Esempio n. 1
0
    static void OnProjectWindowItemOnGUI(string guid, Rect selectionRect)
    {
        string noteId = guid;

        bool isHoldingRequiredKeys = (Event.current.modifiers & EditorNotesSettings.MODIFIER_KEY) != EventModifiers.None;

        if (isHoldingRequiredKeys)                                   // user pressed the correct key
        {
            if (selectionRect.Contains(Event.current.mousePosition)) // we're drawing the item that the user is pointing on
            {
                // _________________________________________ Begin / End note _________________________________________ //
                if (!EditorNotesViewData.IsEditingNote)
                {
                    s_noteId.Set(noteId);

                    if (s_noteId.ClearDirty())
                    {
                        if (!string.IsNullOrEmpty(s_noteId.GetPrevious()))
                        {
                            OnEndNote(s_noteId.GetPrevious());
                        }

                        OnBeginNote(s_noteId.Get());
                    }
                }


                s_lastDrawTime = EditorApplication.timeSinceStartup;
            }
        }
        else if (CanEndNoteAndClose())
        {
            EndNoteAndClose();
        }


        // _________________________________________ Draw _________________________________________ //
        if (s_noteId.Get() == noteId)
        {
            EditorNotesDrawer.DrawNote(selectionRect);
            EditorNotesDrawer.DrawSelectionBorder(selectionRect);

            if (!EditorNotesViewData.IsEditingNote)
            {
                EditorNotesDrawer.DrawEditNoteButton(selectionRect);
            }
        }

        if (EditorNotesDatabase.Instance.ContainsNote(noteId))
        {
            EditorNotesDrawer.DrawNoteIcon(selectionRect);
        }



        s_requestRepaint = isHoldingRequiredKeys || EditorNotesViewData.IsEditingNote; // needed for responsive UI
    }
    public static void Update()
    {
        if (Input.GetKey(KeyCode.C) && !GameConsole.IsOpen())
        {
            if (Input.GetKeyDown(KeyCode.T))
            {
                CheatTeleportAtMouse();
            }
        }

        var cache = GamePresentationCache.Instance;

        s_globalGroupEnabled.Set(cache?.SimWorld != null && cache.SimWorld.HasSingleton <GridInfo>());
        s_localPawnGroupEnabled.Set(s_globalGroupEnabled && cache.SimWorld.Exists(GamePresentationCache.Instance.LocalPawn));
        s_localPlayerGroupEnabled.Set(s_globalGroupEnabled && GamePresentationCache.Instance.LocalControllerExists);

        if (s_globalGroupEnabled.ClearDirty())
        {
            GameConsole.SetGroupEnabled(GLOBAL_GROUP, s_globalGroupEnabled);
        }

        if (s_localPawnGroupEnabled.ClearDirty())
        {
            GameConsole.SetGroupEnabled(LOCAL_PAWN_GROUP, s_localPawnGroupEnabled);
        }

        if (s_localPlayerGroupEnabled.ClearDirty())
        {
            GameConsole.SetGroupEnabled(LOCAL_PLAYER_GROUP, s_localPlayerGroupEnabled);
        }
    }
    protected override void OnGamePresentationUpdate()
    {
        _visuallyOn.Set(_isOn || (_wasOn && _onTimer < MinOnDuration) || (_visuallyOn && _onTimer < MinOnDuration));
        _wasOn = false;

        if (_visuallyOn)
        {
            _onTimer += Time.deltaTime;
        }
        else
        {
            _onTimer = 0;
        }

        if (_visuallyOn.ClearDirty())
        {
            VisualsOn.SetActive(_visuallyOn);
            VisualsOff.SetActive(!_visuallyOn);

            // update emitter click sprite if needed
            if (_emitterClicker != null)
            {
                _emitterClicker.SetSprite(_visuallyOn ? VisualsOn.GetComponentInChildren <SpriteRenderer>() : VisualsOff.GetComponentInChildren <SpriteRenderer>());
            }
        }
    }
Esempio n. 4
0
    void OnFixedUpdate()
    {
        if (!GamePresentationCache.Instance.Ready)
        {
            return;
        }

        SimulationWorld simWorld = (SimulationWorld)GamePresentationCache.Instance.SimWorld.EntityManager.World;

