Beispiel #1
0
    public override void StartQuest()
    {
        // If the quest has been started, continue
        nodeCanvas.missionName = findRoot().missionName;

        if (nodeCanvas.missionName == null)
        {
            Debug.LogError("A mission wasn't given a name. Every mission must have a name.");
            return;
        }

        // add objective list
        TaskManager.objectiveLocations.Add(nodeCanvas.missionName, new List <TaskManager.ObjectiveLocation>());
        if (lastCheckpointName == (nodeCanvas.missionName + "_complete"))
        {
            // Retroactively add all parts from the completed quest as parts obtained by the player.
            if (PlayerCore.Instance)
            {
                foreach (var node in nodeCanvas.nodes)
                {
                    if (node is StartTaskNode)
                    {
                        var startTask = node as StartTaskNode;
                        if (startTask.partReward)
                        {
                            EntityBlueprint.PartInfo part = new EntityBlueprint.PartInfo();
                            part.partID        = startTask.partID;
                            part.abilityID     = startTask.partAbilityID;
                            part.tier          = startTask.partTier;
                            part.secondaryData = startTask.partSecondaryData;
                            part = PartIndexScript.CullToPartIndexValues(part);

                            if (!PlayerCore.Instance.cursave.partsObtained.Contains(part))
                            {
                                PlayerCore.Instance.cursave.partsObtained.Add(part);
                            }
                            if (!PlayerCore.Instance.cursave.partsSeen.Contains(part))
                            {
                                PlayerCore.Instance.cursave.partsSeen.Add(part);
                            }
                        }
                    }
                }
            }

            return;
        }

        base.StartQuest();
        SectorManager.OnSectorLoad += ((val) => { if (traverserLimiterDelegate != null)
                                                  {
                                                      traverserLimiterDelegate.Invoke(val);
                                                  }
                                       });
        if (currentNode == null)
        {
            TaskManager.Instance.RemoveTraverser(this);
        }
    }
    IEnumerator WriteWorldCo(string path)
    {
        Debug.Log("Writing world...");

        // Folder paths
        var canvasPlaceholderPath   = System.IO.Path.Combine(Application.streamingAssetsPath, "CanvasPlaceholder");
        var entityPlaceholderPath   = System.IO.Path.Combine(Application.streamingAssetsPath, "EntityPlaceholder");
        var wavePlaceholderPath     = System.IO.Path.Combine(Application.streamingAssetsPath, "WavePlaceholder");
        var factionPlaceholderPath  = System.IO.Path.Combine(Application.streamingAssetsPath, "FactionPlaceholder");
        var resourcePlaceholderPath = System.IO.Path.Combine(Application.streamingAssetsPath, "ResourcePlaceholder");

        // Reinitialize node editor
        NodeEditor.ReInit(false);

        saveState = 1;
        yield return(null);

        sectors = new List <Sector>();
        var items    = cursor.placedItems;
        var wrappers = cursor.sectors;

        foreach (var wrapper in wrappers)
        {
            sectors.Add(wrapper.sector);
        }

        int minX = int.MaxValue;
        int maxY = int.MinValue;

        // Get the world bounds
        foreach (var sector in sectors)
        {
            if (sector.bounds.x < minX)
            {
                minX = sector.bounds.x;
            }

            if (sector.bounds.y > maxY)
            {
                maxY = sector.bounds.y;
            }
        }

        // ensure spawn point in some sector
        if (sectors.TrueForAll(sector => !sector.bounds.contains(cursor.spawnPoint.position)))
        {
            Debug.LogError("Spawn point not in sector bounds. Abort.");
            yield break;
        }

        // set up items and platforms
        int ID = 0;
        Dictionary <Sector, List <Sector.LevelEntity> > sectEnts      = new Dictionary <Sector, List <Sector.LevelEntity> >();
        Dictionary <Sector, List <string> >             sectTargetIDS = new Dictionary <Sector, List <string> >();

        foreach (var sector in sectors)
        {
            sectEnts.Add(sector, new List <Sector.LevelEntity>());
            sectTargetIDS.Add(sector, new List <string>());
            sector.tiles = new List <GroundPlatform.Tile>();
        }

        // Add background spawns to part index
        partData.Clear();
        foreach (var sector in sectors)
        {
            if (sector.backgroundSpawns != null)
            {
                foreach (var spawn in sector.backgroundSpawns)
                {
                    AttemptAddShellCoreParts(spawn.entity, sector.sectorName, path);
                }
            }
        }

