コード例 #1
0
    //Function to load faction data
    public static FactionData[] LoadFactions(FactionData[] factionData)
    {
        //Clears current faction data
        ClearFactions(factionData.Length);
        for (int i = 0; i < factionData.Length; i++)
        {
            //Faction variable assignment
            factions[i]                   = factionData[i];
            factions[i].homeSystem        = GalaxyGenerator.GetGalaxyNodeFromID(factionData[i].homeSystemID, GalaxyGenerator.GetAllGalaxySystems());
            factions[i].exploredSystems   = new List <GalaxyNode>();
            factions[i].ownedSystems      = new List <GalaxyNode>();
            factions[i].ownedSystemIDs    = new List <int>();
            factions[i].exploredSystemIDs = new List <int>();
            factions[i].resourceData      = ResetFactionResourceData(factions[i].factionID);


            //Get all explored systems
            for (int j = 0; j < factionData[i].exploredSystemIDs.Count; j++)
            {
                GalaxyNode newNode = GalaxyGenerator.GetGalaxyNodeFromID(factionData[i].exploredSystemIDs[j], GalaxyGenerator.GetAllGalaxySystems());
                AddExploredSystem(factions[i].factionID, newNode);
            }
            //Get all owned systems
            for (int j = 0; j < factionData[i].ownedSystemIDs.Count; j++)
            {
                GalaxyNode newNode = GalaxyGenerator.GetGalaxyNodeFromID(factionData[i].ownedSystemIDs[j], GalaxyGenerator.GetAllGalaxySystems());
                AddControlledSystem(factions[i].factionID, newNode);
            }
        }
        SaveData.current.factions = factions;
        return(factions);
    }
コード例 #2
0
ファイル: GalaxyNode.cs プロジェクト: JensenJ/SpaceRTS
 //Adding actual nodes to list
 public void AddConnectingNode(GalaxyNode nodeToConnect)
 {
     if (!connectingNodes.Contains(nodeToConnect))
     {
         connectingNodes.Add(nodeToConnect);
     }
 }
コード例 #3
0
 //Update the amount of a resource a faction collects for a period of time.
 private static void UpdateResourceInflux(int factionID, GalaxyNode resourceNode)
 {
     if (factionID < factions.Length && factionID >= 0)
     {
         GalaxyNodeResourceData[] resources = resourceNode.GetResourcesData();
         //For every resource in the node
         for (int i = 0; i < resources.Length; i++)
         {
             //Get faction data
             FactionData data = GetFactionData(factionID);
             //For every resource the faction can collect
             for (int j = 0; j < data.resourceData.Length; j++)
             {
                 if (data.resourceData[j].resourceType == resources[i].resourceType)
                 {
                     //If the producing resource node is enabled (has the faction built a mining rig? etc..)
                     if (resources[i].isEnabled)
                     {
                         //Add to resource influx
                         data.resourceData[j].resourceInflux += resources[i].productionRate;
                     }
                 }
             }
         }
     }
 }
コード例 #4
0
    //Adds an explored system to the list
    public static void AddExploredSystem(int factionID, GalaxyNode newExploredSystem)
    {
        if (factionID < factions.Length && factionID >= 0)
        {
            //Check the system is not already in the list
            bool        alreadyInList   = false;
            bool        alreadyInIDList = false;
            FactionData data            = factions[factionID];
            for (int i = 0; i < data.exploredSystems.Count; i++)
            {
                if (data.exploredSystems.Contains(newExploredSystem))
                {
                    alreadyInList = true;
                }
                if (data.exploredSystemIDs.Contains(newExploredSystem.nodeID))
                {
                    alreadyInIDList = true;
                }
            }

