Browse Source

Refactor Factory Type, Factory Levels

master
laurids 2 years ago
parent
commit
f88160d76e
19 changed files with 615 additions and 397 deletions
  1. +0
    -1
      Assets/GWConquest/Prefabs/District.prefab
  2. +0
    -2
      Assets/GWConquest/Prefabs/Factory.prefab
  3. +0
    -1
      Assets/GWConquest/Prefabs/Planet.prefab
  4. +191
    -221
      Assets/GWConquest/Scenes/GalaxyMap.unity
  5. +19
    -75
      Assets/GWConquest/Scripts/District.cs
  6. +17
    -3
      Assets/GWConquest/Scripts/DistrictFactory.cs
  7. +44
    -0
      Assets/GWConquest/Scripts/DistrictRegistry.cs
  8. +11
    -0
      Assets/GWConquest/Scripts/DistrictRegistry.cs.meta
  9. +1
    -34
      Assets/GWConquest/Scripts/Planet.cs
  10. +16
    -1
      Assets/GWConquest/Scripts/PlanetPlacement.cs
  11. +36
    -38
      Assets/GWConquest/Scripts/PlanetRegistry.cs
  12. +4
    -13
      Assets/GWConquest/Scripts/UI/PlanetIndicatorUI.cs
  13. +5
    -5
      Assets/GWConquest/Scripts/UnitClass.cs
  14. BIN
      Assets/GWConquest/Textures/Icons/DistrictCivil.PNG
  15. +7
    -3
      Assets/GWConquest/Textures/Icons/DistrictCivil.PNG.meta
  16. BIN
      Assets/GWConquest/Textures/Icons/DistrictCivil1.png
  17. +132
    -0
      Assets/GWConquest/Textures/Icons/DistrictCivil1.png.meta
  18. BIN
      Assets/GWConquest/Textures/Icons/DistrictCivil2.png
  19. +132
    -0
      Assets/GWConquest/Textures/Icons/DistrictCivil2.png.meta

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

@ -78,7 +78,6 @@ MonoBehaviour:
DefaultSprite: {fileID: 21300000, guid: 3b81d9ff9816c8240b02293797c69234, type: 3}
DistrictName: Primus
Description:
IsCityDistrict: 0
DistrictType: 0
--- !u!114 &2620233160227347941
MonoBehaviour:


+ 0
- 2
Assets/GWConquest/Prefabs/Factory.prefab View File

@ -63,7 +63,6 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
Tier: 1
FactoryType: 0
StartsBroken: 0
SpecialUnits: []
--- !u!114 &7954319019618919355
@ -81,7 +80,6 @@ MonoBehaviour:
DefaultSprite: {fileID: 21300000, guid: 3b81d9ff9816c8240b02293797c69234, type: 3}
DistrictName: Primus
Description:
IsCityDistrict: 0
DistrictType: 0
--- !u!114 &3732992427129260454
MonoBehaviour:


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

@ -322,7 +322,6 @@ MonoBehaviour:
FleetRestingRadius: 0.7
InTransitFormations: []
VisibilityStatus: 0
OriginalDesaturation: 0
connections: []
--- !u!114 &8925700613145171218
MonoBehaviour:


+ 191
- 221
Assets/GWConquest/Scenes/GalaxyMap.unity
File diff suppressed because it is too large
View File


