Added sector map in Galaxy tab of in-game menu Added player flag to Ship (replaces AGM.PlayerEntities) Refactored sector map to depend on AGM Moved sector generation to main menu Main menu now supports resuming previous playthrough Database and player settings now statically available via AGM AGM saves current game state in PlayerSettings on exit Sector generation is now asynchronous Added progress callbacks to sector gen + progress dialog in menu Confirmation Dialog / properties panel can now display dynamic text entry Added zone title to Zone map Eliminated ZoneData class (properties moved to ZonePack) Sector, Zone and Entity serialization now fully functional Entity settings now separate from player settings Cleaned up old unused networking message classes Name files now integrated with database cache Added ability to save/load additive DB cache files in database panel Cleaned up Wwise sound setup - removed redundant items & fixed spelling errors Deleted Wwise cache + added to .gitignore
542 lines
No EOL
23 KiB
C#
542 lines
No EOL
23 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Cinemachine;
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using UniRx;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Object = UnityEngine.Object;
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using Random = UnityEngine.Random;
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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 ZoneRenderer : MonoBehaviour
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{
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public Transform WormholePrefab;
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public float EntityFadeTime;
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public Transform EffectManagerParent;
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public Transform FogCameraParent;
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public GameSettings Settings;
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public Transform ZoneRoot;
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public Transform SectorBrushes;
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public MeshRenderer SectorBoundaryBrush;
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public CinemachineVirtualCamera SceneCamera;
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public Camera[] FogCameras;
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public Camera[] MinimapCameras;
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public Material FogMaterial;
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public float FogFarFadeFraction = .125f;
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public float FarPlaneDistanceMultiplier = 2;
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public InstancedMesh[] AsteroidMeshes;
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public int AsteroidSpritesheetWidth = 4;
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public int AsteroidSpritesheetHeight = 4;
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public LODHandler LODHandler;
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[Header("Tour")]
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public bool Tour;
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public float TourSwitchTime = 5f;
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public float TourFollowDistance = 30f;
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public float TourHeightOffset = 15;
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public float TourFollowOffsetDegrees;
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// public Mesh[] AsteroidMeshes;
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// public Material AsteroidMaterial;
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[Header("Prefabs")]
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public MeshFilter AsteroidBeltUI;
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public PlanetObject Planet;
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public GasGiantObject GasGiant;
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public SunObject Sun;
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[Header("Icons")]
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public Texture2D PlanetoidIcon;
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public Texture2D PlanetIcon;
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[HideInInspector]
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public Dictionary<Entity, EntityInstance> EntityInstances = new Dictionary<Entity, EntityInstance>();
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[HideInInspector]
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public Dictionary<Guid, PlanetObject> Planets = new Dictionary<Guid, PlanetObject>();
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private Dictionary<Guid, AsteroidBeltUI> _beltObjects = new Dictionary<Guid, AsteroidBeltUI>();
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private Dictionary<Guid, InstancedMesh[]> _beltMeshes = new Dictionary<Guid, InstancedMesh[]>();
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private Dictionary<Guid, Matrix4x4[][]> _beltMatrices = new Dictionary<Guid, Matrix4x4[][]>();
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private float _viewDistance;
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private float _maxDepth;
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private int _tourIndex = -1;
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private float _tourTimer;
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private List<(Transform, Transform)> _tourPlanets = new List<(Transform, Transform)>();
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private CinemachineTransposer _transposer;
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private PlanetObject _root;
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private bool _rootFound;
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private Entity _perspectiveEntity;
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private IDisposable[] _perspectiveSubscriptions = new IDisposable[2];
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public Dictionary<Wormhole, GameObject> WormholeInstances = new Dictionary<Wormhole, GameObject>();
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public Zone Zone { get; private set; }
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public ItemManager ItemManager { get; set; }
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public Entity PerspectiveEntity
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{
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get => _perspectiveEntity;
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set
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{
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_perspectiveEntity = value;
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_perspectiveSubscriptions[0]?.Dispose();
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_perspectiveSubscriptions[1]?.Dispose();
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if (value == null)
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{
