Exemple #1
0
            void OnEnter(PlayingEnvironment environment)
            {
                _data.ParachuteEditor.Initialize(_editorState, _editorParachuteChanges);

                _environment = environment;
                var editLocation = _environment.Spawnpoint.AsParachuteLocation();
                var pilot        = environment.Pilot;

                pilot.TrajectoryVisualizer.Deactivate();
                _data.ParachuteEditor.transform.Set(editLocation);
                _data.ParachuteEditor.gameObject.SetActive(true);

                _isConfigUpdated = false;
                _currentConfig   = _activeParachuteConfig.Get();
                CreateEditorChute(_activeParachuteConfig.Get(), editLocation);
                _disposeParachuteBuilder = _activeParachuteConfig.OnUpdate
                                           .Subscribe(config => {
                    _currentConfig   = config;
                    _isConfigUpdated = true;
                });

                _data.CameraManager.SwitchMount(_data.EditorCamera);
                _data.EditorCamera.Center();

                OnResume(Maybe <RespawnRequest> .Nothing, transitToParachuteEditor: false);
            }
Exemple #2
0
 private Range RigAttachComponent(float min, float max, ITypedDataCursor <float> cursor, float scale)
 {
     return(new Range(
                min * scale,
                max * scale,
                () => cursor.Get() * scale,
                value => cursor.Set(value / scale),
                NumberOfSteps));
 }
Exemple #3
0
        IEnumerator <WaitCommand> OnEnter(SpawnpointLocation spawnpoint)
        {
            _data.ChallengeAnnouncerUi.enabled        = true;
            _data.JoystickActivator.enabled           = false;
            _data.ThirdPersonCameraController.enabled = true;

            // TODO Don't spawn the player this is now the responsisiblity of the wingsuit state
            //yield return _data.PlayerPilotSpawner.Respawn(spawnpoint).AsWaitCommand();

            var environment = new PlayingEnvironment(
                spawnpoint: spawnpoint,
                pilot: null,
                parachuteConfig: _activeParachuteConfig.Get());

            _playingStateMachine.Transition(PlayingStates.FlyingWingsuit, environment, Maybe.Just(new RespawnRequest()));
            yield return(WaitCommand.WaitRoutine(CameraTransitions.FadeIn(_data.CameraManager.Rig.ScreenFader, _data.MenuClock, _data.FaderSettings)));
        }
Exemple #4
0
        public void Initialize(ITypedDataCursor <ParachuteStorageViewState> storage, bool isVrActive)
        {
            _openParachuteFolder.gameObject.SetActive(!isVrActive);
            _addParachute.gameObject.SetActive(!isVrActive);

            _backToFlight.onClick.AddListener(() => {
                if (BackToFlight != null)
                {
                    BackToFlight();
                }
            });

            var editorState     = storage.To(s => s.EditorState);
            var availableChutes = storage.To(s => s.AvailableParachutes);

            var             parachuteName       = editorState.To(s => s.Config).To(c => c.Name);
            Action <string> updateParachuteName = value => {
                parachuteName.Set(value.Limit(_parachuteNameCharLimit, ""));
            };

            _parachuteNameEditor.Limit        = _parachuteNameCharLimit;
            _parachuteNameEditor.TextChanged += updateParachuteName;

            _parachuteThumbnails = new ParachuteThumbnail[_maxParachutes];
            for (int i = 0; i < _maxParachutes; i++)
            {
                var parachuteThumbnail = GameObject.Instantiate(_parachuteThumbnailPrefab).GetComponent <ParachuteThumbnail>();
                parachuteThumbnail.transform.SetParent(_thumbnailRoot.transform);
                parachuteThumbnail.transform.localPosition = Vector3.zero;
                parachuteThumbnail.transform.localRotation = Quaternion.identity;
                parachuteThumbnail.transform.localScale    = Vector3.one;
                parachuteThumbnail.gameObject.SetActive(false);
                _parachuteThumbnails[i] = parachuteThumbnail;
            }

            var storageDir = storage.To(s => s.StorageDir);

            _openParachuteFolder.onClick.AddListener(() => {
                UnityFileBrowserUtil.Open(storageDir.Get());
            });

            Action <string> selectChute = parachuteId => {
                var state = storage.Get();
                if (state.EditorState.Config.Id != parachuteId)
                {
                    for (int i = 0; i < state.AvailableParachutes.Count; i++)
                    {
                        var parachute = state.AvailableParachutes[i];
                        if (parachute.Id == parachuteId)
                        {
                            editorState.Set(new ParachuteEditor.EditorState(parachute));
                        }
                    }
                }
            };