            //If allowed to proceed
            if (alreadyInList == false)
            {
                factions[factionID].exploredSystems.Add(newExploredSystem);
            }
            if (alreadyInIDList == false)
            {
                factions[factionID].exploredSystemIDs.Add(newExploredSystem.nodeID);
            }
        }
    }
コード例 #5
0
 //Function to remove an explored system from the list
 public static void RemoveExploredSystem(int factionID, GalaxyNode systemToRemove)
 {
     if (factionID < factions.Length && factionID >= 0)
     {
         FactionData data = factions[factionID];
         data.exploredSystems.Remove(systemToRemove);
         data.exploredSystemIDs.Remove(systemToRemove.nodeID);
     }
 }
コード例 #6
0
 //Function to remove a controlled system from the list
 public static void RemoveControlledSystem(int factionID, GalaxyNode systemToRemove)
 {
     if (factionID < factions.Length && factionID >= 0)
     {
         FactionData data = factions[factionID];
         data.ownedSystems.Remove(systemToRemove);
         data.ownedSystemIDs.Remove(systemToRemove.nodeID);
         UpdateResourceInflux(factionID, systemToRemove);
     }
 }
コード例 #7
0
ファイル: GalaxyGenerator.cs プロジェクト: JensenJ/SpaceRTS
 public static GalaxyNode GetGalaxyNodeFromID(int nodeID, GameObject[] nodesToSearch)
 {
     for (int i = 0; i < nodesToSearch.Length; i++)
     {
         GalaxyNode node = nodesToSearch[i].GetComponent <GalaxyNode>();
         if (nodeID == node.nodeID)
         {
             return(node);
         }
     }
     return(null);
 }
コード例 #8
0
    public void GetObjectData(object obj, SerializationInfo info, StreamingContext context)
    {
        GalaxyNode node = (GalaxyNode)obj;

        info.AddValue("xPos", node.position.x);
        info.AddValue("yPos", node.position.y);
        info.AddValue("zPos", node.position.z);
        info.AddValue("id", node.nodeID);
        info.AddValue("ring", node.currentRing);
        info.AddValue("features", node.features);
        info.AddValue("resources", node.resources);
        info.AddValue("ships", node.ships);
    }
コード例 #9
0
    // Update is called once per frame
    void Update()
    {
        if (canInteract)
        {
            //If left mouse button clicked
            if (Input.GetMouseButtonDown(0))
            {
                //Get mouse position
                Vector3 mousePos   = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                Vector2 mousePos2D = new Vector2(mousePos.x, mousePos.y);

                //Raycast and return information
                RaycastHit2D hit = Physics2D.Raycast(mousePos2D, Vector2.zero);
                //If something was hit
                if (hit.collider != null)
                {
                    //Disable info panel on last selected node
                    if (previouslySelectedNode != null)
                    {
                        previouslySelectedNode.DisableInfoPanel();
                    }
                    //Get node data
                    currentlySelectedNode = hit.transform.gameObject.GetComponent <GalaxyNode>();
                    if (currentlySelectedNode != null)
                    {
                        previouslySelectedNode = currentlySelectedNode;
                        //Do something to node, e.g. get resource data.
                        GalaxyNodeResourceData[] data = currentlySelectedNode.GetResourcesData();
                        for (int i = 0; i < data.Length; i++)
                        {
                            //Debug.Log(data[i].resourceType + " amount: " + data[i].totalResource + " at a rate of: " + data[i].productionRate);
                            currentlySelectedNode.EnableResource(i);
                        }
                        Factions.RemoveControlledSystem(currentlySelectedNode.GetOwningFactionID(), currentlySelectedNode);
                        Factions.AddControlledSystem(playerFactionID, currentlySelectedNode);
                        Factions.CheckForCapitulation();
                        currentlySelectedNode.AddShip(Ships.CreateNewShip(currentlySelectedNode, Ships.ShipType.Exploration));
                        currentlySelectedNode.EnableInfoPanel();
                    }
                }
                else
                {
                    if (previouslySelectedNode != null)
                    {
                        previouslySelectedNode.DisableInfoPanel();
                    }
                }
            }
        }
    }
コード例 #10
0
    public object SetObjectData(object obj, SerializationInfo info, StreamingContext context, ISurrogateSelector selector)
    {
        GalaxyNode node = (GalaxyNode)obj;

        node.position.x  = (float)info.GetValue("xPos", typeof(float));
        node.position.y  = (float)info.GetValue("yPos", typeof(float));
        node.position.z  = (float)info.GetValue("zPos", typeof(float));
        node.nodeID      = (int)info.GetValue("id", typeof(int));
        node.currentRing = (int)info.GetValue("ring", typeof(int));
        node.features    = (List <GalaxyNode.SystemFeatures>)info.GetValue("features", typeof(List <GalaxyNode.SystemFeatures>));
        node.resources   = (List <GalaxyNodeResourceData>)info.GetValue("resources", typeof(List <GalaxyNodeResourceData>));
        node.ships       = (List <ShipData>)info.GetValue("ships", typeof(List <ShipData>));

