Browse Source

(WIP) Prefabs + Scene fixes

master
laurids 1 year ago
parent
commit
499cba5717
24 changed files with 7999 additions and 2791 deletions
  1. +15
    -22
      Assets/GWConquest/Prefabs/Battle.prefab
  2. +13
    -22
      Assets/GWConquest/Prefabs/BattleFlank.prefab
  3. +21
    -30
      Assets/GWConquest/Prefabs/District.prefab
  4. +18
    -26
      Assets/GWConquest/Prefabs/Factory.prefab
  5. +11
    -20
      Assets/GWConquest/Prefabs/Formation.prefab
  6. +64
    -0
      Assets/GWConquest/Prefabs/NetworkPrefabsList.asset
  7. +8
    -0
      Assets/GWConquest/Prefabs/NetworkPrefabsList.asset.meta
  8. +30
    -21
      Assets/GWConquest/Prefabs/Planet.prefab
  9. +13
    -22
      Assets/GWConquest/Prefabs/Player.prefab
  10. +11
    -20
      Assets/GWConquest/Prefabs/Unit.prefab
  11. +7480
    -2466
      Assets/GWConquest/Scenes/GalaxyMap.unity
  12. +230
    -5
      Assets/GWConquest/Scenes/MainMenu.unity
  13. +8
    -8
      Assets/GWConquest/Scripts/Battle.cs
  14. +7
    -7
      Assets/GWConquest/Scripts/BattleFlank.cs
  15. +13
    -13
      Assets/GWConquest/Scripts/District.cs
  16. +1
    -1
      Assets/GWConquest/Scripts/DistrictFactory.cs
  17. +23
    -23
      Assets/GWConquest/Scripts/Formation.cs
  18. +2
    -0
      Assets/GWConquest/Scripts/GWNetworkManager.cs
  19. +7
    -7
      Assets/GWConquest/Scripts/Planet.cs
  20. +7
    -7
      Assets/GWConquest/Scripts/Player.cs
  21. +1
    -0
      Assets/GWConquest/Scripts/UI/MainMenu.cs
  22. +0
    -44
      Assets/GWConquest/Scripts/UID.cs
  23. +0
    -11
      Assets/GWConquest/Scripts/UID.cs.meta
  24. +16
    -16
      Assets/GWConquest/Scripts/Unit.cs

+ 15
- 22
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m_SourcePrefab: {fileID: 100100000, guid: 8b0edf9c7ac699a4da4b06f9b352ff47, type: 3}
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@ -8504,6 +8721,7 @@ PrefabInstance:
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serializedVersion: 2
m_Modification:
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m_Modifications:
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@ -8571,12 +8789,16 @@ PrefabInstance:
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objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects: []
m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 9a1096a62ee865344a0549a465aa2f3e, type: 3}
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PrefabInstance:
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m_TransformParent: {fileID: 804547814}
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@ -8727,4 +8949,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 90bfe4a417176ed4a9cafec61263a6fb, type: 3}

+ 8
- 8
Assets/GWConquest/Scripts/Battle.cs View File

@ -10,14 +10,14 @@ namespace GWConquest
{
public class Battle : NetworkBehaviour
{
private GWNetworkList<NetworkBehaviourReference> formations;
private NetworkVariable<int> zoneID;
private NetworkVariable<FixedString128Bytes> battleName;
private GWNetworkList<NetworkBehaviourReference> flanks;
private NetworkVariable<int> flankCount;
private NetworkVariable<bool> isOver;
private NetworkVariable<int> victorID;
private NetworkVariable<float> preparingCooldown;
private GWNetworkList<NetworkBehaviourReference> formations = new GWNetworkList<NetworkBehaviourReference>();
private NetworkVariable<int> zoneID = new NetworkVariable<int>();
private NetworkVariable<FixedString128Bytes> battleName = new NetworkVariable<FixedString128Bytes>();
private GWNetworkList<NetworkBehaviourReference> flanks = new GWNetworkList<NetworkBehaviourReference>();
private NetworkVariable<int> flankCount = new NetworkVariable<int>();
private NetworkVariable<bool> isOver = new NetworkVariable<bool>();
private NetworkVariable<int> victorID = new NetworkVariable<int>();
private NetworkVariable<float> preparingCooldown = new NetworkVariable<float>();
public GameObject BattleFlankPrefab;


