public void Setup() { Instance = this; comms = new CommunicationNode(); comms.EnableNode(this); }
public static Ship CreateShipAtCommNode(Core instance, User user, CommunicationNode node) { var TargetRegionId = GeometryIndex.calcRegionId(node.positionX, node.positionY); Field Field = GeometryIndex.regions[TargetRegionId].findOrCreateField(node.positionX, node.positionY); return(CreateShipAtField(instance, user, Field)); }
public void Unload() { GameObject.Destroy(loadingBar); GameObject.Destroy(loadingButton); GameObject.Destroy(loadingRoot); GameObject.Destroy(optionsUIManager); //destroys all menu items (ModOptions) GameObject.Destroy(optionsMenuScreen); modOptions = null; backButton = null; optionsMenuScreen = null; optionsUIManager = null; loadingBar = null; loadingButton = null; loadingRoot = null; rootUIManager = null; loadingButtonPressed = false; UnityEngine.SceneManagement.SceneManager.sceneLoaded -= SceneLoaded; comms.DisableNode(); comms = null; Instance = null; }
public override void Initialize() { if (Instance != null) { Log("Warning: " + this.GetType().Name + " is a singleton. Trying to create more than one may cause issues!"); return; } Instance = this; comms = new CommunicationNode(); comms.EnableNode(this); //Must manually set these for them to show up in the config file //I know this looks super wonky but it's the current best way to handle this GlobalSettings.GatheringSwarmChanges = GlobalSettings.GatheringSwarmChanges; GlobalSettings.WaywardCompassChanges = GlobalSettings.WaywardCompassChanges; GlobalSettings.HeavyBlowChanges = GlobalSettings.HeavyBlowChanges; Log(this.GetType().Name + " initializing!"); SetupDefaulSettings(); UnRegisterCallbacks(); RegisterCallbacks(); Log(this.GetType().Name + " is done initializing!"); }
private Ship createShipAtCommNode(User user, CommunicationNode node) { SpacegameServer.Core.ShipBuild builder = new ShipBuild(instance); int newShipId = (int)instance.identities.shipLock.getNext(); ShipTemplate template = instance.shipTemplate.Where(e => e.Value.hullid == 1).First().Value; var targetRegionId = GeometryIndex.calcRegionId(node.positionX, node.positionY); Field field = GeometryIndex.regions[targetRegionId].findOrCreateField(node.positionX, node.positionY); Colony colony = Mock.mockColony(ColonyUserId: user.id); Ship newShip = builder.buildShip(newShipId, template, field, user.id, colony, false); return(newShip); }
public void Setup() { Dev.Where(); Instance = this; comms = new CommunicationNode(); comms.EnableNode(this); UnityEngine.SceneManagement.SceneManager.sceneLoaded -= SceneLoaded; UnityEngine.SceneManagement.SceneManager.sceneLoaded += SceneLoaded; Dev.Log("Menu Loaded!"); }
public override void Initialize() { if (Instance != null) { Log("Warning: EnemyRandomizer is a singleton. Trying to create more than one may cause issues!"); return; } Instance = this; comms = new CommunicationNode(); comms.EnableNode(this); Log("Enemy Randomizer Mod initializing!"); SetupDefaulSettings(); UnRegisterCallbacks(); RegisterCallbacks(); //create the database that will hold all the loaded enemies if (database == null) { database = new EnemyRandomizerDatabase(); } if (logic == null) { logic = new EnemyRandomizerLogic(database); } //create the loader which will handle loading all the enemy types in the game if (loader == null) { loader = new EnemyRandomizerLoader(database); } //Create all mod UI elements and their manager if (menu == null) { menu = new Menu.RandomizerMenu(); } database.Setup(); loader.Setup(); menu.Setup(); ContractorManager.Instance.StartCoroutine(DebugInput()); }
public void getCommNodes(SpacegameServer.Core.Core _core) { var commNodeId = (int)_core.identities.commNode.getNext(); int DefaultUser = 0; CommunicationNode node = new CommunicationNode(commNodeId); node.userId = DefaultUser; node.positionX = 5000; node.positionY = 5000; node.sysX = null; node.sysY = null; node.connectionType = 0; node.connectionId = _core.ships.First().Key; node.activ = true; node.unformattedName = ""; node.name = ""; _core.commNodes.TryAdd(commNodeId, node); SpacegameServer.Core.NodeQuadTree.Field commNodeField = new SpacegameServer.Core.NodeQuadTree.Field(node.positionX, node.positionY); _core.nodeQuadTree.insertNode(commNodeField, node.id); commNodeId = (int)_core.identities.commNode.getNext(); node = new CommunicationNode(commNodeId); node.userId = DefaultUser; node.positionX = 5001; node.positionY = 5001; node.sysX = null; node.sysY = null; node.connectionType = 0; node.connectionId = _core.ships[1].id; node.activ = true; node.unformattedName = ""; node.name = ""; _core.commNodes.TryAdd(commNodeId, node); commNodeField = new SpacegameServer.Core.NodeQuadTree.Field(node.positionX, node.positionY); _core.nodeQuadTree.insertNode(commNodeField, node.id); }
public override void Initialize() { if (Instance != null) { Log("Warning: " + this.GetType().Name + " is a singleton. Trying to create more than one may cause issues!"); return; } Instance = this; comms = new CommunicationNode(); comms.EnableNode(this); Log(this.GetType().Name + " initializing!"); SetupDefaulSettings(); UnRegisterCallbacks(); RegisterCallbacks(); }