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foreach (var e in EntityInstances.Values)
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e.FadeOut(EntityFadeTime);
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}
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else
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{
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foreach(var entity in EntityInstances.Values)
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entity.FadeOut(EntityFadeTime);
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foreach(var entity in value.VisibleEntities)
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EntityInstances[entity].FadeIn(EntityFadeTime);
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EntityInstances[value].FadeIn(EntityFadeTime);
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_perspectiveSubscriptions[0] = value.VisibleEntities.ObserveAdd()
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.Subscribe(add => EntityInstances[add.Value].FadeIn(EntityFadeTime));
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_perspectiveSubscriptions[1] = value.VisibleEntities.ObserveRemove()
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.Where(removeEvent => EntityInstances.ContainsKey(removeEvent.Value))
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.Subscribe(removeEvent => EntityInstances[removeEvent.Value].FadeOut(EntityFadeTime));
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}
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}
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}
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public float GameTime { get; set; }
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public float ViewDistance
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{
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set
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{
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_viewDistance = value;
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foreach (var camera in FogCameras)
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camera.orthographicSize = value;
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SceneCamera.m_Lens.FarClipPlane = value * FarPlaneDistanceMultiplier;
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FogMaterial.SetFloat("_DepthCeiling", value);
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FogMaterial.SetFloat("_DepthBlend", FogFarFadeFraction * value);
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}
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}
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public float MinimapDistance
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{
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set
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{
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foreach(var camera in MinimapCameras)
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camera.orthographicSize = value;
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// MinimapGravityQuad.transform.localScale = value * 2 * Vector3.one;
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}
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}
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void Start()
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{
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EntityInstance.EffectManagerParent = EffectManagerParent;
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ViewDistance = Settings.DefaultViewDistance;
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MinimapDistance = Settings.MinimapZoomLevels[Settings.DefaultMinimapZoom];
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_tourTimer = TourSwitchTime;
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_transposer = SceneCamera.GetCinemachineComponent<CinemachineTransposer>();
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}
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public void LoadZone(Zone zone)
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{
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ClearZone();
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_maxDepth = 0;
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Zone = zone;
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SectorBrushes.localScale = zone.Pack.Radius * 2 * Vector3.one;
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foreach(var p in zone.Planets.Values)
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LoadPlanet(p);
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foreach (var x in Planets)
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{
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if (!(zone.Planets[x.Key] is GasGiantData))
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{
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var parentOrbit = Zone.Orbits[Zone.Planets[x.Key].Orbit].Data.Parent;
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PlanetObject parent;
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if (parentOrbit == Guid.Empty)
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parent = _root;
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else
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{
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var parentPlanetData = Zone.Planets.Values.FirstOrDefault(p => p.Orbit == parentOrbit);
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if(parentPlanetData == null)
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{
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parentOrbit = Zone.Orbits[parentOrbit].Data.Parent;
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parentPlanetData = Zone.Planets.Values.FirstOrDefault(p => p.Orbit == parentOrbit);
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}
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if (parentPlanetData == null)
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parent = _root;
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else if (!Planets.TryGetValue(parentPlanetData.ID, out parent))
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{
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Debug.Log("WTF!");
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}
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}
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//_tourPlanets.Add((x.Value.Body.transform, parent.Body.transform));
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}
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}
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foreach(var entity in zone.Entities)
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LoadEntity(entity);
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zone.Entities.ObserveAdd().Subscribe(e => LoadEntity(e.Value));
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zone.Entities.ObserveRemove().Subscribe(e => UnloadEntity(e.Value));
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if(zone.SectorZone != null)
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{
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foreach (var adjacentZone in zone.SectorZone.AdjacentZones)