+ 19
- 75
Assets/GWConquest/Scripts/District.cs View File

@ -16,9 +16,15 @@ namespace GWConquest
public string Description;
public DistrictType DistrictType = DistrictType.Civil;
public int DistrictLevel;
public Zone Zone { get; private set; }
public static bool IsTypeFactory(DistrictType type)
{
return type == DistrictType.Civil || type == DistrictType.SpaceStation || type == DistrictType.FactoryArmor || type == DistrictType.FactoryInfantry || type == DistrictType.FactorySupplies || type == DistrictType.FactoryFuel;
}
public Player ControllingPlayer {
get {
var id = State.ControllingPlayerId;
@ -82,7 +88,13 @@ namespace GWConquest
public virtual Sprite GetCurrentSprite()
{
return DefaultSprite;
if(DefaultSprite != null)
{
return DefaultSprite;
}
else {
return DistrictRegistry.Instance.Get(DistrictType).LargeIcons[DistrictLevel];
}
}
public virtual string GetDistrictName()
@ -103,17 +115,13 @@ namespace GWConquest
{
producingItem = "Food";
}
else if (DistrictType == DistrictType.Factory && GetComponent<DistrictFactory>() != null)
else if (DistrictType == DistrictType.FactorySupplies)
{
FactoryType ftype = GetComponent<DistrictFactory>().FactoryType;
if (ftype == FactoryType.Supplies)
{
producingItem = "Supplies";
}
else if (ftype == FactoryType.Fuel)
{
producingItem = "Fuel";
}
producingItem = "Supplies";
}
else if (DistrictType == DistrictType.FactoryFuel)
{
producingItem = "Fuel";
}
else if (DistrictType == DistrictType.Civil)
{
@ -168,73 +176,9 @@ namespace GWConquest
}
}
public DistrictTypeFull GetFullType()
{
switch(DistrictType)
{
case DistrictType.Factory:
DistrictFactory f = GetComponent<DistrictFactory>();
switch(f.FactoryType)
{
case FactoryType.City:
return DistrictTypeFull.Civil;
case FactoryType.Supplies:
return DistrictTypeFull.FactorySupplies;
case FactoryType.Fuel:
return DistrictTypeFull.FactoryFuel;
case FactoryType.Infantry:
return DistrictTypeFull.FactoryInfantry;
case FactoryType.Armour:
return DistrictTypeFull.FactoryArmor;
case FactoryType.Space:
return DistrictTypeFull.SpaceStation;
default:
return DistrictTypeFull.Special;
}
case DistrictType.Civil:
return DistrictTypeFull.Civil;
case DistrictType.Food:
return DistrictTypeFull.Food;
case DistrictType.SpaceStation:
return DistrictTypeFull.SpaceStation;
case DistrictType.Special:
return DistrictTypeFull.Special;
default:
return DistrictTypeFull.Special;
}
}
#if UNITY_EDITOR
public void SetDefaultSprite()
{
string dname;
if(DistrictType == DistrictType.Factory)
{
DistrictFactory f = GetComponent<DistrictFactory>();
dname = "Factory" + System.Enum.GetName(typeof(FactoryType), f.FactoryType);
}
else {
dname = System.Enum.GetName(typeof(DistrictType), DistrictType);
}
string spritePath = "Assets/GWConquest/Textures/Icons/District" + dname + ".png";
DefaultSprite = UnityEditor.AssetDatabase.LoadAssetAtPath<Sprite>(spritePath);
}
#endif
}
public enum DistrictType
{
Civil,
Factory,
Food,
Special,
SpaceStation
}
public enum DistrictTypeFull
{
Civil,
FactorySupplies,


+ 17
- 3
Assets/GWConquest/Scripts/DistrictFactory.cs View File

@ -8,14 +8,28 @@ namespace GWConquest
{
public class DistrictFactory : GWBoltBehaviour<IFactoryState>
{
public int Tier = 1;
public FactoryType FactoryType;
public bool StartsBroken = false;
public string[] SpecialUnits;
private District _district;
public District District
{
get {
if(_district == null)
{
_district = GetComponent<District>();
}
return _district;
}
}
public DistrictType FactoryType {
get => District.DistrictType;
}
public IEnumerable<UnitClass> GetAvailableUnitClasses()
{
var classes = UnitClass.AllUnitClasses.Where(uc => uc.FactoryType == FactoryType && uc.MinFactoryTier <= Tier);
var classes = UnitClass.AllUnitClasses.Where(uc => uc.FactoryType == FactoryType && uc.MinFactoryTier <= District.DistrictLevel);
var special = SpecialUnits.ToList().ConvertAll(name => UnitClass.FromName(name));
return classes.Union(special);
}


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

@ -0,0 +1,44 @@
using UnityEngine;
using System.Collections.Generic;
namespace GWConquest
{
public class DistrictRegistry : MonoBehaviour
{
private static DistrictRegistry _instance;
public static DistrictRegistry Instance {
get {
if(_instance == null)
{
_instance = FindObjectOfType<DistrictRegistry>();
}
return _instance;
}
}
[System.Serializable]
public class DistrictRegistryEntry
{
public DistrictType type;
public Sprite[] LargeIcons;
public Sprite SmallIcon;
}
public DistrictRegistryEntry[] Entries;
private Dictionary<DistrictType, DistrictRegistryEntry> EntryMap = new Dictionary<DistrictType, DistrictRegistryEntry>();
void Awake()
{
foreach(var entry in Entries)
{
EntryMap.Add(entry.type, entry);
}
}
public DistrictRegistryEntry Get(DistrictType type)
{
return EntryMap[type];
}
}
}

