Esempio n. 1
0
        private void DeserializeModules(Dictionary <string, IPowerable> powerableMap)
        {
            _DestroyCurrent <ResourcelessGameplay>();
            _DestroyCurrent <SingleResourceModuleGameplay>();
            _DestroyCurrent <MultipleResourceModuleGameplay>(typeof(Habitat));
            Habitat[] allHabs = Transform.FindObjectsOfType <Habitat>().Where(x => x.isActiveAndEnabled).ToArray();

            Dictionary <string, ModuleGameplay> moduleMap = new Dictionary <string, ModuleGameplay>();

#if UNITY_EDITOR
            reflectionRuns = 0;
            reflectionCheckTime.Reset();
            reflectionPropertyTime.Reset();
#endif

            //we have to look at each data to figure out which prefab to use
            foreach (ResourcelessModuleData data in ResourcelessData)
            {
                Transform t = GameObject.Instantiate(ModuleBridge.Instance.Modules[(int)data.ModuleType], data.Position, data.Rotation) as Transform;

                ResourcelessGameplay r = t.GetComponent <ResourcelessGameplay>();

                r.Data = data;

                moduleMap.Add(data.ModuleInstanceID, r);

                if (!String.IsNullOrEmpty(data.PowerableInstanceID))
                {
                    powerableMap.Add(data.PowerableInstanceID, r);
                }

                DeserializeFlexData(data, r);
            }
            foreach (SingleResourceModuleData data in SingleResourceContainerData)
            {
                Transform t = GameObject.Instantiate(ModuleBridge.Instance.Modules[(int)data.ModuleType], data.Position, data.Rotation) as Transform;

                SingleResourceModuleGameplay r = t.GetComponent <SingleResourceModuleGameplay>();

                r.Data = data;

                moduleMap.Add(data.ModuleInstanceID, r);

                if (!String.IsNullOrEmpty(data.PowerableInstanceID))
                {
                    powerableMap.Add(data.PowerableInstanceID, r);
                }

                DeserializeFlexData(data, r);
            }
            foreach (MultipleResourceModuleData data in MultiResourceContainerData)
            {
                if (data.ModuleType == Buildings.Module.Habitat)
                {
                    SyncToHabitat(allHabs, data, moduleMap, powerableMap);
                }
                else
                {
                    Transform t = GameObject.Instantiate(ModuleBridge.Instance.Modules[(int)data.ModuleType], data.Position, data.Rotation) as Transform;

                    MultipleResourceModuleGameplay r = t.GetComponent <MultipleResourceModuleGameplay>();

                    r.Data = data;

                    moduleMap.Add(data.ModuleInstanceID, r);

                    if (!String.IsNullOrEmpty(data.PowerableInstanceID))
                    {
                        powerableMap.Add(data.PowerableInstanceID, r);
                    }

                    DeserializeFlexData(data, r);
                }
            }
            foreach (PipelineData data in PipeData)
            {
                Transform t = GameObject.Instantiate(PlayerInput.Instance.gasPipePrefab, data.Position, data.Rotation) as Transform;
                t.localScale = data.LocalScale;

                Pipe r = t.GetComponent <Pipe>();
                r.Data = data;
                r.AssignConnections(data.MatterType, moduleMap[data.FromModuleInstanceID], moduleMap[data.ToModuleInstanceID], null, null);
            }
            foreach (PowerlineData data in PowerData)
            {
                Transform prefab = null;
                switch (data.Type)
                {
                default:
                case PowerlineType.Powerline:
                    prefab = PlayerInput.Instance.powerlinePrefab;
                    break;

                case PowerlineType.Umbilical:
                    prefab = PlayerInput.Instance.umbilicalPrefab;
                    break;

                case PowerlineType.Corridor:
                    prefab = PlayerInput.Instance.tubePrefab;
                    break;
                }

                Transform t = GameObject.Instantiate(prefab, data.Position, data.Rotation) as Transform;
                t.localScale = data.LocalScale;

                Powerline r = t.GetComponent <Powerline>();
                r.Data = data;
                DeserializeFlexData(data, r);
                r.AssignConnections(powerableMap[data.FromPowerableInstanceID], powerableMap[data.ToPowerableInstanceID], null, null);
            }
#if UNITY_EDITOR
            UnityEngine.Debug.Log(String.Format("deserialize reflection: {0} run, type checks: {1}ms, property reflection: {2}ms", reflectionRuns, reflectionCheckTime.ElapsedMilliseconds, reflectionPropertyTime.ElapsedMilliseconds));
#endif
        }