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{
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var dir = normalize(adjacentZone.Position - zone.SectorZone.Position);
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AddWormhole(new Wormhole {Position = dir * Settings.DefaultZoneRadius * Settings.WormholeDistanceRatio});
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}
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}
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}
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public void AddWormhole(Wormhole wormhole)
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{
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var instance = Instantiate(WormholePrefab);
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instance.position = new Vector3(wormhole.Position.x, 0, wormhole.Position.y);
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WormholeInstances.Add(wormhole, instance.gameObject);
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}
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public void ClearZone()
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{
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if (Zone == null) return;
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foreach (var wormhole in WormholeInstances.Values) Destroy(wormhole);
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WormholeInstances.Clear();
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foreach (var entity in Zone.Entities)
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{
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UnloadEntity(entity);
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}
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if (Planets.Count > 0)
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{
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foreach (var planet in Planets.Values)
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{
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DestroyImmediate(planet.gameObject);
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}
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Planets.Clear();
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foreach (var beltObject in _beltObjects.Values)
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{
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Destroy(beltObject.Filter);
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}
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_beltObjects.Clear();
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_beltMeshes.Clear();
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_beltMatrices.Clear();
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_tourPlanets.Clear();
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}
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}
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void LoadEntity(Entity entity)
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{
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var hullData = ItemManager.GetData(entity.Hull) as HullData;
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EntityInstance instance;
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if (entity is Ship)
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{
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instance = Instantiate(UnityHelpers.LoadAsset<GameObject>(hullData.Prefab), ZoneRoot).GetComponent<ShipInstance>();
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if (instance == null)
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{
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ItemManager.Log($"Failed to instantiate {hullData.Name} ship with invalid prefab: no ShipInstance component!");
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return;
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}
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}
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else
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{
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instance = Instantiate(UnityHelpers.LoadAsset<GameObject>(hullData.Prefab), ZoneRoot).GetComponent<EntityInstance>();
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if (instance == null)
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{
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ItemManager.Log($"Failed to instantiate {hullData.Name} entity with invalid prefab: no EntityInstance component!");
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return;
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}
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}
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instance.SetEntity(this, entity);
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EntityInstances.Add(entity, instance);
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}
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public void UnloadEntity(Entity entity)
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{
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foreach (var item in entity.Equipment)
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{
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foreach (var behavior in item.Behaviors)
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{
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if(behavior is Weapon weapon)
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weapon.ResetEvents();
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}
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}
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Destroy(EntityInstances[entity].gameObject);
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EntityInstances.Remove(entity);
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}
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void LoadPlanet(BodyData planetData)
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{
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if (planetData is AsteroidBeltData beltData)
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{
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var meshes = AsteroidMeshes.ToList();
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while(meshes.Count > Settings.AsteroidMeshCount)
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meshes.RemoveAt(Random.Range(0,meshes.Count));
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_beltMeshes[planetData.ID] = meshes.ToArray();
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_beltMatrices[planetData.ID] = new Matrix4x4[meshes.Count][];
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var count = beltData.Asteroids.Length / meshes.Count;
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var remainder = beltData.Asteroids.Length - count * meshes.Count;
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for (int i = 0; i < meshes.Count; i++)
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{
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_beltMatrices[planetData.ID][i] = new Matrix4x4[i<meshes.Count-1 ? count : count+remainder];