            Action <string> deleteChute = parachuteId => {
                var state = storage.Get();
                int selectedParachuteIndex = 0;
                for (int i = state.AvailableParachutes.Count - 1; i >= 0; i--)
                {
                    var parachute = state.AvailableParachutes[i];
                    if (parachute.Id == parachuteId)
                    {
                        state.AvailableParachutes.RemoveAt(i);
                        selectedParachuteIndex = Math.Max(i - 1, 0);
                        break;
                    }
                }
                if (state.EditorState.Config.Id == parachuteId)
                {
                    var defaultChute = state.AvailableParachutes[selectedParachuteIndex];
                    editorState.Set(new ParachuteEditor.EditorState(defaultChute));
                }
                availableChutes.Set(state.AvailableParachutes);
            };

            Action <string> cloneChute = parachuteId => {
                var state = storage.Get();
                if (state.AvailableParachutes.Count < _maxParachutes)
                {
                    ParachuteConfig existingParachute = null;
                    for (int i = 0; i < state.AvailableParachutes.Count; i++)
                    {
                        var parachute = state.AvailableParachutes[i];
                        if (parachute.Id == parachuteId)
                        {
                            existingParachute = parachute;
                        }
                    }

                    var newParachute = ParachuteConfig.CreateNew(existingParachute);
                    newParachute.Name = (existingParachute.Name + " Copy").Limit(_parachuteNameCharLimit, "");
                    state.AvailableParachutes.Add(newParachute);
                    availableChutes.Set(state.AvailableParachutes);
                    selectChute(newParachute.Id);
                }
            };

            var isEditingState = storage.To(s => s.EditorState).To(s => s.IsEditing);

            Action <string> editChute = parachuteId => {
                var    state = storage.Get();
                string currentlyEditingParachute = state.EditorState.IsEditing ? state.EditorState.Config.Id : null;
                if (currentlyEditingParachute == parachuteId)
                {
                    // Switch to read-only mode
                    isEditingState.Set(false);
                }
                else
                {
                    // Enable editing
                    // TODO Do selection and edit switching in one transformation
                    selectChute(parachuteId);
                    isEditingState.Set(true);
                }
            };

            _addParachute.onClick.AddListener(() => {
                var state = storage.Get();
                if (state.AvailableParachutes.Count < _maxParachutes)
                {
                    var newParachute  = ParachuteConfig.CreateNew(_parachuteConfigTemplate);
                    newParachute.Name = "New " + _parachuteConfigTemplate.Name;
                    state.AvailableParachutes.Add(newParachute);
                    availableChutes.Set(state.AvailableParachutes);
                    editorState.Set(new ParachuteEditor.EditorState(newParachute));
                }
            });

            storage.OnUpdate.Subscribe(state => {
                for (int i = 0; i < _parachuteThumbnails.Length; i++)
                {
                    var thumbnail       = _parachuteThumbnails[i];
                    thumbnail.OnSelect -= selectChute;
                    thumbnail.OnDelete -= deleteChute;
                    thumbnail.OnClone  -= cloneChute;
                    thumbnail.OnEdit   -= editChute;
                }

                _parachuteNameEditor.IsEditable = state.EditorState.IsEditing;
                _parachuteNameEditor.Text       = state.EditorState.Config.Name;

                for (int i = 0; i < _parachuteThumbnails.Length; i++)
                {
                    var thumbnail = _parachuteThumbnails[i];

                    if (i < state.AvailableParachutes.Count)
                    {
                        var parachute             = state.AvailableParachutes[i];
                        var isSelected            = state.EditorState.Config.Id == parachute.Id;
                        var parachuteControlState = new ParachuteThumbnail.ParachuteControlState(
                            parachute.Id,
                            parachute.Name,
                            isEditorAvailable: !isVrActive,
                            isSelected: state.EditorState.Config.Id == parachute.Id,
                            isEditable: parachute.IsEditable,
                            isDeletable: state.AvailableParachutes.Count > 1 && parachute.IsEditable,
                            isEditing: state.EditorState.IsEditing && isSelected);
                        thumbnail.SetState(parachuteControlState);
                        if (parachuteControlState.IsDeletable)
                        {
                            thumbnail.OnDelete += deleteChute;
                        }
                        if (parachuteControlState.IsEditable)
                        {
                            thumbnail.OnEdit += editChute;
                        }
                        thumbnail.OnSelect += selectChute;
                        thumbnail.OnClone  += cloneChute;
                        thumbnail.gameObject.SetActive(true);

                        if (parachuteControlState.IsSelected)
                        {
                            FirstObject = thumbnail.gameObject;
                        }
                    }
                    else
                    {
                        thumbnail.gameObject.SetActive(false);
                    }
                }
            });
        }