        _currentSimTick.Set(simWorld.LatestTickId);

        // 'not dirty' means no change. That means the simulation has NOT played a sim tick this past fixed update
        _offsettedSimTicks[_offsettedSimTicksIterator] = !_currentSimTick.IsDirty;

        _offsettedSimTicksIterator++;
        _offsettedSimTicksIterator %= _offsettedSimTicks.Length;

        if (_offsettedSimTicksIterator == 0)
        {
            _totalOffsettedSimTicks = 0;
            for (int i = 0; i < _offsettedSimTicks.Length; i++)
            {
                if (_offsettedSimTicks[i])
                {
                    _totalOffsettedSimTicks++;
                }
            }
        }

        _currentSimTick.ClearDirty();
    }
 protected override void OnGamePresentationUpdate()
 {
     if (SimEntity != Entity.Null && SimWorld.TryGetComponent(SimEntity, out Name name))
     {
         _displayName.Set(name);
     }
     else
     {
         _displayName.Set(default);
    protected override void OnGamePresentationUpdate()
    {
        _lifePoints.Set(Cache.GroupLifePoints);

        if (_lifePoints.ClearDirty())
        {
            _counterText.text = _lifePoints.Get().ToString();
        }
    }
 private void UpdateData()
 {
     _displayedMessage.Set(null);
     if (Cache.PointerInWorld && Cache.LocalPawn != Entity.Null)
     {
         if (distance(Cache.DEPRECATED_LocalPawnTile, Cache.PointedTile) <= _readRange)
         {
             foreach (var tileActor in Cache.PointedBodies)
             {
                 if (SimWorld.TryGetComponent(tileActor, out Message message))
                 {
                     _displayedMessage.Set(message);
                     _messagePosition.Set((Vector2)(fix2)SimWorld.GetComponent <FixTranslation>(tileActor));
                     break;
                 }
             }
         }
     }
 }
    protected override IEnumerator SurveyRoutine(Context context, List <GameAction.ParameterData> result, System.Action complete, System.Action cancel)
    {
        _currentNumber.Set(0);

        while (!_clicked)
        {
            yield return(null);
        }

        // wait for punch anim to be done
        while (_clickAnim != null && _clickAnim.IsPlaying())
        {
            yield return(null);
        }

        yield return(new WaitForSeconds(_finishPauseDuration));

        result.Add(new GameActionParameterSuccessRate.Data((SurveySuccessRating)_currentNumber.Get()));
        complete();
    }
    protected override void OnGamePresentationUpdate()
    {
        _mouseWorldPosition.Set(Cache.PointerWorldPosition);

        if (_mouseInWorld.IsDirty || _mouseWorldPosition.IsDirty)
        {
            UpdateHoveredElements();
        }

        _mouseWorldPosition.ClearDirty();
        _mouseInWorld.ClearDirty();
    }
    public void UpdateRules(PlayerClassType currentPlayerClass)
    {
        playerClassType.Set(currentPlayerClass);

        if (playerClassType.ClearDirty())
        {
            foreach (ContextRulePlayerClass rule in playerClassRules)
            {
                rule.CurrentPlayerClass = currentPlayerClass;
                ruleUpdater.DirtyRule(rule);
            }
        }
    }
Esempio n. 11
0
    protected override void OnGamePresentationUpdate()
    {
        if (SimWorld.TryGetComponent(SimEntity, out DoodleId doodleId))
        {
            _doodleAssetGuid.Set(doodleId.Guid);
        }
        else
        {
            _doodleAssetGuid.Set(Guid.Empty);
        }

        if (_doodleAssetGuid.ClearDirty())
        {
            _doodleAsset.Set(PlayerAssetManager.Instance.GetAsset <PlayerDoodleAsset>(_doodleAssetGuid.Get()));
        }

        if (_doodleAsset.ClearDirty())
        {
            var previousDoodle = _doodleAsset.GetPrevious();
            var newDoodle      = _doodleAsset.Get();

            if (previousDoodle != null)
            {
                previousDoodle.SpriteUpdated -= SetSprite;
            }

            if (newDoodle != null)
            {
                SetSprite(newDoodle.Sprite);
                newDoodle.SpriteUpdated += SetSprite;
            }
            else
            {
                SetSprite(null);
            }
        }
    }
Esempio n. 12
0
        protected override IEnumerator ExecuteRoutine()
        {
            if (!PreExecuteRoutine())
            {
                yield break;
            }

