diff --git a/Assets/GWConquest/Materials/Planets/Yeesveer Kees.mat b/Assets/GWConquest/Materials/Planets/Yeesveer Kees.mat index 8dae6c3..fea29e7 100644 --- a/Assets/GWConquest/Materials/Planets/Yeesveer Kees.mat +++ b/Assets/GWConquest/Materials/Planets/Yeesveer Kees.mat @@ -60,7 +60,7 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _Emissivecities: - m_Texture: {fileID: 2800000, guid: e761d1b5f99e4c840b58081a41de20d6, type: 3} + m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _LookupSunset: @@ -176,7 +176,7 @@ Material: - _Ambiantatmospherecolor: {r: 0, g: 0, b: 0, a: 1} - _Ambiantcolor: {r: 0, g: 0, b: 0, a: 0} - _Ambiantlightcontrol: {r: 0, g: 0, b: 0, a: 0} - - _Citiescolor: {r: 1, g: 0.815662, b: 0.559, a: 0} + - _Citiescolor: {r: 0, g: 0, b: 0, a: 0} - _Citycolor: {r: 1, g: 0.7241379, b: 0, a: 1} - _Cloudscolor: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _Color: {r: 0.641, g: 0.641, b: 0.641, a: 1} diff --git a/Assets/GWConquest/Prefabs/UI/PlanetIndicator.prefab b/Assets/GWConquest/Prefabs/UI/PlanetIndicator.prefab index 24561c5..5bb2e32 100644 --- a/Assets/GWConquest/Prefabs/UI/PlanetIndicator.prefab +++ b/Assets/GWConquest/Prefabs/UI/PlanetIndicator.prefab @@ -92,7 +92,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 1 + m_IsActive: 0 --- !u!224 &2845208572781105551 RectTransform: m_ObjectHideFlags: 0 @@ -139,7 +139,7 @@ MonoBehaviour: m_OnCullStateChanged: m_PersistentCalls: m_Calls: [] - m_Sprite: {fileID: 21300000, guid: 3347df28e84113b4999b27c6afc9f3a0, type: 3} + m_Sprite: {fileID: 0} m_Type: 0 m_PreserveAspect: 0 m_FillCenter: 1 diff --git a/Assets/GWConquest/Scripts/UI/GalaxyMapUI.cs b/Assets/GWConquest/Scripts/UI/GalaxyMapUI.cs index da12574..94e9231 100644 --- a/Assets/GWConquest/Scripts/UI/GalaxyMapUI.cs +++ b/Assets/GWConquest/Scripts/UI/GalaxyMapUI.cs @@ -74,6 +74,8 @@ namespace GWConquest { var formations = SelectedPlanet.GetMainZone(ZoneType.Space).Formations; + formations = formations.Where(f => f.ZoneType == ZoneType.Space); + var currentPlayer = Player.CurrentPlayer; var playerFormations = formations.Where(f => f.Player == currentPlayer).ToList(); diff --git a/Assets/GWConquest/Scripts/Unit.cs b/Assets/GWConquest/Scripts/Unit.cs index 74c7b8f..795a6d1 100644 --- a/Assets/GWConquest/Scripts/Unit.cs +++ b/Assets/GWConquest/Scripts/Unit.cs @@ -7,19 +7,19 @@ namespace GWConquest Sprite Icon {get;} } - public class Unit : Bolt.EntityEventListener, IIconObject + public class Unit : GWBoltEntityListener, IIconObject { public UnitClass Class { - get => UnitClass.FromName(state.UnitClass); + get => UnitClass.FromName(State.UnitClass); set { if(value == null) { - state.UnitClass = null; + State.UnitClass = null; } else { - state.UnitClass = value.ShortName; + State.UnitClass = value.ShortName; Inventory.StorageCapacity = value.InventorySlots; Equipment.StorageCapacity = value.EquipmentSlots; @@ -34,18 +34,18 @@ namespace GWConquest public Formation Formation { - get => state.Formation?.GetComponent(); - set => state.Formation = value.entity; + get => State.Formation?.GetComponent(); + set => State.Formation = value.entity; } public int Hitpoints { - get => state.Hitpoints; - set => state.Hitpoints = value; + get => State.Hitpoints; + set => State.Hitpoints = value; } public int Shields { - get => state.Shields; - set => state.Shields = value; + get => State.Shields; + set => State.Shields = value; } public float Armour { @@ -66,8 +66,8 @@ namespace GWConquest public float Morale { - get => state.Morale; - set => state.Morale = value; + get => State.Morale; + set => State.Morale = value; } public Player Player { @@ -75,9 +75,9 @@ namespace GWConquest } public BattleUnitState BattleState { - get => (BattleUnitState) state.BattleState; + get => (BattleUnitState) State.BattleState; set { - state.BattleState = (int) value; + State.BattleState = (int) value; if(BoltNetwork.IsServer) { if(CurrentBattle != null) @@ -89,16 +89,16 @@ namespace GWConquest } public RevealState RevealState { - get => (RevealState) state.RevealState; - set => state.RevealState = (int) value; + get => (RevealState) State.RevealState; + set => State.RevealState = (int) value; } public float ActionCooldown { - get => state.ActionCooldown; + get => State.ActionCooldown; } public float ActionCooldownPercent { - get => state.ActionCooldown / state.ActionCooldownMax; + get => State.ActionCooldown / State.ActionCooldownMax; } public BattleFlank FlankTarget { @@ -108,7 +108,7 @@ namespace GWConquest return null; } else { - int ind = state.FlankTarget; + int ind = State.FlankTarget; if(ind >= 0 && CurrentBattle.FlankCount < ind) { return CurrentBattle.GetFlank(ind); @@ -116,13 +116,13 @@ namespace GWConquest else return null; } } - set => state.FlankTarget = value == null ? -1 : value.FlankId; + set => State.FlankTarget = value == null ? -1 : value.FlankId; } public void SetActionCooldown(float value) { - state.ActionCooldown = value; - state.ActionCooldownMax = value; + State.ActionCooldown = value; + State.ActionCooldownMax = value; } [System.NonSerialized] @@ -153,10 +153,10 @@ namespace GWConquest public override void Attached() { - Inventory = new Inventory(state, "Inventory"); - Equipment = new Inventory(state, "Equipment"); + Inventory = new Inventory(State, "Inventory"); + Equipment = new Inventory(State, "Equipment"); - state.AddCallback("Formation", () => + State.AddCallback("Formation", () => { if(Formation != null) { @@ -185,9 +185,9 @@ namespace GWConquest Unit unit = unitEntity.GetComponent(); unit.Class = uc; unit.gameObject.name = uc.ShortName + "_" + unitEntity.NetworkId.PackedValue.ToString(); - unit.state.Hitpoints = uc.Hitpoints; - unit.state.Shields = uc.Shields; - unit.state.Morale = uc.Morale; + unit.State.Hitpoints = uc.Hitpoints; + unit.State.Shields = uc.Shields; + unit.State.Morale = uc.Morale; unit.Formation = playerFormation; playerFormation.UnitEntities.Add(unitEntity); @@ -222,7 +222,7 @@ namespace GWConquest var evnt = UnitDamageAnimEvent.Create(entity); evnt.Attacker = attacker.entity; - evnt.IsDead = state.Hitpoints <= 0; + evnt.IsDead = State.Hitpoints <= 0; evnt.IsDemoralized = IsDemoralized; evnt.GlancingHit = isGlancingHit; evnt.WeaponType = (int) weaponType; @@ -298,7 +298,7 @@ namespace GWConquest if (ActionCooldown <= 0) { - state.ActionCooldown = 0; + State.ActionCooldown = 0; if (BattleState == BattleUnitState.MovingToFlank) { BattleState = BattleUnitState.OnFlank; @@ -321,7 +321,7 @@ namespace GWConquest } else { - state.ActionCooldown -= BoltNetwork.FrameDeltaTime; + State.ActionCooldown -= BoltNetwork.FrameDeltaTime; } }