From 499cba5717f22211e466dc288a658b2a3d8da109 Mon Sep 17 00:00:00 2001 From: laurids Date: Mon, 24 Jul 2023 22:49:22 +0200 Subject: [PATCH] (WIP) Prefabs + Scene fixes --- Assets/GWConquest/Prefabs/Battle.prefab | 37 +- Assets/GWConquest/Prefabs/BattleFlank.prefab | 35 +- Assets/GWConquest/Prefabs/District.prefab | 51 +- Assets/GWConquest/Prefabs/Factory.prefab | 44 +- Assets/GWConquest/Prefabs/Formation.prefab | 31 +- .../Prefabs/NetworkPrefabsList.asset | 64 + .../Prefabs/NetworkPrefabsList.asset.meta | 8 + Assets/GWConquest/Prefabs/Planet.prefab | 51 +- Assets/GWConquest/Prefabs/Player.prefab | 35 +- Assets/GWConquest/Prefabs/Unit.prefab | 31 +- Assets/GWConquest/Scenes/GalaxyMap.unity | 9946 +++++++++++++---- Assets/GWConquest/Scenes/MainMenu.unity | 235 +- Assets/GWConquest/Scripts/Battle.cs | 16 +- Assets/GWConquest/Scripts/BattleFlank.cs | 14 +- Assets/GWConquest/Scripts/District.cs | 26 +- Assets/GWConquest/Scripts/DistrictFactory.cs | 2 +- Assets/GWConquest/Scripts/Formation.cs | 46 +- Assets/GWConquest/Scripts/GWNetworkManager.cs | 2 + Assets/GWConquest/Scripts/Planet.cs | 14 +- Assets/GWConquest/Scripts/Player.cs | 14 +- Assets/GWConquest/Scripts/UI/MainMenu.cs | 1 + Assets/GWConquest/Scripts/UID.cs | 44 - 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private GWNetworkList formations; - private NetworkVariable zoneID; - private NetworkVariable battleName; - private GWNetworkList flanks; - private NetworkVariable flankCount; - private NetworkVariable isOver; - private NetworkVariable victorID; - private NetworkVariable preparingCooldown; + private GWNetworkList formations = new GWNetworkList(); + private NetworkVariable zoneID = new NetworkVariable(); + private NetworkVariable battleName = new NetworkVariable(); + private GWNetworkList flanks = new GWNetworkList(); + private NetworkVariable flankCount = new NetworkVariable(); + private NetworkVariable isOver = new NetworkVariable(); + private NetworkVariable victorID = new NetworkVariable(); + private NetworkVariable preparingCooldown = new NetworkVariable(); public GameObject BattleFlankPrefab; diff --git a/Assets/GWConquest/Scripts/BattleFlank.cs b/Assets/GWConquest/Scripts/BattleFlank.cs index 2e3cb3b..86c5d59 100644 --- a/Assets/GWConquest/Scripts/BattleFlank.cs +++ b/Assets/GWConquest/Scripts/BattleFlank.cs @@ -8,13 +8,13 @@ namespace GWConquest { public class BattleFlank : NetworkBehaviour { - private NetworkVariable battle; - private NetworkVariable flankID; - private NetworkVariable maxUnitCount; - private NetworkVariable playerID; - private GWNetworkList units; - private NetworkVariable opposingFlank; - private GWNetworkList deathCooldowns; + private NetworkVariable battle = new NetworkVariable(); + private NetworkVariable flankID = new NetworkVariable(); + private NetworkVariable maxUnitCount = new NetworkVariable(); + private NetworkVariable playerID = new NetworkVariable(); + private GWNetworkList units = new GWNetworkList(); + private NetworkVariable opposingFlank = new NetworkVariable(); + private GWNetworkList deathCooldowns = new GWNetworkList(); public const int SlotsPerRowGround = 3; diff --git a/Assets/GWConquest/Scripts/District.cs b/Assets/GWConquest/Scripts/District.cs index 87a91ec..957ad1f 100644 --- a/Assets/GWConquest/Scripts/District.cs +++ b/Assets/GWConquest/Scripts/District.cs @@ -13,19 +13,19 @@ namespace GWConquest public static List AllDistricts = new List(); public static List AllConnections = new List(); - private NetworkVariable storageCapacity; - private NetworkVariable controllingPlayerID; - public Inventory Inventory; - private NetworkVariable itemProductionCooldown; - private NetworkVariable zoneID; - private NetworkVariable planet; - private NetworkVariable level; - private NetworkVariable districtType; - private NetworkVariable districtName; - private NetworkVariable relativePosition; - private GWNetworkList connectedDistricts; - private GWNetworkList upgrades; - private NetworkVariable captureCooldown; + private NetworkVariable storageCapacity = new NetworkVariable(); + private NetworkVariable controllingPlayerID = new NetworkVariable(); + public Inventory Inventory = new Inventory(); + private NetworkVariable itemProductionCooldown = new NetworkVariable(); + private NetworkVariable zoneID = new NetworkVariable(); + private NetworkVariable planet = new NetworkVariable(); + private NetworkVariable level = new NetworkVariable(); + private NetworkVariable districtType = new