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

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 36a1a4c8508f51b44a44f5f4ba7d7f3b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

+ 1
- 34
Assets/GWConquest/Scripts/Planet.cs View File

@ -608,7 +608,7 @@ namespace GWConquest
for (int i = 0; i < data.DistrictData.Length; i++)
{
var districtData = data.DistrictData[i];
bool dataHasFactory = districtData.DistrictType == DistrictType.Civil || districtData.DistrictType == DistrictType.Factory;
bool dataHasFactory = District.IsTypeFactory(districtData.DistrictType);
Zone zone;
bool isNewZone = false;
if(i < zoneList.Count)
@ -658,27 +658,6 @@ namespace GWConquest
d.DistrictType = districtData.DistrictType;
d.DistrictName = districtData.Name;
if(dataHasFactory)
{
DistrictFactory f = zone.GetComponent<DistrictFactory>();
if(f != null)
{
UnityEditor.Undo.RecordObject(f, "Setting up zones");
if(districtData.DistrictType == DistrictType.Civil)
{
f.FactoryType = FactoryType.City;
}
else {
f.FactoryType = districtData.FactoryType;
}
UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(f);
}
}
d.SetDefaultSprite();
UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(d);
@ -742,19 +721,7 @@ namespace GWConquest
d.DistrictType = DistrictType.SpaceStation;
d.DistrictName = planetName + " Station";
DistrictFactory f = spaceZone.GetComponent<DistrictFactory>();
if(f != null)
{
UnityEditor.Undo.RecordObject(f, "Setting up zones");
f.FactoryType = FactoryType.Space;
UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(f);
}
d.SetDefaultSprite();
UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(d);
}


+ 16
- 1
Assets/GWConquest/Scripts/PlanetPlacement.cs View File

@ -171,7 +171,22 @@ namespace GWConquest
if(Random.value <= districtSettings.FactoryChance)
{
prefabID = BoltPrefabs.Factory;
type = DistrictType.Factory;
int factoryType = Random.Range(0, 3);
switch(factoryType)
{
case 0:
type = DistrictType.FactorySupplies;
break;
case 1:
type = DistrictType.FactoryArmor;
break;
case 2:
type = DistrictType.FactoryFuel;
break;
default:
type = DistrictType.FactoryInfantry;
break;
}
}
else if(Random.value <= districtSettings.FoodChance / (1f - districtSettings.FactoryChance))
{


+ 36
- 38
Assets/GWConquest/Scripts/PlanetRegistry.cs View File

@ -23,7 +23,6 @@ namespace GWConquest
public class PlanetDistrictData
{
public DistrictType DistrictType;
public FactoryType FactoryType;
public string Name;
public int Rating;
}
@ -99,7 +98,7 @@ namespace GWConquest
{
string factoryStr = factoryTypes.Replace(" ", null);
string[] factoryArr = factoryStr.Split(',');
List<FactoryType> factoryList = new List<FactoryType>();
List<DistrictType> factoryList = new List<DistrictType>();
if(factoryArr.Length > 0)
{
foreach(string s in factoryArr)
@ -114,17 +113,17 @@ namespace GWConquest
}
}
FactoryType type = FactoryType.Supplies;
DistrictType type = DistrictType.FactorySupplies;
switch(cutStr)
{
case "Weapons":
type = FactoryType.Infantry;
type = DistrictType.FactoryInfantry;
break;
case "Armour":
type = FactoryType.Armour;
type = DistrictType.FactoryArmor;
break;
case "Fuel":
type = FactoryType.Fuel;
type = DistrictType.FactoryFuel;
break;
}
@ -155,40 +154,40 @@ namespace GWConquest
if(count >= 1 && count <= 4)
{
string dtypeStr = s.Substring(1);
DistrictType districtType;
FactoryType factoryType = FactoryType.City;
string districtName;
switch(dtypeStr)
{
case "Civil":
districtType = DistrictType.Civil;
districtName = planetName;
break;
case "Factory":
districtType = DistrictType.Factory;
districtName = "Factory Complex";
break;
case "Food":
districtType = DistrictType.Food;
districtName = "Agri-District";
break;
case "Special":
districtType = DistrictType.Special;
districtName = "Special District";
break;
default:
continue;
}
for(int i = 0; i < count; i++)
{
if(districtType == DistrictType.Factory)
DistrictType districtType;
string districtName;
switch(dtypeStr)
{
if(factoryIndex < factoryList.Count)
{
factoryType = factoryList[factoryIndex];
}
factoryIndex++;
case "Civil":
districtType = DistrictType.Civil;
districtName = planetName;
break;
case "Factory":
if(factoryIndex < factoryList.Count)
{
districtType = factoryList[factoryIndex];
}
else {
Debug.LogWarning("Not enough factory types!");
districtType = DistrictType.FactorySupplies;
}
factoryIndex++;
districtName = "Factory Complex";
break;
case "Food":
districtType = DistrictType.Food;
districtName = "Agri-District";
break;
case "Special":
districtType = DistrictType.Special;
districtName = "Special District";
break;
default:
continue;
}
string name;
@ -208,8 +207,7 @@ namespace GWConquest
list.Add(new PlanetDistrictData()
{
DistrictType = districtType,
Name = name,
FactoryType = factoryType
Name = name
});
}
}