        obj = node;
        return(obj);
    }
コード例 #11
0
    //Creates a new ship and adds it to the array
    public static ShipData CreateNewShip(GalaxyNode spawnSystem, ShipType type)
    {
        int      owningID = spawnSystem.GetOwningFactionID();
        ShipData ship     = new ShipData
        {
            shipID          = ships.Count,
            owningFactionID = owningID,
            shipType        = type,
            shipHealth      = 100,
            shipShield      = 100,
            shipDamage      = 10,
            shipSpeed       = 100,
        };

        ships.Add(ship);
        return(ship);
    }
コード例 #12
0
ファイル: GalaxyGenerator.cs プロジェクト: JensenJ/SpaceRTS
    //Determines which nodes should be resource nodes
    void GenerateResourceNodes(GalaxyGenerationResourceData data, int currentResource)
    {
        //Repeat for the number of nodes that are designated as the nodetype
        for (int i = 0; i < data.currentNodeCount; i++)
        {
            //Random node
            GalaxyNode node = systems[Random.Range(0, systems.Length)].GetComponent <GalaxyNode>();
            //Null pointer check
            if (node != null)
            {
                //Node resource addition
                node.AddResource(data.nodeResourceType, Mathf.FloorToInt(data.resourceRichnessMultiplier * Random.Range(data.minResourceRichness, data.maxResourceRichness)), Random.Range(data.minProductionRate, data.maxProductionRate));

                //Loading calculation
                resourceLoading = Mathf.Clamp01((float)(i * (currentResource + 1)) / (float)(systemResourcesData.Length * data.currentNodeCount));
            }
        }
    }
コード例 #13
0
    //Adds an owned system to the list
    public static void AddControlledSystem(int factionID, GalaxyNode newControlledSystem)
    {
        if (factionID < factions.Length && factionID >= 0)
        {
            //Check the system is not already in the list
            bool        alreadyInList   = false;
            bool        alreadyInIDList = false;
            FactionData data            = factions[factionID];
            for (int i = 0; i < data.ownedSystems.Count; i++)
            {
                if (data.ownedSystems.Contains(newControlledSystem))
                {
                    alreadyInList = true;
                }
                if (data.ownedSystemIDs.Contains(newControlledSystem.nodeID))
                {
                    alreadyInIDList = true;
                }
            }

            //If its new to the list
            if (alreadyInList == false)
            {
                //Add to explored systems, incase it wasnt added before
                AddExploredSystem(factionID, newControlledSystem);
                //Adding to controlled lists
                factions[factionID].ownedSystems.Add(newControlledSystem);
                newControlledSystem.SetOwningFaction(factionID);
                UpdateResourceInflux(factionID, newControlledSystem);
            }
            if (alreadyInIDList == false)
            {
                factions[factionID].ownedSystemIDs.Add(newControlledSystem.nodeID);
            }
        }
    }
コード例 #14
0
    //Create faction data array randomly.
    public static FactionData[] CreateFactions(int numberOfFactionsToCreate, GameObject[] systems)
    {
        numberOfFactions = numberOfFactionsToCreate;
        factions         = new FactionData[numberOfFactions];
        GameObject[] homeSystems = new GameObject[numberOfFactions];
        //For every faction to create
        for (int i = 0; i < numberOfFactionsToCreate; i++)
        {
            //Faction identifiers
            factions[i].factionID     = i;
            factions[i].factionName   = "Faction" + Random.Range(0, 100);
            factions[i].factionColour = new Color(Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f));

            //Home / Starting system
            GalaxyNode homeSystem = systems[Random.Range(0, systems.Length)].GetComponent <GalaxyNode>();

            //Validating faction system, prevents positioning multiple factions inside same system.
            bool valid = true;
            for (int j = 0; j < homeSystems.Length; j++)
            {
                //If the system is already in the array
                if (homeSystems[j] == homeSystem.gameObject)
                {
                    //It is not valid
                    valid = false;
                }
            }

            //If positioning is valid
            if (valid == true)
            {
                //Basic setup
                factions[i].homeSystem = homeSystem;
                homeSystem.AddSystemFeature(GalaxyNode.SystemFeatures.Planet);
                homeSystem.SetOwningFaction(i);
                factions[i].homeSystemID   = homeSystem.nodeID;
                homeSystems[i]             = homeSystem.gameObject;
                factions[i].hasCapitulated = false;

