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
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<MegaCorporation, (RenderTexture influence, Material primaryMaterial, Material secondaryMaterial, Material linkMaterial)> _factionMaterials =
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new Dictionary<MegaCorporation, (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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