void Start() { // init utymap library _compositionRoot = InitTask.Run((container, config) => { container .Register(Component.For <Stylesheet>().Use <Stylesheet>(@"mapcss/ground/ground.mapcss")) .Register(Component.For <MaterialProvider>().Use <MaterialProvider>()) .Register(Component.For <GameObjectBuilder>().Use <GameObjectBuilder>()) .Register(Component.For <IGeocoder>().Use <UtyMapGeocoder>()) .Register(Component.For <IElementBuilder>().Use <PlaceElementBuilder>().Named("place")); }); // initial geo position and quad key of character var coordinate = new GeoCoordinate(StartLatitude, StartLongitude); var quadKey = GeoUtils.CreateQuadKey(coordinate, LevelOfDetail); // init address controller which is responsible for searching address _addressController = new AddressController( _compositionRoot.GetService <IGeocoder>(), Text.GetComponent <Text>()); // init tile controller which is responsible for tile processing _tileController = new TileController( _compositionRoot.GetService <IMapDataStore>(), _compositionRoot.GetService <Stylesheet>(), ElevationType, coordinate, LevelOfDetail); // freeze target till initial tile is loaded var rigidbody = CharacterTarget.transform.GetComponent <Rigidbody>(); rigidbody.isKinematic = true; // TODO unsubscribe listener _compositionRoot .GetService <IMapDataStore>() .ObserveOn <Tile>(Scheduler.MainThread) .Subscribe(tile => { if (!quadKey.Equals(tile.QuadKey)) { return; } // get elevation at current position var elevation = _compositionRoot .GetService <IMapDataLibrary>() .GetElevation(ElevationType, quadKey, coordinate); // move character accordingly CharacterTarget.transform.localPosition = new Vector3( CharacterTarget.transform.localPosition.x, (float)elevation + 5f, CharacterTarget.transform.localPosition.z); rigidbody.isKinematic = false; }); }
void Start() { // init utymap library _compositionRoot = InitTask.Run((container, config) => { container .Register(Component.For <Stylesheet>().Use <Stylesheet>(@"mapcss/default/index.mapcss")) .Register(Component.For <MaterialProvider>().Use <MaterialProvider>()) .Register(Component.For <GameObjectBuilder>().Use <GameObjectBuilder>()) .RegisterInstance <IEnumerable <IElementBuilder> >(new List <IElementBuilder>()); }); // store map data store reference to member variable _mapDataStore = _compositionRoot.GetService <IMapDataStore>(); // for demo purpose, disable mesh caching to force import data into memory for every run _compositionRoot.GetService <IMapDataLibrary>().DisableCache(); // get reference for active stylesheet. var stylesheet = _compositionRoot.GetService <Stylesheet>(); // get reference to trace. var trace = _compositionRoot.GetService <ITrace>(); // create tile which represents target region to load. var tile = new Tile( // create quadkey using coordinate and choose proper LOD GeoUtils.CreateQuadKey(_coordinate, Scene == SceneType.Bird ? 14 : 16), // provide stylesheet (used to be the same as for import) stylesheet, // use cartesian projection as we want to build flat world new CartesianProjection(_coordinate), // use flat elevation (all vertices have zero meters elevation) ElevationDataType.Flat, // parent for built game objects gameObject); // import data into memory _mapDataStore.AddTo( // define where geoindex is created (in memory, not persistent) MapDataStorages.TransientStorageKey, // path to map data String.Format(MapDataPathFormat, Scene == SceneType.Bird ? "json" : "xml"), // stylesheet is used to import only used data and skip unused stylesheet, // level of detail (zoom) for which map data should be imported new Range <int>(16, 16), new CancellationToken()) // start import and listen for events. .Subscribe( // NOTE progress callback is ignored (progress) => { }, // exception is reported (exception) => trace.Error("import", exception, "Cannot import map data"), // once completed, load the corresponding tile () => _mapDataStore.OnNext(tile)); }
void Start() { // init utymap library _compositionRoot = InitTask.Run((container, config) => { container .Register(Component.For <Stylesheet>().Use <Stylesheet>(@"mapcss/default/index.mapcss")) .Register(Component.For <MaterialProvider>().Use <MaterialProvider>()) .Register(Component.For <GameObjectBuilder>().Use <GameObjectBuilder>()) .RegisterInstance <IEnumerable <IElementBuilder> >(new List <IElementBuilder>()); }); // store map data store reference to member variable _mapDataStore = _compositionRoot.GetService <IMapDataStore>(); // get reference for active stylesheet var stylesheet = _compositionRoot.GetService <Stylesheet>(); // define level of detail const int levelOfDetail = 14; // create center coordinate; var coordinate = (new GeoCoordinate(Latitude, Longitude)); // create "center" tile