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}
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var beltObject = Instantiate(AsteroidBeltUI, ZoneRoot);
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var collider = beltObject.GetComponent<MeshCollider>();
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var belt = new AsteroidBeltUI(Zone, Zone.AsteroidBelts[beltData.ID], beltObject, collider, AsteroidSpritesheetWidth, AsteroidSpritesheetHeight, Settings.MinimapAsteroidSize);
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_beltObjects[beltData.ID] = belt;
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}
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else
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{
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PlanetObject planet;
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if (planetData is GasGiantData gasGiantData)
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{
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if (planetData is SunData sunData)
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{
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planet = Instantiate(Sun, ZoneRoot);
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var sun = (SunObject) planet;
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sunData.LightColor.Subscribe(c => sun.Light.color = c.ToColor());
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sunData.Mass.Subscribe(m => sun.Light.range = Settings.PlanetSettings.LightRadius.Evaluate(m));
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sunData.FogTintColor.Subscribe(c => sun.FogTint.material.SetColor("_Color", c.ToColor()));
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sunData.Mass.Subscribe(m => sun.FogTint.transform.localScale = Settings.PlanetSettings.FogTintRadius.Evaluate(m) * Vector3.one);
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}
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else planet = Instantiate(GasGiant, ZoneRoot);
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var gas = (GasGiantObject) planet;
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var gasGiant = Zone.PlanetInstances[planetData.ID] as GasGiant;
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gasGiantData.Colors.Subscribe(c => gas.Body.material.SetTexture("_ColorRamp", c.ToGradient(!(planetData is SunData)).ToTexture()));
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gasGiantData.AlbedoRotationSpeed.Subscribe(f => gas.SunMaterial.AlbedoRotationSpeed = f);
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gasGiantData.FirstOffsetRotationSpeed.Subscribe(f => gas.SunMaterial.FirstOffsetRotationSpeed = f);
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gasGiantData.SecondOffsetRotationSpeed.Subscribe(f => gas.SunMaterial.SecondOffsetRotationSpeed = f);
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gasGiantData.FirstOffsetDomainRotationSpeed.Subscribe(f => gas.SunMaterial.FirstOffsetDomainRotationSpeed = f);
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gasGiantData.SecondOffsetDomainRotationSpeed.Subscribe(f => gas.SunMaterial.SecondOffsetDomainRotationSpeed = f);
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gasGiant.GravityWavesRadius.Subscribe(f => gas.GravityWaves.transform.localScale = f * Vector3.one);
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gasGiant.GravityWavesDepth.Subscribe(f => gas.GravityWaves.material.SetFloat("_Depth", f));
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planetData.Mass.Subscribe(f => gas.GravityWaves.material.SetFloat("_Frequency", Settings.PlanetSettings.WaveFrequency.Evaluate(f)));
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//gas.WaveScroll.Speed = Properties.GravitySettings.WaveSpeed.Evaluate(f);
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}
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else
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{
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planet = Instantiate(Planet, ZoneRoot);
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var possibleSettings = Settings.BodySettingsCollections
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.Where(p => p.MinimumMass < planetData.Mass.Value)
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.MaxBy(p => p.MinimumMass).BodySettings;
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planet.Generator.body = possibleSettings[Random.Range(0, possibleSettings.Length)];
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//Debug.Log($"Generating planet with {planetData.Mass} mass! Choosing {planet.Generator.body.name} settings!");
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//planet.Icon.material.mainTexture = planetData.Mass > Context.GlobalData.PlanetMass ? PlanetIcon : PlanetoidIcon;
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}
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var planetInstance = Zone.PlanetInstances[planetData.ID];
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planetInstance.BodyRadius.Subscribe(f =>
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{
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planet.Body.transform.localScale = f * Vector3.one;
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});
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planetInstance.GravityWellRadius.Subscribe(f => planet.GravityWell.transform.localScale = f * Vector3.one);
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planetInstance.GravityWellDepth.Subscribe(f =>
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{
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if (f > _maxDepth) _maxDepth = f;
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planet.GravityWell.material.SetFloat("_Depth", f);
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planet.Icon.transform.position = new Vector3(0, -f, 0);
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});
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planetInstance.BodyData.Mass.Subscribe(f => planet.Icon.transform.localScale = Settings.IconSize.Evaluate(f) * Vector3.one);
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Planets[planetData.ID] = planet;
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if (!_rootFound)
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{
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_rootFound = true;
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_root = planet;
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}
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}
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LODHandler.FindPlanets();
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}
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// private void Update()
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// {
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// if (Tour)
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// {
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// _tourTimer -= UnityEngine.Time.deltaTime;
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// if (_tourTimer < 0)
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// {
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// _tourTimer = TourSwitchTime;