        Dictionary <string, string> itemSectorsByID = new Dictionary <string, string>();

        foreach (var item in items)
        {
            Sector container = GetSurroundingSector(item.pos, item.dimension);
            if (container == null)
            {
                savingLevelScreen.SetActive(false);
                saveState = 3;
                Debug.LogError("No container for item. Abort.");
                yield break;
            }

            switch (item.type)
            {
            case ItemType.Platform:
                var index = GetPlatformIndices(container, item.pos);
                container.tiles.Add(new GroundPlatform.Tile()
                {
                    pos      = new Vector2Int(index.Item2, index.Item1),
                    type     = (byte)item.placeablesIndex,
                    rotation = (byte)(((int)item.obj.transform.rotation.eulerAngles.z / 90) % 4)
                });
                break;

            case ItemType.Other:
            case ItemType.Decoration:
            case ItemType.DecorationWithMetadata:
            case ItemType.Flag:
                Sector.LevelEntity ent = new Sector.LevelEntity();
                if (cursor.characters.TrueForAll((WorldData.CharacterData x) => { return(x.ID != item.ID); }))
                {
                    // Debug.Log(item.ID + " is not a character. " + ID);
                    if (item.type == ItemType.DecorationWithMetadata)
                    {
                        int parsedId;
                        if (item.assetID == "shard_rock" && int.TryParse(item.ID, out parsedId))
                        {
                            Debug.LogError($"Shard in sector {container.sectorName} has a numeric ID. Abort.");
                            yield break;
                        }

                        ent.blueprintJSON = item.shellcoreJSON;
                    }

                    int test;
                    if (string.IsNullOrEmpty(item.ID) || int.TryParse(item.ID, out test))
                    {
                        ent.ID = (ID++).ToString();
                    }
                    else
                    {
                        ent.ID = item.ID;
                        if (itemSectorsByID.ContainsKey(ent.ID))
                        {
                            savingLevelScreen.SetActive(false);
                            saveState = 4;
                            Debug.LogError($"Two items in sectors {container.sectorName} and {itemSectorsByID[ent.ID]} were issued the same custom ID ({ent.ID}). Abort.");
                            yield break;
                        }
                        else
                        {
                            itemSectorsByID.Add(ent.ID, container.sectorName);
                        }
                    }

                    // Debug.Log(container.sectorName + " " + ent.ID);
                }
                else
                {
                    // TODO: adjust faction
                    Debug.Log("Character found. Adjusting ID and name");
                    ent.ID = item.ID;
                }

                // you can choose to give any object a custom name
                if (!string.IsNullOrEmpty(item.name))
                {
                    ent.name = item.name;
                }
                else
                {
                    ent.name = item.obj.name;
                }

                ent.faction    = item.faction;
                ent.position   = item.pos;
                ent.assetID    = item.assetID;
                ent.vendingID  = item.vendingID;
                ent.patrolPath = item.patrolPath;
                if ((item.isTarget && container.type != Sector.SectorType.SiegeZone) ||
                    (container.type == Sector.SectorType.SiegeZone && item.assetID == "outpost_blueprint" && item.faction == 0) ||
                    (container.type == Sector.SectorType.SiegeZone && item.assetID == "bunker_blueprint" && item.faction == 0))
                {
                    sectTargetIDS[container].Add(ent.ID);
                }

                var charExists = cursor.characters.Exists(ch => ch.ID == ent.ID);
                if (ent.assetID == "shellcore_blueprint" || charExists)
                {
                    if (container.type != Sector.SectorType.SiegeZone && !sectTargetIDS[container].Contains(ent.ID))
                    {
                        sectTargetIDS[container].Add(ent.ID);
                    }

                    ent.blueprintJSON = item.shellcoreJSON;
                    if (!charExists)
                    {
                        AttemptAddShellCoreParts(ent, container.sectorName, path);
                    }
                }
                else if (ent.assetID == "trader_blueprint")
                {
                    ent.blueprintJSON = item.shellcoreJSON;

                    // Attempt to add trader parts into index.
                    if (string.IsNullOrEmpty(ent.blueprintJSON))
                    {
                        var dialogueDataPath = System.IO.Path.Combine(canvasPlaceholderPath, ent.ID, ".dialoguedata");