+ 7
- 7
Assets/GWConquest/Scripts/BattleFlank.cs View File

@ -8,13 +8,13 @@ namespace GWConquest {
public class BattleFlank : NetworkBehaviour
{
private NetworkVariable<NetworkBehaviourReference> battle;
private NetworkVariable<ushort> flankID;
private NetworkVariable<int> maxUnitCount;
private NetworkVariable<ushort> playerID;
private GWNetworkList<NullableNetworkBehaviourReference> units;
private NetworkVariable<NetworkBehaviourReference> opposingFlank;
private GWNetworkList<float> deathCooldowns;
private NetworkVariable<NetworkBehaviourReference> battle = new NetworkVariable<NetworkBehaviourReference>();
private NetworkVariable<ushort> flankID = new NetworkVariable<ushort>();
private NetworkVariable<int> maxUnitCount = new NetworkVariable<int>();
private NetworkVariable<ushort> playerID = new NetworkVariable<ushort>();
private GWNetworkList<NullableNetworkBehaviourReference> units = new GWNetworkList<NullableNetworkBehaviourReference>();
private NetworkVariable<NetworkBehaviourReference> opposingFlank = new NetworkVariable<NetworkBehaviourReference>();
private GWNetworkList<float> deathCooldowns = new GWNetworkList<float>();
public const int SlotsPerRowGround = 3;


+ 13
- 13
Assets/GWConquest/Scripts/District.cs View File

@ -13,19 +13,19 @@ namespace GWConquest
public static List<District> AllDistricts = new List<District>();
public static List<DistrictConnection> AllConnections = new List<DistrictConnection>();
private NetworkVariable<int> storageCapacity;
private NetworkVariable<int> controllingPlayerID;
public Inventory Inventory;
private NetworkVariable<float> itemProductionCooldown;
private NetworkVariable<int> zoneID;
private NetworkVariable<NetworkBehaviourReference> planet;
private NetworkVariable<int> level;
private NetworkVariable<DistrictType> districtType;
private NetworkVariable<FixedString128Bytes> districtName;
private NetworkVariable<Vector3> relativePosition;
private GWNetworkList<NetworkBehaviourReference> connectedDistricts;
private GWNetworkList<ushort> upgrades;
private NetworkVariable<float> captureCooldown;
private NetworkVariable<int> storageCapacity = new NetworkVariable<int>();
private NetworkVariable<int> controllingPlayerID = new NetworkVariable<int>();
public Inventory Inventory = new Inventory();
private NetworkVariable<float> itemProductionCooldown = new NetworkVariable<float>();
private NetworkVariable<int> zoneID = new NetworkVariable<int>();
private NetworkVariable<NetworkBehaviourReference> planet = new NetworkVariable<NetworkBehaviourReference>();
private NetworkVariable<int> level = new NetworkVariable<int>();
private NetworkVariable<DistrictType> districtType = new NetworkVariable<DistrictType>();
private NetworkVariable<FixedString128Bytes> districtName = new NetworkVariable<FixedString128Bytes>();
private NetworkVariable<Vector3> relativePosition = new NetworkVariable<Vector3>();
private GWNetworkList<NetworkBehaviourReference> connectedDistricts = new GWNetworkList<NetworkBehaviourReference>();
private GWNetworkList<ushort> upgrades = new GWNetworkList<ushort>();
private NetworkVariable<float> captureCooldown = new NetworkVariable<float>();
public bool DistrictStatic;


+ 1
- 1
Assets/GWConquest/Scripts/DistrictFactory.cs View File

@ -39,7 +39,7 @@ namespace GWConquest
}
public class DistrictFactory : NetworkBehaviour
{
public GWNetworkList<ProductionQueueEntry> productionQueue;
public GWNetworkList<ProductionQueueEntry> productionQueue = new GWNetworkList<ProductionQueueEntry>();
public bool StartsBroken = false;
public string[] SpecialUnits;