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// _tourIndex = (_tourIndex + 1) % _tourPlanets.Count;
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// SceneCamera.Follow = _tourPlanets[_tourIndex].Item1;
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// SceneCamera.LookAt = _tourPlanets[_tourIndex].Item2;
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// if(_tourIndex==0) Debug.Log("Tour Complete!");
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// }
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// // if(_tourIndex>=0)
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// // {
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// // var offset = (SceneCamera.Follow.position - SceneCamera.LookAt.position);
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// // offset.y = 0;
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// // offset = offset.normalized * TourFollowDistance;
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// // offset.y = TourHeightOffset;
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// // offset = Quaternion.AngleAxis(TourFollowOffsetDegrees, Vector3.up) * offset;
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// // _transposer.m_FollowOffset = offset;
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// // }
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// }
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// }
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void Update()
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{
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foreach(var belt in Zone.AsteroidBelts)
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{
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var meshes = _beltMeshes[belt.Key];
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var count = belt.Value.Positions.Length / meshes.Length;
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for (int i = 0; i < meshes.Length; i++)
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{
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for (int t = 0; t < _beltMatrices[belt.Key][i].Length; t++)
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{
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var tx = t + i * count;
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_beltMatrices[belt.Key][i][t] = Matrix4x4.TRS(belt.Value.Positions[tx],
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Quaternion.Euler(
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cos(belt.Value.Rotations[tx] + (float) i / meshes.Length) * 100,
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sin(belt.Value.Rotations[tx] + (float) i / meshes.Length) * 100,
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(float) tx / belt.Value.Positions.Length * 360),
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Vector3.one * belt.Value.Scales[tx]);
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}
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Graphics.DrawMeshInstanced(meshes[i].Mesh, 0, meshes[i].Material, _beltMatrices[belt.Key][i]);
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}
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_beltObjects[belt.Key].Update(belt.Value.Positions);
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}
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foreach (var planet in Planets)
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{
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var planetInstance = Zone.PlanetInstances[planet.Key];
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var p = Zone.GetOrbitPosition(planetInstance.BodyData.Orbit);
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planet.Value.transform.position = new Vector3(p.x, 0, p.y);
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planet.Value.Body.transform.localPosition = new Vector3(0, Zone.GetHeight(p) + planetInstance.BodyRadius.Value * 2, 0);
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if(planet.Value is GasGiantObject gasGiantObject)
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{
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gasGiantObject.GravityWaves.material.SetFloat("_Phase", GameTime * ((GasGiant) Zone.PlanetInstances[planet.Key]).GravityWavesSpeed.Value);
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if(!(planet.Value is SunObject))
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{
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var toParent = normalize(Zone.GetOrbitPosition(Zone.Orbits[planetInstance.BodyData.Orbit].Data.Parent) - p);
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gasGiantObject.SunMaterial.LightingDirection = new Vector3(toParent.x, 0, toParent.y);
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}
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}
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else planet.Value.Body.transform.rotation *= Quaternion.AngleAxis(Settings.PlanetRotationSpeed, Vector3.up);
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}
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var fogPos = FogCameraParent.position;
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SectorBoundaryBrush.material.SetFloat("_Power", Settings.PlanetSettings.ZoneDepthExponent);
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SectorBoundaryBrush.material.SetFloat("_Depth", Settings.PlanetSettings.ZoneDepth + Settings.PlanetSettings.ZoneBoundaryFog);
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var startDepth = Zone.PowerPulse(Settings.MinimapZoneGravityRange, Settings.PlanetSettings.ZoneDepthExponent) * Settings.PlanetSettings.ZoneDepth;
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var depthRange = Settings.PlanetSettings.ZoneDepth - startDepth + _maxDepth;
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// MinimapGravityQuad.material.SetFloat("_StartDepth", startDepth);
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// MinimapGravityQuad.material.SetFloat("_DepthRange", depthRange);
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FogMaterial.SetFloat("_GridOffset", Settings.PlanetSettings.ZoneBoundaryFog);
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FogMaterial.SetVector("_GridTransform", new Vector4(fogPos.x,fogPos.z,_viewDistance*2));
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// var gravPos = MinimapGravityQuad.transform.position;
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// gravPos.y = -Settings.PlanetSettings.ZoneDepth - _maxDepth;
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// MinimapGravityQuad.transform.position = gravPos;
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// MinimapTintQuad.transform.position = gravPos - Vector3.up*10;
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}
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}
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[Serializable]
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public class InstancedMesh
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{
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public Mesh Mesh;
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public Material Material;