NetworkVariable(); + private NetworkVariable districtName = new NetworkVariable(); + private NetworkVariable relativePosition = new NetworkVariable(); + private GWNetworkList connectedDistricts = new GWNetworkList(); + private GWNetworkList upgrades = new GWNetworkList(); + private NetworkVariable captureCooldown = new NetworkVariable(); public bool DistrictStatic; diff --git a/Assets/GWConquest/Scripts/DistrictFactory.cs b/Assets/GWConquest/Scripts/DistrictFactory.cs index d443dfc..b5bdec2 100644 --- a/Assets/GWConquest/Scripts/DistrictFactory.cs +++ b/Assets/GWConquest/Scripts/DistrictFactory.cs @@ -39,7 +39,7 @@ namespace GWConquest } public class DistrictFactory : NetworkBehaviour { - public GWNetworkList productionQueue; + public GWNetworkList productionQueue = new GWNetworkList(); public bool StartsBroken = false; public string[] SpecialUnits; diff --git a/Assets/GWConquest/Scripts/Formation.cs b/Assets/GWConquest/Scripts/Formation.cs index db9e355..4ed4457 100644 --- a/Assets/GWConquest/Scripts/Formation.cs +++ b/Assets/GWConquest/Scripts/Formation.cs @@ -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 AllFormations = new List(); - private NetworkVariable currentZoneID; - private NetworkVariable isSpace; - private NetworkVariable currentTransition; - private NetworkVariable player; - private GWNetworkList units; - private GWNetworkList pathQueue; - private NetworkVariable currentBattle; - private NetworkVariable heroUnit; - private GWNetworkList subFormations; - private NetworkVariable formationName; - private NetworkVariable formationNumber; - private NetworkVariable movementTargetFormation; - private NetworkVariable movementOriginFormation; - private NetworkVariable isEmbarked; - private NetworkVariable parentFormation; - private NetworkVariable morale; - private NetworkVariable startingMorale; - private NetworkVariable movementState; - private NetworkVariable actionCooldown; - private NetworkVariable actionCooldownMax; - private NetworkVariable fleetRestingPoint; + private NetworkVariable currentZoneID = new NetworkVariable(); + private NetworkVariable isSpace = new NetworkVariable(); + private NetworkVariable currentTransition = new NetworkVariable(); + private NetworkVariable player = new NetworkVariable(); + private GWNetworkList units = new GWNetworkList(); + private GWNetworkList pathQueue = new GWNetworkList(); + private NetworkVariable currentBattle = new NetworkVariable(); + private NetworkVariable heroUnit = new NetworkVariable(); + private GWNetworkList subFormations = new GWNetworkList(); + private NetworkVariable formationName = new NetworkVariable(); + private NetworkVariable formationNumber = new NetworkVariable(); + private NetworkVariable movementTargetFormation = new NetworkVariable(); + private NetworkVariable movementOriginFormation = new NetworkVariable(); + private NetworkVariable isEmbarked = new NetworkVariable(); + private NetworkVariable parentFormation = new NetworkVariable(); + private NetworkVariable morale = new NetworkVariable(); + private NetworkVariable startingMorale = new NetworkVariable(); + private NetworkVariable movementState = new NetworkVariable(); + private NetworkVariable actionCooldown = new NetworkVariable(); + private NetworkVariable actionCooldownMax = new NetworkVariable(); + private NetworkVariable fleetRestingPoint = new NetworkVariable(); public Zone currentZone @@ -100,7 +100,7 @@ namespace GWConquest public string FormationName { - get => formationName.Value; + get => formationName.Value.ToString(); set { formationName.Value = value; diff --git a/Assets/GWConquest/Scripts/GWNetworkManager.cs b/Assets/GWConquest/Scripts/GWNetworkManager.cs index dbd7de1..3a6b774 100644 --- a/Assets/GWConquest/Scripts/GWNetworkManager.cs +++ b/Assets/GWConquest/Scripts/GWNetworkManager.cs @@ -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) diff --git a/Assets/GWConquest/Scripts/Planet.cs b/Assets/GWConquest/Scripts/Planet.cs index 3003152..7437cf1 100644 --- a/Assets/GWConquest/Scripts/Planet.cs +++ b/Assets/GWConquest/Scripts/Planet.cs @@ -34,13 +34,13 @@ namespace GWConquest _allPlanets = null; } - private NetworkVariable planetNameVar; - private NetworkVariable spaceZoneID; - private NetworkVariable attackZoneID; - private GWNetworkList connectedPlanets; - private NetworkVariable planetPrefab; - private NetworkVariable prefabRotation; - private NetworkVariable prefabScale; + private NetworkVariable planetNameVar = new NetworkVariable(); + private