Game Scene Split up
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guid: 527bfff0c1216544093c653466a5e5af
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folderAsset: yes
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externalObjects: {}
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#if UNITY_EDITOR
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using System.Collections.Generic;
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.NetCode;
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// EDITOR-ONLY client sender for dev-tool <see cref="DebugCommandRequest"/> RPCs. Mirrors
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/// <c>StorageOpSendSystem</c>: static convenience methods enqueue into a queue that this client
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/// <see cref="SystemBase"/> drains into request entities each tick (so it works from the DebugOverlay's IMGUI
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/// AND headless from execute_code). The statics are reset on play-enter so a fast-enter-playmode reload can't
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/// replay a stale queue. The wire type is unconditional; this system is #if UNITY_EDITOR (stripped from builds).
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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public partial class DebugCommandSendSystem : SystemBase
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{
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struct Pending { public byte Op; public int ArgA; public int ArgB; }
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static readonly List<Pending> s_Pending = new List<Pending>();
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/// <summary>Queue a raw dev command for the next client tick.</summary>
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public static void Send(byte op, int argA = 0, int argB = 0)
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=> s_Pending.Add(new Pending { Op = op, ArgA = argA, ArgB = argB });
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// Convenience wrappers (overlay buttons + execute_code).
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public static void SpawnWave(int size) => Send(DebugOp.SpawnWave, size);
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public static void EndSiege() => Send(DebugOp.EndSiege);
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public static void ClearEnemies() => Send(DebugOp.ClearEnemies);
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public static void SetCalm() => Send(DebugOp.SetCalm);
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public static void GrantResource(byte itemId, int count) => Send(DebugOp.GrantResource, itemId, count);
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public static void GrantUpgrade() => Send(DebugOp.GrantUpgrade);
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public static void Teleport(byte region) => Send(DebugOp.Teleport, region);
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public static void ToggleGod() => Send(DebugOp.ToggleGod);
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public static void Heal() => Send(DebugOp.Heal);
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public static void Kill() => Send(DebugOp.KillPlayer);
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public static void AdvanceGoal(int by) => Send(DebugOp.AdvanceGoal, by);
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public static void SetHeat(int heat) => Send(DebugOp.SetHeat, heat);
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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static void ResetOnEnterPlayMode() => s_Pending.Clear();
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protected override void OnUpdate()
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{
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if (s_Pending.Count == 0)
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return;
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if (!SystemAPI.TryGetSingletonEntity<NetworkId>(out var connection))
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return; // not connected yet — hold the queue
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var em = EntityManager;
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for (int i = 0; i < s_Pending.Count; i++)
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{
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var p = s_Pending[i];
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var req = em.CreateEntity();
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em.AddComponentData(req, new DebugCommandRequest { Op = p.Op, ArgA = p.ArgA, ArgB = p.ArgB });
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em.AddComponentData(req, new SendRpcCommandRequest { TargetConnection = connection });
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}
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s_Pending.Clear();
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}
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}
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}
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#endif
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fileFormatVersion: 2
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guid: 6f0d6e2babc53f3489bcd6f7988d31ca
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@@ -0,0 +1,78 @@
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#if UNITY_EDITOR
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using ProjectM.Simulation;
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// EDITOR-ONLY in-game dev-tools overlay (IMGUI, mirrors <c>ConnectionUI</c>). Buttons enqueue
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/// <see cref="DebugCommandRequest"/> RPCs through <see cref="DebugCommandSendSystem"/>, so they drive the REAL
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/// server-authoritative paths (and work over a live connection too, not just in-editor). Drop it on a
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/// GameObject in the DevSandbox (or Game) scene. While open it forces the OS cursor visible
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/// (<see cref="AimPresentation.ForceCursorVisible"/>) so its buttons stay clickable even while aiming.
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/// Stripped from player builds (#if UNITY_EDITOR).