+ 4
- 13
Assets/GWConquest/Scripts/UI/PlanetIndicatorUI.cs View File

@ -30,16 +30,7 @@ namespace GWConquest
public RectTransform DistrictSymbols;
public GameObject DistrictSymbolPrefab;
[System.Serializable]
public class DistrictSymbolType
{
public DistrictTypeFull DistrictType;
public Sprite Icon;
}
public DistrictSymbolType[] DistrictSymbolTypes;
private Dictionary<DistrictTypeFull, Image> DistrictSymbolDict = new Dictionary<DistrictTypeFull, Image>();
private Dictionary<DistrictType, Image> DistrictSymbolDict = new Dictionary<DistrictType, Image>();
[System.NonSerialized]
private Planet Planet;
@ -54,13 +45,13 @@ namespace GWConquest
foreach(var d in planet.GetComponentsInChildren<District>())
{
var type = d.GetFullType();
var type = d.DistrictType;
if(!DistrictSymbolDict.ContainsKey(type))
{
var go = Instantiate(DistrictSymbolPrefab);
GWLayout.InitRectTransform(go.GetComponent<RectTransform>(), DistrictSymbols);
var comp = go.GetComponent<Image>();
comp.sprite = DistrictSymbolTypes.Where(e => e.DistrictType == type).FirstOrDefault().Icon;
comp.sprite = DistrictRegistry.Instance.Get(type).SmallIcon;
DistrictSymbolDict.Add(type, comp);
}
}
@ -168,7 +159,7 @@ namespace GWConquest
var districts = Planet.GetComponentsInChildren<District>();
foreach (var type in DistrictSymbolDict.Keys)
{
var typeDistricts = districts.Where(d => d.GetFullType() == type);
var typeDistricts = districts.Where(d => d.DistrictType == type);
Color color = NeutralColor;


+ 5
- 5
Assets/GWConquest/Scripts/UnitClass.cs View File

@ -108,7 +108,7 @@ namespace GWConquest
if(zoneType == ZoneType.Space)
{
unitClass.FactoryType = FactoryType.Space;
unitClass.FactoryType = DistrictType.SpaceStation;
unitClass.AttackRange = data.GetInt("Attack Range");
}
else
@ -116,13 +116,13 @@ namespace GWConquest
switch(data.GetString("Factory Type"))
{
case "City":
unitClass.FactoryType = FactoryType.City;
unitClass.FactoryType = DistrictType.Civil;
break;
case "Infantry":
unitClass.FactoryType = FactoryType.Infantry;
unitClass.FactoryType = DistrictType.FactoryInfantry;
break;
case "Armour":
unitClass.FactoryType = FactoryType.Armour;
unitClass.FactoryType = DistrictType.FactoryArmor;
break;
}
}
@ -332,7 +332,7 @@ namespace GWConquest
public int MinFactoryTier = 1;
public FactoryType FactoryType;
public DistrictType FactoryType;
public bool CanBeBuilt = true;


BIN
Assets/GWConquest/Textures/Icons/DistrictCivil.PNG View File

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+ 7
- 3
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