            ////////////////////////////////////////////////////////////////////////////////////////
            //      Send header to destination (contains essential details about the transfer)
            ////////////////////////////////////////////////////////////////////////////////////////
            NetMessageViaManualPacketsHeader header = new NetMessageViaManualPacketsHeader()
            {
                TransferId  = _transferId,
                DataSize    = _data.Length,
                PacketCount = _remainingUnacknowledgedPackets,
                Description = Description
            };

            _sessionInterface.SendNetMessage(header, _connection);


            ////////////////////////////////////////////////////////////////////////////////////////
            //      Update Transfer
            ////////////////////////////////////////////////////////////////////////////////////////
            _sessionInterface.RegisterNetMessageReceiver <NetMessagePacketACK>(OnPacketAcknowledged);

            while (_remainingUnacknowledgedPackets > 0)
            {
                // reset 'packetsSentThisFrame'. This value will ensure we don't send to many packets per second to our sessionInterface
                s_currentUnityFrame.Set(Time.frameCount);
                if (s_currentUnityFrame.ClearDirty())
                {
                    s_packetsSentThisFrame = 0;
                }

                // Update
                UpdateDataTransfer();

                // wait a frame
                yield return(null);

                if (!IsRunning)
                {
                    yield break;
                }
            }

            TerminateWithSuccess();
        }
Esempio n. 13
0
    protected override void Awake()
    {
        _button.onClick.AddListener(OnReadyClicked);

        _updateTimer = UPDATE_DELAY;

        _viewState.Set(TurnState.NotMyTurn); // default value

        base.Awake();
    }
    private void HandleDirectionalMove()
    {
        fix2 input = fix2.zero;

        bool up    = Input.GetKey(KeyCode.W);
        bool down  = Input.GetKey(KeyCode.S);
        bool left  = Input.GetKey(KeyCode.A);
        bool right = Input.GetKey(KeyCode.D);

        if (_muteVerticalInputUntilRelease && !up && !down)
        {
            _muteVerticalInputUntilRelease = false;
        }

        if (UIStateMachineController.Instance.CurrentSate.Type == UIStateType.Gameplay)
        {
            if (right)
            {
                input.x += 1;
            }

            if (left)
            {
                input.x += -1;
            }

            if (up && !_muteVerticalInputUntilRelease)
            {
                input.y += 1;
            }

            if (down && !_muteVerticalInputUntilRelease)
            {
                input.y += -1;
            }
        }

        _moveInput.Set(input);

        // NB: we only send an input if the direction changes. That way, we minimize network messages
        if (_moveInput.ClearDirty())
        {
            SimPlayerInputMove simInput = new SimPlayerInputMove(_moveInput);
            SimWorld.SubmitInput(simInput);
        }
    }
Esempio n. 15
0
    protected override void OnUpdate()
    {
        var singleton = GetSingletonEntity <GridInfo>();

        _gridInfoVersion.Set(EntityManager.GetChunk(singleton).GetComponentVersion(typeof(GridInfo)));

        if (_gridInfoVersion.ClearDirty())
        {
            GridInfo = EntityManager.GetComponentData <GridInfo>(singleton);

            if (_tileReferencesBuffer.IsCreated)
            {
                _tileReferencesBuffer.Dispose();
            }

            _tileReferencesBuffer = EntityManager.GetBufferReadOnly <GridTileReference>(GetSingletonEntity <GridInfo>()).ToNativeArray(Allocator.Persistent);
        }
    }
    protected override void OnUpdate()
    {
        if (!SimAssetBankInstance.Ready)
        {
            return;
        }

        _simWorldReplaceVersion.Set(SimWorldAccessor.ReplaceVersion);
        _simWorldTickId.Set(SimWorldAccessor.ExpectedNewTickId);

        if (!_simWorldTickId.IsDirty && !_simWorldReplaceVersion.IsDirty) // only continue if sim has changed since last update
        {
            return;
        }