                        if (System.IO.File.Exists(dialogueDataPath))
                        {
                            var XMLImport = new XMLImportExport();
                            var canvas    = XMLImport.Import(dialogueDataPath) as DialogueCanvas;
                            foreach (var node in canvas.nodes)
                            {
                                if (node is EndDialogue endDialogue && endDialogue.openTrader)
                                {
                                    ShipBuilder.TraderInventory traderInventory = JsonUtility.FromJson <ShipBuilder.TraderInventory>(endDialogue.traderJSON);
                                    AttemptAddPartArray(traderInventory.parts, container.sectorName);
                                }
                            }
                        }
                        else
                        {
                            ent.blueprintJSON = JsonUtility.ToJson(new ShipBuilder.TraderInventory());
                            // Maybe make this error message more descriptive.
                            Debug.LogWarning($"Trader has neither default trader JSON nor an associated dialogue file named '{ent.ID}.dialoguedata'. Replacing with empty trader inventory.");
                        }
                    }
                    else
                    {
                        ShipBuilder.TraderInventory traderInventory =
                            JsonUtility.FromJson <ShipBuilder.TraderInventory>(ent.blueprintJSON);
                        AttemptAddPartArray(traderInventory.parts, container.sectorName);
                    }
                }
                else if (ent.assetID == "groundcarrier_blueprint" || ent.assetID == "carrier_blueprint" || ent.assetID == "outpost_blueprint" ||
                         ent.assetID == "bunker_blueprint" || ent.assetID == "missile_station" || ent.assetID == "air_weapon_station")
                {
                    ent.blueprintJSON = item.shellcoreJSON;
                }

                sectEnts[container].Add(ent);
                break;

            default:
                break;
            }
        }

        if (!System.IO.Directory.Exists(canvasPlaceholderPath))
        {
            System.IO.Directory.CreateDirectory(canvasPlaceholderPath);
        }

        // create world data
        WorldData wdata = ScriptableObject.CreateInstance <WorldData>();

        wdata.sectorMappings   = new List <WorldData.OffloadMappings>();
        wdata.dialogueMappings = new List <WorldData.OffloadMappings>();
        // Add reward parts from tasks.
        if (System.IO.Directory.Exists(canvasPlaceholderPath))
        {
            foreach (var canvasPath in System.IO.Directory.GetFiles(canvasPlaceholderPath))
            {
                var pathWithoutExtension = System.IO.Path.GetFileNameWithoutExtension(canvasPath);
                var XMLImport            = new XMLImportExport();
                switch (System.IO.Path.GetExtension(canvasPath))
                {
                case ".taskdata":
                    var questCanvas = XMLImport.Import(canvasPath) as QuestCanvas;

                    string missionName = null;
                    foreach (var node in questCanvas.nodes)
                    {
                        if (node is StartMissionNode startMission)
                        {
                            missionName = startMission.missionName;
                        }
                    }

                    foreach (var node in questCanvas.nodes)
                    {
                        if (node is StartTaskNode startTask && startTask.partReward)
                        {
                            EntityBlueprint.PartInfo part = new EntityBlueprint.PartInfo();
                            part.partID        = startTask.partID;
                            part.abilityID     = startTask.partAbilityID;
                            part.tier          = startTask.partTier;
                            part.secondaryData = startTask.partSecondaryData;
                            part = PartIndexScript.CullToPartIndexValues(part);

                            AddPart(part, missionName);
                        }
                    }
                    if (missionName != null)
                    {
                        File.Move(canvasPath, System.IO.Path.Combine(System.IO.Path.GetDirectoryName(canvasPath), missionName + ".taskdata"));
                    }
                    break;

                case ".sectordata":
                    var sectorCanvas = XMLImport.Import(canvasPath) as SectorCanvas;
                    var sectorName   = new SectorTraverser(sectorCanvas).findRoot().sectorName;
                    wdata.sectorMappings.Add(new WorldData.OffloadMappings(sectorName, pathWithoutExtension));
                    //var newPath = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(canvasPath), sectorName + ".sectordata");
                    //if (!File.Exists(newPath))
                    //    File.Move(canvasPath, newPath);
                    break;

                case ".dialoguedata":
                    var dialogueCanvas = XMLImport.Import(canvasPath) as DialogueCanvas;
                    var entityID       = new DialogueTraverser(dialogueCanvas).findRoot().EntityID;
                    wdata.dialogueMappings.Add(new WorldData.OffloadMappings(entityID, pathWithoutExtension));

