Browse Source

Time Scale in der Debug UI

master
laurids 2 years ago
parent
commit
4e43c9824c
6 changed files with 518 additions and 29 deletions
  1. +0
    -1
      Assets/GWConquest/Prefabs/Formation.prefab
  2. +459
    -11
      Assets/GWConquest/Scenes/GalaxyMap.unity
  3. +6
    -3
      Assets/GWConquest/Scripts/DistrictFactory.cs
  4. +1
    -1
      Assets/GWConquest/Scripts/Formation.cs
  5. +40
    -13
      Assets/GWConquest/Scripts/GameManager.cs
  6. +12
    -0
      Assets/GWConquest/Scripts/UI/DebugUI.cs

+ 0
- 1
Assets/GWConquest/Prefabs/Formation.prefab View File

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Assets/GWConquest/Scenes/GalaxyMap.unity View File

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+ 6
- 3
Assets/GWConquest/Scripts/DistrictFactory.cs View File

@ -87,7 +87,7 @@ namespace GWConquest
var entry = GetProductionQueueEntry(i); var entry = GetProductionQueueEntry(i);
if(entry != null) if(entry != null)
{ {
return GetProductionTime(i) / GetProductionQueueEntry(i).BuildTime;
return GetProductionTime(i) / GetBuildTimeForBuildable(GetProductionQueueEntry(i));
} }
else return 0; else return 0;
} }
@ -133,7 +133,10 @@ namespace GWConquest
} }
} }
public float GetBuildTimeForBuildable(IBuildable buildable)
{
return buildable.BuildTime * GameManager.Instance.TimeScale;
}
public override void SimulateOwner() public override void SimulateOwner()
{ {
@ -141,7 +144,7 @@ namespace GWConquest
{ {
State.ProductionQueue[0].TimeProduced += BoltNetwork.FrameDeltaTime; State.ProductionQueue[0].TimeProduced += BoltNetwork.FrameDeltaTime;
IBuildable buildable = GetProductionQueueEntry(0); IBuildable buildable = GetProductionQueueEntry(0);
if (DebugUI.FreeBuild || GetProductionTime(0) >= buildable.BuildTime)
if (DebugUI.FreeBuild || GetProductionTime(0) >= GetBuildTimeForBuildable(buildable))
{ {
if(buildable is UnitClass) if(buildable is UnitClass)
{ {


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

@ -171,7 +171,7 @@ namespace GWConquest
private Vector3 arrivalPosition; private Vector3 arrivalPosition;
public float movementSpeed = 1f;
public float movementSpeed {get => GameManager.Instance.DefaultMovementSpeed;}
public int FormationNumber { public int FormationNumber {
get => State.FormationNumber; get => State.FormationNumber;


+ 40
- 13
Assets/GWConquest/Scripts/GameManager.cs View File

@ -22,22 +22,45 @@ namespace GWConquest
public float SpaceTransitionLengthFactor; public float SpaceTransitionLengthFactor;
public float BetweenTransitionLengthFactor; public float BetweenTransitionLengthFactor;
public float BattleTurnLength;
public float BattleTurnDeviation;
public float BattlePreparingCooldown;
public float MoveToFlankCooldown;
public float MoveToReserveCooldown;
public float UnitDeathCooldown;
public float ArtilleryCooldown;
public float MovementStartingCooldown;
public float MovementFinishedCooldown;
[SerializeField]
private float battleTurnLength;
public float BattleTurnLength {get => battleTurnLength * TimeScale;}
[SerializeField]
private float battleTurnDeviation;
public float BattleTurnDeviation {get => battleTurnDeviation * TimeScale;}
[SerializeField]
private float battlePreparingCooldown;
public float BattlePreparingCooldown {get => battlePreparingCooldown * TimeScale;}
[SerializeField]
private float moveToFlankCooldown;
public float MoveToFlankCooldown {get => moveToFlankCooldown * TimeScale;}
[SerializeField]
private float moveToReserveCooldown;
public float MoveToReserveCooldown {get => moveToReserveCooldown * TimeScale;}
[SerializeField]
private float unitDeathCooldown;
public float UnitDeathCooldown {get => unitDeathCooldown * TimeScale;}
[SerializeField]
private float artilleryCooldown;
public float ArtilleryCooldown {get => artilleryCooldown * TimeScale;}
[SerializeField]
private float movementStartingCooldown;
public float MovementStartingCooldown {get => movementStartingCooldown * TimeScale;}
[SerializeField]
private float movementFinishedCooldown;
public float MovementFinishedCooldown {get => movementFinishedCooldown * TimeScale;}
public int DefaultStorageCapacity; public int DefaultStorageCapacity;
public int MaxStackSize; public int MaxStackSize;
public float DefaultProductionCooldown;
[SerializeField]
private float defaultProductionCooldown;
public float DefaultProductionCooldown {get => defaultProductionCooldown * TimeScale;}
[SerializeField]
private float defaultMovementSpeed;
public float DefaultMovementSpeed {get => defaultMovementSpeed / TimeScale;}
public float StartRevealChance; public float StartRevealChance;
public float StartFullRevealChance; public float StartFullRevealChance;
@ -48,12 +71,16 @@ namespace GWConquest
public float RevealChanceSelf; public float RevealChanceSelf;
public float RevealChanceAttack; public float RevealChanceAttack;
public float ShieldsCooldown;
[SerializeField]
private float shieldsCooldown;
public float ShieldsCooldown {get => shieldsCooldown * TimeScale;}
public bool SpawnAIPlayer; public bool SpawnAIPlayer;
public bool IsLoaded { get; private set; } = false; public bool IsLoaded { get; private set; } = false;
public float TimeScale = 1f;
private static GameManager _instance; private static GameManager _instance;
public static GameManager Instance public static GameManager Instance
{ {


+ 12
- 0
Assets/GWConquest/Scripts/UI/DebugUI.cs View File

@ -26,6 +26,7 @@ namespace GWConquest
public Toggle FreeBuildToggle; public Toggle FreeBuildToggle;
public Text FPSCounter; public Text FPSCounter;
public Text GameSpeedLabel;
public void ClickSpawnButton() public void ClickSpawnButton()
@ -101,6 +102,17 @@ namespace GWConquest
void Update() void Update()
{ {
FPSCounter.text = string.Format("FPS: {0:00}", 1f/Time.unscaledDeltaTime); FPSCounter.text = string.Format("FPS: {0:00}", 1f/Time.unscaledDeltaTime);
GameSpeedLabel.text = string.Format("Game Speed: {0:0.00}", 1f/GameManager.Instance.TimeScale);
}
public void SpeedUp()
{
GameManager.Instance.TimeScale *= 0.5f;
}
public void SpeedDown()
{
GameManager.Instance.TimeScale *= 2f;
} }
} }
} }


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