                //Assigning Galaxy node arrays
                factions[i].exploredSystems   = new List <GalaxyNode>();
                factions[i].ownedSystems      = new List <GalaxyNode>();
                factions[i].exploredSystemIDs = new List <int>();
                factions[i].ownedSystemIDs    = new List <int>();

                //Resource assigning
                factions[i].resourceData = ResetFactionResourceData(factions[i].factionID);

                //Add homesystem to explored and owned systems
                AddExploredSystem(factions[i].factionID, factions[i].homeSystem);
                AddControlledSystem(factions[i].factionID, factions[i].homeSystem);

                //Update resources
                UpdateResourceInflux(i, homeSystem);
            }
            else
            {
                i--;
            }
        }
        return(factions);
    }
コード例 #15
0
ファイル: GalaxyGenerator.cs プロジェクト: JensenJ/SpaceRTS
    //Coroutine to spawn the galaxy, coroutine needed otherwise performance is awful.
    IEnumerator CreateGalaxyCoroutine()
    {
        for (int k = 0; k < numberOfTimesToGenerate; k++)
        {
            //Resetting loading bars
            positionLoading  = 0.0f;
            collisionLoading = 0.0f;
            resourceLoading  = 0.0f;
            connectLoading   = 0.0f;
            totalLoading     = 0.0f;

            numberOfSystemsGenerated = 0;
            startTime = Time.time;

            //If random generation
            if (randomGeneration == true)
            {
                systemDensity      = Random.Range(0.10f, 0.12f);
                systemCenterRadius = Random.Range(0.0f, 25.0f);
                systemRingCount    = Random.Range(4, 7);
                systemRingWidth    = Random.Range(3.5f, 4.5f);
            }

            //Calculating other variables using randomly generated or selected values
            systemRadius   = systemRingCount * ringIntervalMultiplier;
            generationCost = systemRingCount * systemRingWidth * systemDensity;

            //Generation cost warnings
            if (generationCost > 6.0f)
            {
                Debug.LogWarning("High generation cost");
            }
            else if (generationCost > 4.0f)
            {
                Debug.LogWarning("Medium generation cost");
            }
            else
            {
                Debug.Log("Low generation cost");
            }

            //Array assignments
            densities[k]          = systemDensity;
            centerRadii[k]        = systemCenterRadius;
            ringCounts[k]         = systemRingCount;
            ringWidths[k]         = systemRingWidth;
            collisionDistances[k] = systemCollisionDistance;
            radii[k]           = systemRadius;
            ringIntervals[k]   = ringIntervalMultiplier;
            generationCosts[k] = generationCost;

            //For each system ring
            for (int i = 0; i < systemRingCount; i++)
            {
                //Calculate segment size and ring radius

                float segmentSize = (systemRadius - systemCenterRadius) / systemRingCount;
                float ringRadius  = segmentSize * (i + 1);

                //Calculate ring radius min/max
                float minRingRadius = ringRadius - systemRingWidth;
                float maxRingRadius = ringRadius + systemRingWidth;

                //Calculate ring area
                float upperArea = maxRingRadius * maxRingRadius * Mathf.PI;
                float lowerArea = minRingRadius * minRingRadius * Mathf.PI;
                float ringArea  = upperArea - lowerArea;

                //Calculate number of systems for each ring using formula: mass (number of systems) = density * volume (area).
                int numberOfSystemsForRing = Mathf.FloorToInt(systemDensity * ringArea);

                //Instantiate ring object for ring image, give gameobject ring name
                GameObject galaxyRing = Instantiate(ringPrefab, new Vector2(0, 0), Quaternion.identity, transform);
                galaxyRing.name = "GalaxyRing " + (i + 1);

                for (int j = 0; j < numberOfSystemsForRing; j++)
                {
                    //Spawn systems randomly
                    float   angle  = Random.Range(0.0f, 1.0f) * Mathf.PI * 2f;
                    Vector2 newPos = new Vector2(Mathf.Cos(angle) * (ringRadius + systemCenterRadius) + Random.Range(-systemRingCount, systemRingWidth),
                                                 Mathf.Sin(angle) * (ringRadius + systemCenterRadius) + Random.Range(-systemRingWidth, systemRingWidth));