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}
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public class AsteroidBeltUI
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{
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public MeshFilter Filter;
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private MeshCollider _collider;
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private Vector3[] _vertices;
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private Vector3[] _normals;
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private Vector2[] _uvs;
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private int[] _indices;
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private Guid _orbitParent;
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private Mesh _mesh;
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private float _size;
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private Zone _zone;
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private AsteroidBelt _belt;
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private float _scale;
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public AsteroidBeltUI(Zone zone, AsteroidBelt belt, MeshFilter meshFilter, MeshCollider collider, int spritesheetWidth, int spritesheetHeight, float scale)
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{
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_belt = belt;
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_zone = zone;
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Filter = meshFilter;
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_collider = collider;
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var orbit = zone.Orbits[belt.Data.Orbit];
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_orbitParent = orbit.Data.Parent;
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_vertices = new Vector3[_belt.Data.Asteroids.Length*4];
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_normals = new Vector3[_belt.Data.Asteroids.Length*4];
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_uvs = new Vector2[_belt.Data.Asteroids.Length*4];
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_indices = new int[_belt.Data.Asteroids.Length*6];
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_scale = scale;
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var maxDist = 0f;
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var spriteSize = float2(1f / spritesheetWidth, 1f / spritesheetHeight);
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// vertex order: bottom left, top left, top right, bottom right
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for (var i = 0; i < belt.Data.Asteroids.Length; i++)
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{
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if (belt.Data.Asteroids[i].Distance > maxDist)
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maxDist = belt.Data.Asteroids[i].Distance;
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var spriteX = Random.Range(0, spritesheetWidth);
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var spriteY = Random.Range(0, spritesheetHeight);
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_uvs[i * 4] = new Vector2(spriteX * spriteSize.x, spriteY * spriteSize.y);
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_uvs[i * 4 + 1] = new Vector2(spriteX * spriteSize.x, spriteY * spriteSize.y + spriteSize.y);
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_uvs[i * 4 + 2] = new Vector2(spriteX * spriteSize.x + spriteSize.x, spriteY * spriteSize.y + spriteSize.y);
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_uvs[i * 4 + 3] = new Vector2(spriteX * spriteSize.x + spriteSize.x, spriteY * spriteSize.y);
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_indices[i * 6] = i * 4;
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_indices[i * 6 + 1] = i * 4 + 1;
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_indices[i * 6 + 2] = i * 4 + 3;
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_indices[i * 6 + 3] = i * 4 + 3;
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_indices[i * 6 + 4] = i * 4 + 1;
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_indices[i * 6 + 5] = i * 4 + 2;
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}
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for (var i = 0; i < _normals.Length; i++)
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{
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_normals[i] = -Vector3.forward;
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}
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_mesh = new Mesh();
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_mesh.vertices = _vertices;
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_mesh.uv = _uvs;
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_mesh.triangles = _indices;
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_mesh.normals = _normals;
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_mesh.bounds = new Bounds(Vector3.zero, Vector3.one * maxDist);
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_size = maxDist;
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Filter.mesh = _mesh;
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//_collider.sharedMesh = _mesh;
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}
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public void Update(float3[] positions)
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{
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var parentPosition = _zone.GetOrbitPosition(_orbitParent);
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for (var i = 0; i < _belt.Data.Asteroids.Length; i++)
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{
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var rotation = Quaternion.Euler(90, _belt.Rotations[i], 0);
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//var position = new Vector3(_belt.Transforms[i].x, _zone.GetHeight(parentPosition), _belt.Transforms[i].y);
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_vertices[i * 4] = rotation * new Vector3(-_belt.Scales[i] * _scale,-_belt.Scales[i] * _scale,0) + (Vector3) positions[i];
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_vertices[i * 4 + 1] = rotation * new Vector3(-_belt.Scales[i] * _scale,_belt.Scales[i] * _scale,0) + (Vector3) positions[i];
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_vertices[i * 4 + 2] = rotation * new Vector3(_belt.Scales[i] * _scale,_belt.Scales[i] * _scale,0) + (Vector3) positions[i];
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_vertices[i * 4 + 3] = rotation * new Vector3(_belt.Scales[i] * _scale,-_belt.Scales[i] * _scale,0) + (Vector3) positions[i];
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}
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_mesh.bounds = new Bounds(new Vector3(parentPosition.x, 0, parentPosition.y), Vector3.one * (_size * 2));
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_mesh.vertices = _vertices;
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//_collider.sharedMesh = _mesh;
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}
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} |