                    //File.Move(canvasPath, System.IO.Path.Combine(System.IO.Path.GetDirectoryName(canvasPath), entityID + ".dialoguedata"));
                    break;
                }
            }
        }

        // try to write out resources. Factions are obtained from the FactionManager
        if (!System.IO.Directory.Exists(factionPlaceholderPath))
        {
            System.IO.Directory.CreateDirectory(factionPlaceholderPath);
        }

        var resourceTxtPath = System.IO.Path.Combine(Application.streamingAssetsPath, "ResourceDataPlaceholder.txt");

        if (System.IO.File.Exists(resourceTxtPath))
        {
            // first, extract all the lines without the factions.
            List <string> lines = new List <string>();
            using (StreamReader sr = File.OpenText(resourceTxtPath))
            {
                string s;
                bool   onFactions = false;
                while ((s = sr.ReadLine()) != null)
                {
                    if (ResourceManager.resourceHeaders.Any(header => s.ToLower().StartsWith(header)))
                    {
                        if (s.ToLower().StartsWith("factions:"))
                        {
                            onFactions = true;
                        }
                        else
                        {
                            onFactions = false;
                        }
                    }

                    if (!onFactions)
                    {
                        lines.Add(s);
                    }
                }
            }

            //  we then reconstruct the factions tab with FM data
            lines.Add("factions:");
            foreach (var faction in factionManager.factions)
            {
                // avoid default factions
                if (FactionManager.defaultFactions.Contains(faction))
                {
                    continue;
                }

                lines.Add($"{faction.factionName}:Factions/{faction.factionName}.json");
            }

            File.WriteAllLines(resourceTxtPath, lines);
        }


        // calculate land platform pathfinding directions
        foreach (var sector in sectors)
        {
            if (sector.tiles != null && sector.tiles.Count > 0)
            {
                sector.platforms = LandPlatformGenerator.DivideToPlatforms(sector.tiles);
                List <string> data = new List <string>();
                foreach (var plat in sector.platforms)
                {
                    data.Add(plat.Encode());
                }

                sector.platformData = data.ToArray();
            }
            else
            {
                sector.platforms    = new GroundPlatform[0];
                sector.platformData = new string[0];
            }
        }

        // write all sectors into a file
        if (!System.IO.Directory.Exists(path))
        {
            System.IO.Directory.CreateDirectory(path);
        }

        // Delete all unnecessary files
        if (System.IO.Directory.Exists(path))
        {
            string[] resPaths = ResourceManager.Instance.GetFileNames(path);

            for (int i = 0; i < resPaths.Length; i++)
            {
                resPaths[i] = resPaths[i].Replace('\\', '/');
                Debug.Log("Res path: " + resPaths[i]);
            }

            string[] directories = System.IO.Directory.GetDirectories(path);
            foreach (var dir in directories)
            {
                bool del = true;
                foreach (var f in System.IO.Directory.GetFiles(dir))
                {
                    Debug.Log("File in dir: " + System.IO.Path.Combine(dir, f));
                    if (!resPaths.Contains(System.IO.Path.Combine(dir, f).Replace('\\', '/')))
                    {
                        System.IO.File.Delete(f);
                    }

                    del = false;
                }

                if (del)
                {
                    System.IO.Directory.Delete(dir);
                }
            }

            string[] files = System.IO.Directory.GetFiles(path);
            foreach (var file in files)
            {
                string f = file.Replace('\\', '/');
                if ((!resPaths.Contains(f) && f != System.IO.Path.Combine(path, "ResourceData.txt").Replace('\\', '/')) ||
                    legacyFactionFilesToDelete.Contains(file))
                {
                    System.IO.File.Delete(file);
                }
            }
        }

        wdata.initialSpawn         = cursor.spawnPoint.position;
        wdata.defaultCharacters    = cursor.characters.ToArray();
        wdata.defaultBlueprintJSON = blueprintField.text;
        wdata.author             = authorField.text;
        wdata.description        = descriptionField.text;
        wdata.partIndexDataArray = partData.ToArray();

        string wdjson = JsonUtility.ToJson(wdata);