        _simWorldTickId.ClearDirty();

        if (_simWorldReplaceVersion.ClearDirty()) // world replaced!
        {
            // update cached sim queries since world got replaced
            // NB: No need to dispose of these queries because the world gets disposed ...
            _updatedSimEntitiesQ = SimWorldAccessor.CreateEntityQuery(ComponentType.ReadOnly <SimAssetId>());
            _updatedSimEntitiesQ.SetChangedVersionFilter(ComponentType.ReadOnly <SimAssetId>());

            // Destroy all view
            DestroyAllViewEntities();
        }
        else
        {
            // Destroy dangling view
            DestroyDanglingViewEntities();
        }

        // update map
        UpdateSim2ViewMap();

        // destroy then create view for entities that had their SimAssetId modified
        UpdateViewEntities(SimAssetBankInstance.GetJobLookup(), _updatedSimEntitiesQ);

        _updatedSimEntitiesQ.SetChangedFilterRequiredVersion(SimWorldAccessor.GlobalSystemVersion);

        _ecb.AddJobHandleForProducer(Dependency);
    }
        public void UpdateSceneLoading()
        {
            if (_tickSystem.AvailableTicks.Count > 0)
            {
                SimTickData tick = _tickSystem.AvailableTicks.First();

                _tickId.Set(tick.ExpectedNewTickId); // clear ignore list if tick has changed
                if (_tickId.ClearDirty())
                {
                    _inputsToIgnore.Clear();
                }

                foreach (SimInputSubmission inputSubmission in tick.InputSubmissions)
                {
                    if (inputSubmission.Input is SimCommandLoadScene loadSceneCommand)
                    {
                        if (!IsLoading(loadSceneCommand.SceneName) && !_inputsToIgnore.Contains(loadSceneCommand))
                        {
                            // add input to 'ignore list' to make sure we don't load the same scenes over and over
                            _inputsToIgnore.Add(loadSceneCommand);

                            // prepare for entity injection (through convertion)
                            _simulationWorldSystem.RegisterIncomingEntityInjection(loadSceneCommand.SceneName);

                            // request load
                            _sceneLoads.Add(SceneService.Load(loadSceneCommand.SceneName, LoadSceneMode.Additive, LocalPhysicsMode.Physics3D));
                        }
                    }
                }
            }

            // clear when all scenes are loaded
            if (AreAllLoadsComplete())
            {
                _sceneLoadsToUnregisterOnUpdate.AddRange(_sceneLoads);
                _sceneLoads.Clear();
            }
        }
    protected override void OnUpdate()
    {
        if (PlayerRepertoireSystem.Instance == null)
        {
            return;
        }

        // wait for level to be loaded before trying to spawn pawns, kinda hack ...
        if (!SimWorldAccessor.HasSingleton <GridInfo>())
        {
            return;
        }

        _simTick.Set(SimWorldAccessor.ExpectedNewTickId);

        if (!_simTick.ClearDirty()) // makes sure we wait for sim update before sending new request
        {
            return;
        }

        // When we submit an input in the simulation, we have no guarantee that it will be processed in the next frame
        // This 'cooldown' mechanism ensures we don't ask for too many player creations
        if (_dontAskForPlayerCreateCooldownMap.Count > 0)
        {
            foreach (KeyValuePair <PlayerInfo, double> playerInCooldown in _dontAskForPlayerCreateCooldownMap)
            {
                if (playerInCooldown.Value < Time.ElapsedTime)
                {
                    _dontAskForPlayerCreateCooldownMap.Remove(playerInCooldown.Key);
                    break;
                }
            }
        }

        foreach (PlayerInfo playerInfo in PlayerRepertoireSystem.Instance.Players)
        {
            if (playerInfo.SimPlayerId == PersistentId.Invalid && AllowCreatePlayers)
            {
                Entity unassignedSimPlayer = GetUnassignedSimPlayer();

                if (unassignedSimPlayer == Entity.Null)
                {
                    // ask the simulation to create a new player