+ 23
- 23
Assets/GWConquest/Scripts/Formation.cs View File

@ -2,7 +2,7 @@
using System.Linq;
using System;
using System.Collections.Generic;
using System.Collections;
using Unity.Collections;
using Unity.Netcode;
@ -31,27 +31,27 @@ namespace GWConquest
{
public static List<Formation> AllFormations = new List<Formation>();
private NetworkVariable<int> currentZoneID;
private NetworkVariable<bool> isSpace;
private NetworkVariable<Transition> currentTransition;
private NetworkVariable<NetworkBehaviourReference> player;
private GWNetworkList<NetworkBehaviourReference> units;
private GWNetworkList<int> pathQueue;
private NetworkVariable<NullableNetworkBehaviourReference> currentBattle;
private NetworkVariable<NullableNetworkBehaviourReference> heroUnit;
private GWNetworkList<NetworkBehaviourReference> subFormations;
private NetworkVariable<string> formationName;
private NetworkVariable<int> formationNumber;
private NetworkVariable<NullableNetworkBehaviourReference> movementTargetFormation;
private NetworkVariable<NullableNetworkBehaviourReference> movementOriginFormation;
private NetworkVariable<bool> isEmbarked;
private NetworkVariable<NullableNetworkBehaviourReference> parentFormation;
private NetworkVariable<float> morale;
private NetworkVariable<float> startingMorale;
private NetworkVariable<FormationMovementState> movementState;
private NetworkVariable<float> actionCooldown;
private NetworkVariable<float> actionCooldownMax;
private NetworkVariable<Vector3> fleetRestingPoint;
private NetworkVariable<int> currentZoneID = new NetworkVariable<int>();
private NetworkVariable<bool> isSpace = new NetworkVariable<bool>();
private NetworkVariable<Transition> currentTransition = new NetworkVariable<Transition>();
private NetworkVariable<NetworkBehaviourReference> player = new NetworkVariable<NetworkBehaviourReference>();
private GWNetworkList<NetworkBehaviourReference> units = new GWNetworkList<NetworkBehaviourReference>();
private GWNetworkList<int> pathQueue = new GWNetworkList<int>();
private NetworkVariable<NullableNetworkBehaviourReference> currentBattle = new NetworkVariable<NullableNetworkBehaviourReference>();
private NetworkVariable<NullableNetworkBehaviourReference> heroUnit = new NetworkVariable<NullableNetworkBehaviourReference>();
private GWNetworkList<NetworkBehaviourReference> subFormations = new GWNetworkList<NetworkBehaviourReference>();
private NetworkVariable<FixedString128Bytes> formationName = new NetworkVariable<FixedString128Bytes>();
private NetworkVariable<int> formationNumber = new NetworkVariable<int>();
private NetworkVariable<NullableNetworkBehaviourReference> movementTargetFormation = new NetworkVariable<NullableNetworkBehaviourReference>();
private NetworkVariable<NullableNetworkBehaviourReference> movementOriginFormation = new NetworkVariable<NullableNetworkBehaviourReference>();
private NetworkVariable<bool> isEmbarked = new NetworkVariable<bool>();
private NetworkVariable<NullableNetworkBehaviourReference> parentFormation = new NetworkVariable<NullableNetworkBehaviourReference>();
private NetworkVariable<float> morale = new NetworkVariable<float>();
private NetworkVariable<float> startingMorale = new NetworkVariable<float>();
private NetworkVariable<FormationMovementState> movementState = new NetworkVariable<FormationMovementState>();
private NetworkVariable<float> actionCooldown = new NetworkVariable<float>();
private NetworkVariable<float> actionCooldownMax = new NetworkVariable<float>();
private NetworkVariable<Vector3> fleetRestingPoint = new NetworkVariable<Vector3>();
public Zone currentZone
@ -100,7 +100,7 @@ namespace GWConquest
public string FormationName
{
get => formationName.Value;
get => formationName.Value.ToString();
set
{
formationName.Value = value;


+ 2
- 0
Assets/GWConquest/Scripts/GWNetworkManager.cs View File

@ -24,11 +24,13 @@ namespace GWConquest {
public override void OnNetworkSpawn()
{
NetworkManager.SceneManager.OnSceneEvent += OnSceneEvent;
Debug.LogFormat("GWNetworkManager: OnNetworkSpawn");
base.OnNetworkSpawn();
}
private void OnSceneEvent(SceneEvent sceneEvent)
{
Debug.LogFormat("GWNetworkManager: On Scene Event", sceneEvent);
if(IsServer)
{
if(sceneEvent.SceneEventType == SceneEventType.LoadComplete)


+ 7
- 7
Assets/GWConquest/Scripts/Planet.cs View File

@ -34,13 +34,13 @@ namespace GWConquest
_allPlanets = null;
}
private NetworkVariable<FixedString128Bytes> planetNameVar;
private NetworkVariable<int> spaceZoneID;
private NetworkVariable<int> attackZoneID;
private GWNetworkList<NetworkBehaviourReference> connectedPlanets;
private NetworkVariable<ushort> planetPrefab;
private NetworkVariable<Quaternion> prefabRotation;
private NetworkVariable<float> prefabScale;
private NetworkVariable<FixedString128Bytes> planetNameVar = new NetworkVariable<FixedString128Bytes>();
private NetworkVariable<int> spaceZoneID = new NetworkVariable<int>();
private NetworkVariable<int> attackZoneID = new NetworkVariable<int>();
private GWNetworkList<NetworkBehaviourReference> connectedPlanets = new GWNetworkList<NetworkBehaviourReference>();
private NetworkVariable<ushort> planetPrefab = new NetworkVariable<ushort>();
private NetworkVariable<Quaternion> prefabRotation = new NetworkVariable<Quaternion>();
private NetworkVariable<float> prefabScale = new NetworkVariable<float>();
public GameObject textPrefab;