        System.IO.File.WriteAllText(System.IO.Path.Combine(path, "world.worlddata"), wdjson);
        if (File.Exists(System.IO.Path.Combine(path, "ResourceData.txt")))
        {
            File.Delete(System.IO.Path.Combine(path, "ResourceData.txt"));
        }

        if (File.Exists(resourceTxtPath))
        {
            File.Copy(resourceTxtPath, System.IO.Path.Combine(path, "ResourceData.txt"));
        }

        TryCopy(canvasPlaceholderPath, System.IO.Path.Combine(path, "Canvases"));
        TryCopy(entityPlaceholderPath, System.IO.Path.Combine(path, "Entities"));
        TryCopy(wavePlaceholderPath, System.IO.Path.Combine(path, "Waves"));
        TryCopy(factionPlaceholderPath, System.IO.Path.Combine(path, "Factions"));
        TryCopy(resourcePlaceholderPath, System.IO.Path.Combine(path, "Resources"));

        foreach (var sector in sectors)
        {
            if (string.IsNullOrEmpty(sector.sectorName))
            {
                sector.sectorName = GetDefaultName(sector, minX, maxY);
            }

            if (sector.hasMusic && string.IsNullOrEmpty(sector.musicID))
            {
                sector.musicID = GetDefaultMusic(sector.type);
            }

            sector.entities = sectEnts[sector].ToArray();
            sector.targets  = sectTargetIDS[sector].ToArray();
            // sector.backgroundColor = SectorColors.colors[(int)sector.type];

            SectorData data = new SectorData();
            data.sectorjson   = JsonUtility.ToJson(sector);
            data.platformjson = ""; // For backwards compatibility...

            string output = JsonUtility.ToJson(data);

            string sectorPath = System.IO.Path.Combine(path, sector.sectorName + ".json");
            System.IO.File.WriteAllText(sectorPath, output);
        }

        Debug.Log("JSON written to location: " + path);
        Debug.Log($"Index size: {partData.Count}");
        savingLevelScreen.SetActive(false);
        saveState = 2;
        if (OnSectorSaved != null)
        {
            OnSectorSaved.Invoke();
        }
    }
Beispiel #3
0
    /// <summary>
    /// Helper method for death animation and state changing
    /// </summary>
    protected virtual void OnDeath()
    {
        entityBody.velocity = Vector2.zero;
        // set death, interactibility and immobility
        IsInvisible = false;
        Collider2D[] colliders = GetComponentsInChildren <Collider2D>(true);
        for (int i = 0; i < colliders.Length; i++)
        {
            colliders[i].enabled = true;
        }

        foreach (var ability in abilities)
        {
            if (ability)
            {
                ability.SetDestroyed(true);
            }
        }

        interactible = false;
        isDead       = true;
        SetIntoCombat();
        deathTimer = 0;                                                                  // reset death timer
        transform.Find("Minimap Image").GetComponent <SpriteRenderer>().enabled = false; // remove from minimap

        AudioManager.PlayClipByID("clip_explosion1", transform.position);

        // Roll on each part
        if (!FactionManager.IsAllied(0, faction) && !(this as PlayerCore) && this is ShellCore shellCore &&
            shellCore.GetCarrier() == null)
        {
            // extract non-shell parts
            var selectedParts = parts.FindAll(p => p != shell);
            if (selectedParts.Count > 0)
            {
                foreach (var part in selectedParts)
                {
                    if (Random.value < partDropRate)
                    {
                        part.SetCollectible(true);
                        if (sectorMngr)
                        {
                            AIData.strayParts.Add(part);
                        }
                    }
                }
            }
        }

        DetachAllParts();

        var BZM = SectorManager.instance?.GetComponent <BattleZoneManager>();

        if (lastDamagedBy is PlayerCore player)
        {
            player.AddCredits(Random.Range(1, 5));

            if (this as ShellCore && !FactionManager.IsAllied(0, faction))
            {
                foreach (var part in blueprint.parts)
                {
                    player.cursave.partsSeen.Add(PartIndexScript.CullToPartIndexValues(part));
                }
            }
        }

        if (OnEntityDeath != null)
        {
            OnEntityDeath.Invoke(this, lastDamagedBy);
        }

        if (BZM != null)
        {
            BZM.UpdateCounters();
        }

        GameObject deathExplosion = Instantiate(deathExplosionPrefab, transform.position, Quaternion.identity);
    }
Beispiel #4
0
    IEnumerator WriteWorldCo(string path)
    {
        Debug.Log("Writing world...");

