Entities.IndexOf(currentEntity);
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Entrance = Array.IndexOf(sector.Zones, sector.Entrance);
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Exit = Array.IndexOf(sector.Zones, sector.Exit);
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}
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}
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[MessagePackObject]
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public class SavedZone
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{
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[Key(0)]
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public string Name;
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[Key(1)]
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public float2 Position;
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[Key(2)]
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public int[] AdjacentZones;
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[Key(3)]
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public int[] Factions;
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[Key(4)]
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public int Owner;
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[Key(5)]
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public ZonePack Contents;
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} |