+ 7
- 7
Assets/GWConquest/Scripts/Player.cs View File

@ -10,13 +10,13 @@ namespace GWConquest
{
public class Player : NetworkBehaviour
{
private NetworkVariable<ushort> playerID;
private NetworkVariable<FixedString512Bytes> playerName;
private NetworkVariable<ushort> factionIndex;
private NetworkVariable<bool> isAI;
private NetworkVariable<int> credits;
private GWNetworkList<NetworkBehaviourReference> knownPlanetsList;
private GWNetworkList<NetworkBehaviourReference> visiblePlanetsList;
private NetworkVariable<ushort> playerID = new NetworkVariable<ushort>();
private NetworkVariable<FixedString512Bytes> playerName = new NetworkVariable<FixedString512Bytes>();
private NetworkVariable<ushort> factionIndex = new NetworkVariable<ushort>();
private NetworkVariable<bool> isAI = new NetworkVariable<bool>();
private NetworkVariable<int> credits = new NetworkVariable<int>();
private GWNetworkList<NetworkBehaviourReference> knownPlanetsList = new GWNetworkList<NetworkBehaviourReference>();
private GWNetworkList<NetworkBehaviourReference> visiblePlanetsList = new GWNetworkList<NetworkBehaviourReference>();
public static List<Player> PlayerList = new List<Player>();


+ 1
- 0
Assets/GWConquest/Scripts/UI/MainMenu.cs View File

@ -14,6 +14,7 @@ namespace GWConquest
GameOptions.ApplyOptions();
NetworkManager.Singleton.OnServerStarted += ServerStartDone;
DontDestroyOnLoad(NetworkManager.Singleton.gameObject);
}
public void StartServer(int hostFactionIndex)


+ 0
- 44
Assets/GWConquest/Scripts/UID.cs View File

@ -1,44 +0,0 @@
using Unity.Netcode;
using System;
namespace GWConquest {
public struct UID : INetworkSerializeByMemcpy, IEquatable<UID> {
public ushort value;
public UID(ushort _value)
{
value = _value;
}
public bool Equals(UID other)
{
return value == other.value;
}
public override bool Equals(object obj)
{
if (obj == null || GetType() != obj.GetType())
{
return false;
}
return Equals((UID)obj);
}
public override int GetHashCode()
{
return value;
}
public static bool operator ==(UID id1, UID id2)
{
return id1.value == id2.value;
}
public static bool operator !=(UID id1, UID id2)
{
return id1.value != id2.value;
}
}
}

+ 0
- 11
Assets/GWConquest/Scripts/UID.cs.meta View File

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 7793d4e07f641c04981bb5c3c3c33c90
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

+ 16
- 16
Assets/GWConquest/Scripts/Unit.cs View File

@ -12,22 +12,22 @@ namespace GWConquest
public class Unit : NetworkBehaviour, IIconObject
{
private NetworkVariable<ushort> unitClass;
private NetworkVariable<NetworkBehaviourReference> formation;
private NetworkVariable<int> hitpoints;
private NetworkVariable<float> shields;
private NetworkVariable<float> shieldsCooldown;
private NetworkVariable<RevealState> revealState;
private NetworkVariable<BattleUnitState> battleState;
private NetworkVariable<float> actionCooldown;
private NetworkVariable<float> actionCooldownMax;
private Inventory inventory;
private Inventory equipment;
private NetworkVariable<int> flankTarget;
private NetworkVariable<float> morale;
private NetworkVariable<int> supplies;
private NetworkVariable<int> fuel;
private NetworkVariable<int> food;
private NetworkVariable<ushort> unitClass = new NetworkVariable<ushort>();
private NetworkVariable<NetworkBehaviourReference> formation = new NetworkVariable<NetworkBehaviourReference>();
private NetworkVariable<int> hitpoints = new NetworkVariable<int>();
private NetworkVariable<float> shields = new NetworkVariable<float>();
private NetworkVariable<float> shieldsCooldown = new NetworkVariable<float>();
private NetworkVariable<RevealState> revealState = new NetworkVariable<RevealState>();
private NetworkVariable<BattleUnitState> battleState = new NetworkVariable<BattleUnitState>();
private NetworkVariable<float> actionCooldown = new NetworkVariable<float>();
private NetworkVariable<float> actionCooldownMax = new NetworkVariable<float>();
private Inventory inventory = new Inventory();
private Inventory equipment = new Inventory();
private NetworkVariable<int> flankTarget = new NetworkVariable<int>();
private NetworkVariable<float> morale = new NetworkVariable<float>();
private NetworkVariable<int> supplies = new NetworkVariable<int>();
private NetworkVariable<int> fuel = new NetworkVariable<int>();
private NetworkVariable<int> food = new NetworkVariable<int>();
public UnitClass Class


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