        // Folder paths
        var canvasPlaceholderPath = Application.streamingAssetsPath + "\\CanvasPlaceholder";
        var entityPlaceholderPath = Application.streamingAssetsPath + "\\EntityPlaceholder";
        var wavePlaceholderPath   = Application.streamingAssetsPath + "\\WavePlaceholder";

        // Reinitialize node editor
        NodeEditor.ReInit(false);

        saveState = 1;
        yield return(null);

        sectors = new List <Sector>();
        var items    = cursor.placedItems;
        var wrappers = cursor.sectors;

        foreach (var wrapper in wrappers)
        {
            sectors.Add(wrapper.sector);
        }

        int minX = int.MaxValue;
        int maxY = int.MinValue;

        // Get the world bounds
        foreach (var sector in sectors)
        {
            if (sector.bounds.x < minX)
            {
                minX = sector.bounds.x;
            }
            if (sector.bounds.y > maxY)
            {
                maxY = sector.bounds.y;
            }
        }

        // ensure spawn point in some sector
        if (sectors.TrueForAll(sector => !sector.bounds.contains(cursor.spawnPoint.position)))
        {
            Debug.LogError("Spawn point not in sector bounds. Abort.");
            yield break;
        }

        // set up items and platforms
        int ID = 0;
        Dictionary <Sector, List <Sector.LevelEntity> > sectEnts      = new Dictionary <Sector, List <Sector.LevelEntity> >();
        Dictionary <Sector, List <string> >             sectTargetIDS = new Dictionary <Sector, List <string> >();

        foreach (var sector in sectors)
        {
            sectEnts.Add(sector, new List <Sector.LevelEntity>());
            sectTargetIDS.Add(sector, new List <string>());
            sector.tiles = new List <GroundPlatform.Tile>();
        }

        // Add background spawns to part index
        partData.Clear();
        foreach (var sector in sectors)
        {
            if (sector.backgroundSpawns != null)
            {
                foreach (var spawn in sector.backgroundSpawns)
                {
                    AttemptAddShellCoreParts(spawn.entity, sector.sectorName, path);
                }
            }
        }

        Dictionary <string, string> itemSectorsByID = new Dictionary <string, string>();

        foreach (var item in items)
        {
            Sector container = GetSurroundingSector(item.pos);
            if (container == null)
            {
                savingLevelScreen.SetActive(false);
                saveState = 3;
                Debug.LogError("No container for item. Abort.");
                yield break;
            }
            switch (item.type)
            {
            case ItemType.Platform:
                var index = GetPlatformIndices(container, item.pos);
                container.tiles.Add(new GroundPlatform.Tile()
                {
                    pos        = new Vector2Int(index.Item2, index.Item1),
                    type       = (byte)item.placeablesIndex,
                    rotation   = (byte)(((int)item.obj.transform.rotation.eulerAngles.z / 90) % 4),
                    directions = new Dictionary <Vector2Int, byte>()
                });
                break;

            case ItemType.Other:
            case ItemType.Decoration:
            case ItemType.Flag:
                Sector.LevelEntity ent = new Sector.LevelEntity();
                if (cursor.characters.TrueForAll((WorldData.CharacterData x) => { return(x.ID != item.ID); }))
                {
                    // Debug.Log(item.ID + " is not a character. " + ID);
                    int test;
                    if (item.ID == null || item.ID == "" || int.TryParse(item.ID, out test))
                    {
                        ent.ID = ID++ + "";
                    }
                    else
                    {
                        ent.ID = item.ID;
                        if (itemSectorsByID.ContainsKey(ent.ID))
                        {
                            savingLevelScreen.SetActive(false);
                            saveState = 4;
                            Debug.LogError("Two items in sectors " + container.sectorName + " and "
                                           + itemSectorsByID[ent.ID] + " were issued the same custom ID. Abort.");
                            yield break;
                        }
                        else
                        {
                            itemSectorsByID.Add(ent.ID, container.sectorName);
                        }
                    }