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/// </summary>
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public class DebugOverlay : MonoBehaviour
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{
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bool _open = true;
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int _siegeSize = 5;
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int _grantAmount = 50;
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void OnDisable() => AimPresentation.ForceCursorVisible = false;
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void OnGUI()
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{
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if (GUI.Button(new Rect(Screen.width - 96, 10, 86, 24), _open ? "DEV ▲" : "DEV ▼"))
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_open = !_open;
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AimPresentation.ForceCursorVisible = _open;
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if (!_open)
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return;
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GUILayout.BeginArea(new Rect(Screen.width - 232, 40, 222, 540), GUI.skin.box);
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GUILayout.Label("DEV TOOLS");
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GUILayout.Label("- World -");
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_siegeSize = IntField("Siege size", _siegeSize);
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if (GUILayout.Button("Spawn Wave / Force Siege")) DebugCommandSendSystem.SpawnWave(_siegeSize);
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if (GUILayout.Button("End Siege")) DebugCommandSendSystem.EndSiege();
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if (GUILayout.Button("Clear Enemies")) DebugCommandSendSystem.ClearEnemies();
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if (GUILayout.Button("Force Calm")) DebugCommandSendSystem.SetCalm();
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if (GUILayout.Button("Advance Goal +1")) DebugCommandSendSystem.AdvanceGoal(1);
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GUILayout.Space(6);
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GUILayout.Label("- Resources -");
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_grantAmount = IntField("Amount", _grantAmount);
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Aether")) DebugCommandSendSystem.GrantResource(ResourceId.Aether, _grantAmount);
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if (GUILayout.Button("Ore")) DebugCommandSendSystem.GrantResource(ResourceId.Ore, _grantAmount);
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if (GUILayout.Button("Bio")) DebugCommandSendSystem.GrantResource(ResourceId.Biomass, _grantAmount);
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GUILayout.EndHorizontal();
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if (GUILayout.Button("Grant Damage Upgrade")) DebugCommandSendSystem.GrantUpgrade();
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GUILayout.Space(6);
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GUILayout.Label("- Player -");
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Heal")) DebugCommandSendSystem.Heal();
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if (GUILayout.Button("Kill")) DebugCommandSendSystem.Kill();
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if (GUILayout.Button("God")) DebugCommandSendSystem.ToggleGod();
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GUILayout.EndHorizontal();
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Go Base")) DebugCommandSendSystem.Teleport(RegionId.Base);
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if (GUILayout.Button("Go Expedition")) DebugCommandSendSystem.Teleport(RegionId.Expedition);
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GUILayout.EndHorizontal();
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GUILayout.EndArea();
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}
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static int IntField(string label, int value)
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{
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GUILayout.BeginHorizontal();
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GUILayout.Label(label, GUILayout.Width(70));
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string s = GUILayout.TextField(value.ToString(), GUILayout.Width(60));
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GUILayout.EndHorizontal();
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return int.TryParse(s, out var v) ? v : value;
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}
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}
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}
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#endif
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: d86864d4624a5a749994e6b7b14461fa
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@@ -12,10 +12,19 @@ namespace ProjectM.Client
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/// <summary>Active scheme (<see cref="ProjectM.Simulation.InputSchemeId"/>): 0 = mouse/keyboard, 1 = gamepad.</summary>
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public static byte Scheme;
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/// <summary>When true, <see cref="AimReticleSystem"/> keeps the OS cursor VISIBLE even while aiming (the
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/// editor-only DebugOverlay sets this so its IMGUI buttons stay clickable). Non-#if so the reticle system
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/// can read it in any build; nothing sets it outside the editor.</summary>
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public static bool ForceCursorVisible;
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// Static fields can survive editor domain reloads (fast enter-play-mode); reset on every play-enter so a
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// stale gamepad value from a prior session can't briefly hide the cursor / show the world reticle before
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// the input gather republishes the real scheme.
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[UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.SubsystemRegistration)]
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static void ResetOnEnterPlayMode() => Scheme = ProjectM.Simulation.InputSchemeId.KeyboardMouse;
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static void ResetOnEnterPlayMode()
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{
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Scheme = ProjectM.Simulation.InputSchemeId.KeyboardMouse;
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ForceCursorVisible = false;
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}
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}
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}
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@@ -144,7 +144,7 @@ namespace ProjectM.Client
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// Hide the OS cursor only while aiming AND focused; restore otherwise (focus loss / pre-spawn) so an
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// unfocused editor or a windowed session is never stranded with an invisible pointer.