                    // When we submit an input in the simulation, we have no guarantee that it will be processed in the next frame
                    // This 'cooldown' mechanism ensures we don't ask for too many player creations
                    if (!_dontAskForPlayerCreateCooldownMap.ContainsKey(playerInfo))
                    {
                        SimWorldAccessor.SubmitInput(new SimInputPlayerCreate()
                        {
                            PlayerName = playerInfo.PlayerName
                        });
                        _dontAskForPlayerCreateCooldownMap.Add(playerInfo, Time.ElapsedTime + 1);
                    }
                }
                else
                {
                    // assign the sim player to the player
                    PersistentId simPlayerId = SimWorldAccessor.GetComponent <PersistentId>(unassignedSimPlayer);

                    PlayerRepertoireMaster.Instance.AssignSimPlayerToPlayer(playerInfo.PlayerId, simPlayerId);
                }
            }
        }

        // Update Active Player State
        SimWorldAccessor.Entities
        .WithAll <PlayerTag>()
        .ForEach((Entity playerEntity, ref PersistentId playerID, ref Active isActive) =>
        {
            PlayerInfo playerInfo = PlayerHelpers.GetPlayerFromSimPlayer(playerID);
            if (playerInfo != null && !isActive.Value)     // player connected in game but not active in simulation
            {
                SimWorldAccessor.SubmitInput(new SimInputSetPlayerActive()
                {
                    IsActive = true, PlayerID = playerID
                });
            }
            else if (playerInfo == null && isActive.Value)     // player disconnected but active in simulation
            {
                SimWorldAccessor.SubmitInput(new SimInputSetPlayerActive()
                {
                    IsActive = false, PlayerID = playerID
                });
            }
        });
    }
 private void OnMouseEnterWorld(BaseEventData eventData)
 {
     _mouseInWorld.Set(true);
 }
        //public void SetMiniFormat(bool miniFormat)
        //{
        //    _miniFormat = miniFormat;
        //    _channels.SetActive(!miniFormat);
        //    _channelsToggle.SetActive(!miniFormat);
        //    _buildIdText.gameObject.SetActive(!miniFormat);
        //    _lines.gameObject.SetActive(!miniFormat);
        //    _fullBackground.SetActive(!miniFormat);
        //    _smallBackground.SetActive(miniFormat);
        //    _inputField.text = "";
        //}

        public void ConsoleUpdate()
        {
            if (IsAnyToggleKeyPressed())
            {
                SetOpen(!IsOpen());
                //if (IsOpen())
                //{
                //    if (_miniFormat && _inputField.text.Length == 0)
                //    {
                //        SetMiniFormat(false);
                //    }
                //    else
                //    {
                //        SetOpen(false);
                //    }
                //}
                //else
                //{
                //    SetOpen(true);
                //    SetMiniFormat(true);
                //}
            }

            if (!IsOpen())
            {
                return;
            }

            _canvasScaler.scaleFactor = s_consoleScale * 1.36f; // 1.36 being the 'default' scale

            // This is to prevent clicks outside input field from removing focus
            _inputField.ActivateInputField();

            _inputText.Set(_inputField.text);

            if (string.IsNullOrEmpty(_inputField.text))
            {
                _tryDisplaySuggestions.Set(false);
            }
            else if (_inputText.IsDirty && !string.IsNullOrEmpty(_inputText.Get()))
            {
                _tryDisplaySuggestions.Set(true);
            }

            UpdateSuggestionList();

            if (!_suggestionList.gameObject.activeSelf)
            {
                if (Input.GetKeyDown(KeyCode.UpArrow))
                {
                    _inputField.text     = GameConsole.HistoryUp();
                    _wantedCaretPosition = _inputField.text.Length;
                    _inputText.Set(_inputField.text);
                    _inputText.ClearDirty();
                }
                else if (Input.GetKeyDown(KeyCode.DownArrow))
                {
                    _inputField.text          = GameConsole.HistoryDown();
                    _inputField.caretPosition = _inputField.text.Length;
                    _inputText.Set(_inputField.text);
                    _inputText.ClearDirty();
                }
            }
            else
            {
                GameConsole.HistoryDownCompletely();
            }

            if (_submitCommandKeys.Any(k => Input.GetKeyDown(k)))
            {
                OnSubmit(_inputField.text);
            }

            HandleScrollInput();
        }