                    // Debug.Log(container.sectorName + " " + ent.ID);
                }
                else
                {
                    // TODO: adjust faction
                    Debug.Log("Character found. Adjusting ID and name");
                    ent.ID = item.ID;
                }
                // you can choose to give any object a custom name
                if (item.name != null && item.name != "")
                {
                    ent.name = item.name;
                }
                else
                {
                    ent.name = item.obj.name;
                }
                ent.faction    = item.faction;
                ent.position   = item.pos;
                ent.assetID    = item.assetID;
                ent.vendingID  = item.vendingID;
                ent.patrolPath = item.patrolPath;
                if ((item.isTarget && container.type != Sector.SectorType.SiegeZone) ||
                    (container.type == Sector.SectorType.SiegeZone && item.assetID == "outpost_blueprint" && item.faction == 0) ||
                    (container.type == Sector.SectorType.SiegeZone && item.assetID == "bunker_blueprint" && item.faction == 0))
                {
                    sectTargetIDS[container].Add(ent.ID);
                }
                var charExists = cursor.characters.Exists(ch => ch.ID == ent.ID);
                if (ent.assetID == "shellcore_blueprint" || charExists)
                {
                    if (container.type != Sector.SectorType.SiegeZone && !sectTargetIDS[container].Contains(ent.ID))
                    {
                        sectTargetIDS[container].Add(ent.ID);
                    }
                    ent.blueprintJSON = item.shellcoreJSON;
                    if (!charExists)
                    {
                        AttemptAddShellCoreParts(ent, container.sectorName, path);
                    }
                }
                else if (ent.assetID == "trader_blueprint")
                {
                    ent.blueprintJSON = item.shellcoreJSON;

                    // Attempt to add trader parts into index.
                    if (ent.blueprintJSON == null || ent.blueprintJSON == "")
                    {
                        var dialogueDataPath = $"{canvasPlaceholderPath}\\{ent.ID}.dialoguedata";

                        if (System.IO.File.Exists(dialogueDataPath))
                        {
                            var XMLImport = new XMLImportExport();
                            var canvas    = XMLImport.Import(dialogueDataPath) as DialogueCanvas;
                            foreach (var node in canvas.nodes)
                            {
                                if (node is EndDialogue)
                                {
                                    var endDialogue = node as EndDialogue;
                                    if (endDialogue.openTrader)
                                    {
                                        ShipBuilder.TraderInventory traderInventory =
                                            JsonUtility.FromJson <ShipBuilder.TraderInventory>(endDialogue.traderJSON);
                                        Debug.LogError(container.sectorName + "end dialog");
                                        AttemptAddPartArray(traderInventory.parts, container.sectorName);
                                    }
                                }
                            }
                        }
                        else
                        {
                            ent.blueprintJSON = JsonUtility.ToJson(new ShipBuilder.TraderInventory());
                            // Maybe make this error message more descriptive.
                            Debug.LogWarning($"Trader has neither default trader JSON nor an associated dialogue file named '{ent.ID}.dialoguedata'. Replacing with empty trader inventory.");
                        }
                    }
                    else
                    {
                        ShipBuilder.TraderInventory traderInventory =
                            JsonUtility.FromJson <ShipBuilder.TraderInventory>(ent.blueprintJSON);
                        AttemptAddPartArray(traderInventory.parts, container.sectorName);
                    }
                }
                else if (ent.assetID == "groundcarrier_blueprint" || ent.assetID == "carrier_blueprint" || ent.assetID == "outpost_blueprint" ||
                         ent.assetID == "bunker_blueprint")
                {
                    ent.blueprintJSON = item.shellcoreJSON;
                }

                sectEnts[container].Add(ent);
                break;

            default:
                break;
            }
        }

        if (!System.IO.Directory.Exists(canvasPlaceholderPath))
        {
            System.IO.Directory.CreateDirectory(canvasPlaceholderPath);
        }
        // Add reward parts from tasks.
        if (System.IO.Directory.Exists(canvasPlaceholderPath))
        {
            foreach (var canvasPath in System.IO.Directory.GetFiles(canvasPlaceholderPath))
            {
                if (System.IO.Path.GetExtension(canvasPath) == ".taskdata")
                {
                    var XMLImport = new XMLImportExport();
                    var canvas    = XMLImport.Import(canvasPath) as QuestCanvas;

                    string missionName = null;
                    foreach (var node in canvas.nodes)
                    {
                        if (node is StartMissionNode)
                        {
                            var startMission = node as StartMissionNode;
                            missionName = startMission.missionName;
                        }
                    }

                    foreach (var node in canvas.nodes)
                    {
                        if (node is StartTaskNode)
                        {
                            var startTask = node as StartTaskNode;
                            if (startTask.partReward)
                            {
                                EntityBlueprint.PartInfo part = new EntityBlueprint.PartInfo();
                                part.partID        = startTask.partID;
                                part.abilityID     = startTask.partAbilityID;
                                part.tier          = startTask.partTier;
                                part.secondaryData = startTask.partSecondaryData;
                                part = PartIndexScript.CullToPartIndexValues(part);