var center = GeoUtils.CreateQuadKey(coordinate, levelOfDetail); // load multiply tiles at once for (var tileX = center.TileX - 1; tileX <= center.TileX + 1; ++tileX) { for (var tileY = center.TileY - 1; tileY <= center.TileY + 1; ++tileY) { var quadKey = new QuadKey(tileX, tileY, levelOfDetail); var parent = new GameObject(quadKey.ToString()); parent.transform.SetParent(gameObject.transform); _mapDataStore.OnNext(new Tile( // quadkey to load. quadKey, // provide stylesheet stylesheet, // use cartesian projection as we want to build flat world new CartesianProjection(coordinate), // use grid elevation: uses mapzen servers by default, // stores elevation in simple NxN grid format. ElevationDataType.Grid, // parent for built game objects parent)); } } }
public static void Reload() { if (ReloadTask == null || ReloadTask.IsCompleted) { ReloadTask = Task.Run(() => { if (!InitTask.IsCompleted) { InitTask.Wait(); } ReadLevelDifferences(true); ReadRecipeRotations(true); ReadCraftingActionData(); Reloaded(); }); } }
private static void GameDataReloaded() { if (ReloadTask == null || ReloadTask.IsCompleted) { ReloadTask = Task.Run(() => { if (!InitTask.IsCompleted) { InitTask.Wait(); } ReadItems(true); ReadRecipes(true); ReadActions(true); Reloaded(); }); } }
void Start() { // init utymap library _compositionRoot = InitTask.Run((container, config) => { container // NOTE use another mapcss style .Register(Component.For <Stylesheet>().Use <Stylesheet>(@"mapcss/customization/customization.mapcss")) .Register(Component.For <MaterialProvider>().Use <MaterialProvider>()) .Register(Component.For <GameObjectBuilder>().Use <GameObjectBuilder>()) // NOTE for use case 1: put cubes for POI .Register(Component.For <IElementBuilder>().Use <PlaceElementBuilder>().Named("place")) // NOTE for use case 2: search for capsule object in scene which replaces specific tree .Register(Component.For <IElementBuilder>().Use <ImportElementBuilder>().Named("import")); }); // store map data store reference to member variable _mapDataStore = _compositionRoot.GetService <IMapDataStore>(); // disable mesh caching to force import data into memory for every run _compositionRoot.GetService <IMapDataLibrary>().DisableCache(); // import data into memory _mapDataStore.AddTo( // define where geoindex is created (in memory, not persistent) MapDataStorages.TransientStorageKey, // path to map data MapDataPath, // stylesheet is used to import only used data and skip unused _compositionRoot.GetService <Stylesheet>(), // level of detail (zoom) for which map data should be imported new Range <int>(16, 16), new CancellationToken()) // start import and listen for events. .Subscribe( // NOTE progress callback is ignored (progress) => { }, // exception is reported (exception) => _compositionRoot.GetService <ITrace>().Error("import", exception, "Cannot import map data"), // once completed, load the corresponding tile OnDataImported); }
void Start() { _compositionRoot = InitTask.Run((container, config) => { container .Register(Component.For <Stylesheet>().Use <Stylesheet>(@"mapcss/default/index.mapcss")) .Register(Component.For <MaterialProvider>().Use <MaterialProvider>()) .Register(Component.For <GameObjectBuilder>().Use <GameObjectBuilder>()) .Register(Component.For <IElementBuilder>().Use <LabelElementBuilder>().Named("label")); }); var mapDataStore = _compositionRoot.GetService <IMapDataStore>(); var stylesheet = _compositionRoot.GetService <Stylesheet>(); var materialProvider = _compositionRoot.GetService <MaterialProvider>(); var startCoord = new GeoCoordinate(StartLatitude, StartLongitude); // scaled radius of Earth in meters, approx. 1:1000 const float planetRadius = 6371f; const float surfaceScale = 0.01f; const float detailScale = 1f; _lods = new List <Range <int> > { new Range <int>(1, 8), new Range <int>(9, 15), new Range <int>(16, 16) }; var sphereController = new SphereTileController(mapDataStore, stylesheet, ElevationDataType.Flat, Pivot, _lods[0], planetRadius); var surfaceController = new SurfaceTileController(mapDataStore, stylesheet, ElevationDataType.Flat, Pivot, _lods[1], startCoord, surfaceScale, 1000); var detailController = new SurfaceTileController(mapDataStore, stylesheet, ElevationDataType.Flat, Pivot, _lods[2], startCoord, detailScale, 500); var sphereGestures = new SphereGestureStrategy(sphereController, TwoFingerMoveGesture, ManipulationGesture, planetRadius); var surfaceGestures = new SurfaceGestureStrategy(surfaceController, TwoFingerMoveGesture, ManipulationGesture); var detailGestures = new SurfaceGestureStrategy(detailController, TwoFingerMoveGesture, ManipulationGesture); _spaces = new List <Space> { new SphereSpace(sphereController, sphereGestures, Planet, materialProvider), new SurfaceSpace(surfaceController, surfaceGestures, Surface, materialProvider), new SurfaceSpace(detailController, detailGestures, Surface, materialProvider) }; DoTransition(startCoord, StartZoom); }