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bool wantHidden = haveTarget && Application.isFocused;
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bool wantHidden = haveTarget && Application.isFocused && !AimPresentation.ForceCursorVisible;
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if (wantHidden != _cursorHidden)
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{
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if (wantHidden) Cursor.lockState = CursorLockMode.None;
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@@ -74,15 +74,13 @@ namespace ProjectM.Client
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}
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// Ease the drone intensity toward the phase target (tenser during Defend).
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float target = phase == CyclePhase.Defend ? AmbientBaseVolume * 1.7f : AmbientBaseVolume;
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float target = phase == CyclePhase.Siege ? AmbientBaseVolume * 1.7f : AmbientBaseVolume;
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_ambient.volume = Mathf.MoveTowards(_ambient.volume, target, SystemAPI.Time.DeltaTime * 0.25f);
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}
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void PlaySting(byte phase)
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{
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AudioClip clip = phase == CyclePhase.Defend ? _stingDefend
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: phase == CyclePhase.Build ? _stingBuild
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: _stingExpedition;
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AudioClip clip = phase == CyclePhase.Siege ? _stingDefend : _stingBuild;
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if (clip != null && _ambient != null)
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_ambient.PlayOneShot(clip, 0.6f);
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}
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@@ -59,13 +59,13 @@ namespace ProjectM.Client
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{
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var endTick = new NetworkTick(cyc.PhaseEndTick);
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string detail;
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if (cyc.Phase == CyclePhase.Defend)
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if (cyc.Phase == CyclePhase.Siege)
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detail = "WAVE " + cyc.WaveNumber + " - " + _huskQuery.CalculateEntityCount() + " HUSKS";
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else if (haveTick && cyc.PhaseEndTick != 0 && endTick.IsValid && endTick.IsNewerThan(nt.ServerTick))
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detail = (endTick.TicksSince(nt.ServerTick) / 60) + "s";
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detail = "INCURSION IN " + (endTick.TicksSince(nt.ServerTick) / 60 + 1) + "s";
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else
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detail = "";
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_phaseText.text = PhaseLabel(cyc.Phase) + (detail.Length > 0 ? " - " + detail : "") + " CYCLE " + cyc.CycleNumber;
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_phaseText.text = PhaseLabel(cyc.Phase) + (detail.Length > 0 ? " - " + detail : "");
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_phaseText.color = PhaseColor(cyc.Phase);
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}
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else if (_phaseText != null)
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@@ -79,7 +79,7 @@ namespace ProjectM.Client
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bool onExpedition = cam != null && cam.transform.position.x > 500f;
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_locationText.text = onExpedition
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? "ON EXPEDITION - return through the gate"
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: "AT BASE" + (haveCycle && cyc.Phase == CyclePhase.Expedition ? " - step into the gate to deploy" : "");
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: "AT BASE - deploy through the gate when you're ready";
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_locationText.color = onExpedition ? new Color(1f, 0.8f, 0.4f) : new Color(0.6f, 0.85f, 1f);
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}
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@@ -304,9 +304,8 @@ namespace ProjectM.Client
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{
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switch (phase)
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{
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case CyclePhase.Expedition: return new Color(0.45f, 0.85f, 1f);
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case CyclePhase.Defend: return new Color(1f, 0.5f, 0.3f);
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case CyclePhase.Build: return new Color(0.45f, 0.95f, 0.6f);
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case CyclePhase.Calm: return new Color(0.45f, 0.9f, 0.7f);
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case CyclePhase.Siege: return new Color(1f, 0.45f, 0.3f);
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default: return Color.white;
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}
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}
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@@ -315,9 +314,8 @@ namespace ProjectM.Client
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{
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switch (phase)
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{
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case CyclePhase.Expedition: return "EXPEDITION";
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case CyclePhase.Defend: return "DEFEND";
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case CyclePhase.Build: return "BUILD";
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case CyclePhase.Calm: return "AT BASE";
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case CyclePhase.Siege: return "UNDER SIEGE";
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default: return "";
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}
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}
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