                                AddPart(part, missionName);
                            }
                        }
                    }
                }
            }
        }

        // calculate land platform pathfinding directions
        foreach (var sector in sectors)
        {
            if (sector.tiles != null && sector.tiles.Count > 0)
            {
                sector.platforms = LandPlatformGenerator.DivideToPlatforms(sector.tiles);
                List <string> data = new List <string>();
                foreach (var plat in sector.platforms)
                {
                    plat.GenerateDirections();
                    data.Add(plat.Encode());
                }
                sector.platformData = data.ToArray();
            }
            else
            {
                sector.platforms    = new GroundPlatform[0];
                sector.platformData = new string[0];
            }
        }

        // write all sectors into a file
        if (!System.IO.Directory.Exists(path))
        {
            System.IO.Directory.CreateDirectory(path);
        }

        // Delete all unnecessary files
        if (System.IO.Directory.Exists(path))
        {
            string[] resPaths = ResourceManager.Instance.GetFileNames(path);

            for (int i = 0; i < resPaths.Length; i++)
            {
                resPaths[i] = resPaths[i].Replace('\\', '/');
                Debug.Log("Res path: " + resPaths[i]);
            }

            string[] directories = System.IO.Directory.GetDirectories(path);
            foreach (var dir in directories)
            {
                bool del = true;
                foreach (var f in System.IO.Directory.GetFiles(dir))
                {
                    Debug.Log("File in dir: " + System.IO.Path.Combine(dir, f));
                    if (!resPaths.Contains(System.IO.Path.Combine(dir, f).Replace('\\', '/')))
                    {
                        System.IO.File.Delete(f);
                        del = false;
                    }
                }
                if (del)
                {
                    System.IO.Directory.Delete(dir);
                }
            }

            string[] files = System.IO.Directory.GetFiles(path);
            foreach (var file in files)
            {
                string f = file.Replace('\\', '/');
                if (!resPaths.Contains(f) && f != System.IO.Path.Combine(path, "ResourceData.txt").Replace('\\', '/'))
                {
                    System.IO.File.Delete(file);
                }
            }
        }

        // create world data
        WorldData wdata = ScriptableObject.CreateInstance <WorldData>();

        wdata.initialSpawn         = cursor.spawnPoint.position;
        wdata.defaultCharacters    = cursor.characters.ToArray();
        wdata.defaultBlueprintJSON = blueprintField.text;
        wdata.author             = authorField.text;
        wdata.description        = descriptionField.text;
        wdata.partIndexDataArray = partData.ToArray();

        string wdjson = JsonUtility.ToJson(wdata);

        System.IO.File.WriteAllText(path + "\\world.worlddata", wdjson);

        TryCopy(canvasPlaceholderPath, path + "\\Canvases\\");
        TryCopy(entityPlaceholderPath, path + "\\Entities\\");
        TryCopy(wavePlaceholderPath, path + "\\Waves\\");

        foreach (var sector in sectors)
        {
            if (sector.sectorName == null || sector.sectorName == "")
            {
                sector.sectorName = GetDefaultName(sector, minX, maxY);
            }

            if (sector.hasMusic && (sector.musicID == null || sector.musicID == ""))
            {
                sector.musicID = GetDefaultMusic(sector.type);
            }

            sector.entities = sectEnts[sector].ToArray();
            sector.targets  = sectTargetIDS[sector].ToArray();
            // sector.backgroundColor = SectorColors.colors[(int)sector.type];

            SectorData data = new SectorData();
            data.sectorjson   = JsonUtility.ToJson(sector);
            data.platformjson = ""; // For backwards compatibility...

            string output = JsonUtility.ToJson(data);

            string sectorPath = path + "\\." + sector.sectorName + ".json";
            System.IO.File.WriteAllText(sectorPath, output);
        }

        Debug.Log("JSON written to location: " + path);
        Debug.Log($"Index size: {partData.Count}");
        savingLevelScreen.SetActive(false);
        saveState = 2;
        if (OnSectorSaved != null)
        {
            OnSectorSaved.Invoke();
        }
    }