NetworkVariable spaceZoneID = new NetworkVariable(); + private NetworkVariable attackZoneID = new NetworkVariable(); + private GWNetworkList connectedPlanets = new GWNetworkList(); + private NetworkVariable planetPrefab = new NetworkVariable(); + private NetworkVariable prefabRotation = new NetworkVariable(); + private NetworkVariable prefabScale = new NetworkVariable(); public GameObject textPrefab; diff --git a/Assets/GWConquest/Scripts/Player.cs b/Assets/GWConquest/Scripts/Player.cs index 10db373..a28c56e 100644 --- a/Assets/GWConquest/Scripts/Player.cs +++ b/Assets/GWConquest/Scripts/Player.cs @@ -10,13 +10,13 @@ namespace GWConquest { public class Player : NetworkBehaviour { - private NetworkVariable playerID; - private NetworkVariable playerName; - private NetworkVariable factionIndex; - private NetworkVariable isAI; - private NetworkVariable credits; - private GWNetworkList knownPlanetsList; - private GWNetworkList visiblePlanetsList; + private NetworkVariable playerID = new NetworkVariable(); + private NetworkVariable playerName = new NetworkVariable(); + private NetworkVariable factionIndex = new NetworkVariable(); + private NetworkVariable isAI = new NetworkVariable(); + private NetworkVariable credits = new NetworkVariable(); + private GWNetworkList knownPlanetsList = new GWNetworkList(); + private GWNetworkList visiblePlanetsList = new GWNetworkList(); public static List PlayerList = new List(); diff --git a/Assets/GWConquest/Scripts/UI/MainMenu.cs b/Assets/GWConquest/Scripts/UI/MainMenu.cs index ed3e7fe..516c326 100644 --- a/Assets/GWConquest/Scripts/UI/MainMenu.cs +++ b/Assets/GWConquest/Scripts/UI/MainMenu.cs @@ -14,6 +14,7 @@ namespace GWConquest GameOptions.ApplyOptions(); NetworkManager.Singleton.OnServerStarted += ServerStartDone; + DontDestroyOnLoad(NetworkManager.Singleton.gameObject); } public void StartServer(int hostFactionIndex) diff --git a/Assets/GWConquest/Scripts/UID.cs b/Assets/GWConquest/Scripts/UID.cs deleted file mode 100644 index f9c5f77..0000000 --- a/Assets/GWConquest/Scripts/UID.cs +++ /dev/null @@ -1,44 +0,0 @@ -using Unity.Netcode; -using System; - -namespace GWConquest { - public struct UID : INetworkSerializeByMemcpy, IEquatable { - 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; - } - - } -} \ No newline at end of file diff --git a/Assets/GWConquest/Scripts/UID.cs.meta b/Assets/GWConquest/Scripts/UID.cs.meta deleted file mode 100644 index 44aaf66..0000000 --- a/Assets/GWConquest/Scripts/UID.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 7793d4e07f641c04981bb5c3c3c33c90 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/GWConquest/Scripts/Unit.cs b/Assets/GWConquest/Scripts/Unit.cs index 66465c8..9057c6c 100644 --- a/Assets/GWConquest/Scripts/Unit.cs +++ b/Assets/GWConquest/Scripts/Unit.cs @@ -12,22 +12,22 @@ namespace GWConquest public class Unit : NetworkBehaviour, IIconObject { - private NetworkVariable unitClass; - private NetworkVariable formation; - private NetworkVariable hitpoints; - private NetworkVariable shields; - private NetworkVariable shieldsCooldown; - private NetworkVariable revealState; - private NetworkVariable battleState; - private NetworkVariable actionCooldown; - private NetworkVariable actionCooldownMax; - private Inventory inventory; - private Inventory equipment; - private NetworkVariable flankTarget; - private NetworkVariable morale; - private NetworkVariable supplies; - private NetworkVariable fuel; - private NetworkVariable food; + private NetworkVariable unitClass = new NetworkVariable(); + private NetworkVariable formation = new NetworkVariable(); + private NetworkVariable hitpoints = new NetworkVariable(); + private NetworkVariable shields = new NetworkVariable(); + private NetworkVariable shieldsCooldown = new NetworkVariable(); + private NetworkVariable revealState = new NetworkVariable(); + private NetworkVariable battleState = new NetworkVariable(); + private NetworkVariable actionCooldown = new NetworkVariable(); + private NetworkVariable actionCooldownMax = new NetworkVariable(); + private Inventory inventory = new Inventory(); + private Inventory equipment = new Inventory(); + private NetworkVariable flankTarget = new NetworkVariable(); + private NetworkVariable morale = new NetworkVariable(); + private NetworkVariable supplies = new NetworkVariable(); + private NetworkVariable fuel = new NetworkVariable(); + private NetworkVariable food = new NetworkVariable(); public UnitClass Class