void Start() { // init utymap library _compositionRoot = InitTask.Run((container, config) => { container // NOTE use another mapcss style .Register(Component.For <Stylesheet>().Use <Stylesheet>(@"mapcss/default/index.mapcss")) .Register(Component.For <MaterialProvider>().Use <MaterialProvider>()) .Register(Component.For <GameObjectBuilder>().Use <GameObjectBuilder>()) .RegisterInstance <IEnumerable <IElementBuilder> >(new List <IElementBuilder>()); }); // get trace for logging. _trace = _compositionRoot.GetService <ITrace>(); // store map data store reference to member variable _mapDataStore = _compositionRoot.GetService <IMapDataStore>(); // disable mesh caching to force import data into memory for every run _compositionRoot.GetService <IMapDataLibrary>().DisableCache(); // import data into memory _mapDataStore.AddTo( // define where geoindex is created (in memory, not persistent) MapDataStorages.TransientStorageKey, // path to map data MapDataPath, // stylesheet is used to import only used data and skip unused _compositionRoot.GetService <Stylesheet>(), // level of detail (zoom) for which map data should be imported _range, new CancellationToken()) // start import and listen for events. .Subscribe( // NOTE progress callback is ignored (progress) => { }, // exception is reported (exception) => _trace.Error("search", exception, "Cannot import map data"), // once completed, load the corresponding tile OnDataImported); }
/// <summary> /// User changed state in voice lobbies (joined/left) /// </summary> /// <param name="e"></param> /// <returns></returns> public async Task VoiceStateUpdated(VoiceStateUpdateEventArgs e) { InitTask?.Wait(); //DebugLogWriteLine("VoiceStateUpdated: "); if (e.After?.Channel != e.Before?.Channel) //Channel changed { var beforeInLobbies = DateVoiceLobbies.Contains(e.Before?.Channel); var afterInLobbies = DateVoiceLobbies.Contains(e.After?.Channel); var beforeInSecretRooms = SecretRooms.Contains(e.Before?.Channel); var afterInSecretRooms = SecretRooms.Contains(e.After?.Channel); if (!beforeInLobbies && !beforeInSecretRooms && afterInLobbies) { //User connected to lobbies DebugLogWriteLine($"User {e.User} connected to {e.Channel} "); UserConnected_AddToActivity(e.User); //Start matching session TryStartMatchingTask(); } else if ((beforeInLobbies || beforeInSecretRooms) && !afterInLobbies && !afterInSecretRooms) { //User left activity DebugLogWriteLine($"User {e.User} left activity "); if (beforeInLobbies) { UsersInLobbies.Remove(e.User); RemoveStateFor(e.User); } //remove disband secret room if one left TODO check logic if (beforeInSecretRooms) { RemoveStateFor(e.User); //DebugLogWrite($"trying to disbnad {e.Before.Channel}... "); await disbandRemoveSecretRoom(e.Before.Channel).ConfigureAwait(false); //DebugLogWrite($"{e.Before.Channel} removed/disbanded"); } } else if (beforeInLobbies && afterInLobbies) { DebugLogWriteLine($"User {e.User} switched lobbies "); //User switched Lobbies } else if (beforeInLobbies && afterInSecretRooms) { DebugLogWriteLine($"User {e.User} moved to {e.After.Channel} "); //Moved to secret room UsersInLobbies.Remove(e.User); } else if (beforeInSecretRooms && afterInLobbies) { //Returned from secret room RemoveStateFor(e.User); DebugLogWriteLine($"User {e.User} returned to lobby, trying to disbnad {e.Before.Channel}... "); UserConnected_AddToActivity(e.User); await disbandRemoveSecretRoom(e.Before.Channel).ConfigureAwait(false); //DebugLogWrite($"{e.Before.Channel} removed/disbanded. Starting MatchingTask"); //Start matching session TryStartMatchingTask(); } TryCombLobbies(); } async Task disbandRemoveSecretRoom(DiscordChannel channel) { //Remove empty room, if 1 user left, move him into lobby 0, later room will be removed if (channel.Users.Count() == 0) { try { //usually shouldn't throw, but in debug await channel.DeleteAsync().ConfigureAwait(false); } catch { //DebugLogWrite($"Exception while deleting "); } } else if (channel.Users.Count() == 1) { try { var moveMember = await Guild.GetMemberAsync(channel.Users.First().Id); await DateVoiceLobbies[0].PlaceMemberAsync(moveMember); } catch { //DebugLogWrite($"Exception while moving member "); } } } }
private ListViewItem CreateTaskItem(InitTask task, int weight) { ListViewItem item = new ListViewItem(); item.Text = TypeDescriptor.GetConverter(typeof(InitTask)).ConvertToString(task); item.StateImageIndex = weight; item.Tag = task; return item; }
private ListViewItem CreateTaskItem(InitTask task) { return this.CreateTaskItem(task, 1); }