                    //Calculate position
                    GameObject node = Instantiate(systemPrefab, newPos, Quaternion.identity, transform.GetChild(i));
                    node.GetComponent <GalaxyNode>().currentRing = i + 1;
                    if (j % coroutineGenerateYieldIntervals == 0)
                    {
                        yield return(null);
                    }
                }
                //Loading calculation
                positionLoading = Mathf.Clamp01((float)i / (float)systemRingCount);
            }
            positionLoading = 1.0f;
            //Get all current systems within scene
            systems = GetAllGalaxySystems();

            if (systemCollisions == true)
            {
                //Remove colliding systems (check if they are valid)
                for (int i = 0; i < systems.Length; i++)
                {
                    //Get all systems within range of systems[i]
                    GameObject[] systemsToDestroy = CheckRangeOfSystems(systems[i], systems, systemCollisionDistance, true);
                    //Destroy those systems
                    for (int j = 0; j < systemsToDestroy.Length; j++)
                    {
                        DestroyImmediate(systemsToDestroy[j]);
                    }
                    //Coroutine yield interval
                    if (i % coroutineCollisionYieldIntervals == 0)
                    {
                        yield return(null);
                    }
                    //Loading calculation
                    collisionLoading = Mathf.Clamp01((float)i / (float)systems.Length);
                }
                //Get all current systems within scene after some have been removed
                systems = GetAllGalaxySystems();
            }
            collisionLoading = 1.0f;

            //Calculate number of systems
            numberOfSystemsGenerated = systems.Length;
            numberOfSystems[k]       = numberOfSystemsGenerated;

            //If resources are enabled
            if (systemResources == true)
            {
                //For every resource in galaxy gen data
                for (int i = 0; i < systemResourcesData.Length; i++)
                {
                    //Generating resource data
                    systemResourcesData[i].currentNodeCount = Mathf.FloorToInt(systemResourcesData[i].resourcePercentage / 100 * systems.Length);
                    GenerateResourceNodes(systemResourcesData[i], i);
                }
            }
            resourceLoading = 1.0f;

            //For every system
            SaveData.current.galaxyNodes = new List <GalaxyNode>();
            for (int i = 0; i < systems.Length; i++)
            {
                if (systems[i] != null)
                {
                    //Get node
                    GalaxyNode node = systems[i].GetComponent <GalaxyNode>();

                    if (systemConnections)
                    {
                        //Generate connecting nodes for every node, used in AI pathfinding
                        GameObject[] systemsToConnect = CheckRangeOfSystems(systems[i], systems, systemConnectRange, false);
                        //Connect these nodes
                        for (int j = 0; j < systemsToConnect.Length; j++)
                        {
                            //Add to connecting node list
                            GalaxyNode currentConnectNode = systemsToConnect[j].GetComponent <GalaxyNode>();
                            node.AddConnectingNode(currentConnectNode);
                            //Coroutine yield interval
                            if (i % coroutineCollisionYieldIntervals == 0)
                            {
                                yield return(null);
                            }
                        }
                        //Loading calculation
                        connectLoading = Mathf.Clamp01((float)i / (float)systems.Length);
                    }

                    //Node setup
                    node.name   = "Node " + i;
                    node.nodeID = i;
                    node.CreateNodeUI(nodeUIPrefab, nodeResourceInfoUI);
                    node.UpdateGalaxyNodeData(node.currentRing, node.nodeID, node.features, node.ships);
                    //coroutine yield check
                    if (i % coroutineResourceYieldIntervals == 0)
                    {
                        yield return(null);
                    }
                    SaveData.current.galaxyNodes.Add(node);
                }
            }
            connectLoading = 1.0f;

            //If factions are enabled.
            if (systemFactions == true)
            {
                //Create faction starting systems.
                factions = Factions.CreateFactions(numberOfFactions, systems);
                SaveData.current.factions = factions;
                float x = factions[0].homeSystem.transform.position.x;
                float y = factions[0].homeSystem.transform.position.y;

                playerCamera.GetComponent <CameraMovement>().InitializeCameraSettings(new Vector3(x, y, -10), systemRadius, 15.0f, systemRadius);
            }

            //Calculate time taken
            timings[k] = Time.time - startTime;
            if (debugMode == true)
            {
                RunDebugging(k);
                currentGeneration++;
            }
        }
    }
コード例 #16
0
ファイル: GalaxyGenerator.cs プロジェクト: JensenJ/SpaceRTS
    //Coroutine to load the galaxy map
    IEnumerator LoadGalaxyCoroutine(List <GalaxyNode> nodeData)
    {
        //Reset loading bars
        positionLoading  = 0.0f;
        collisionLoading = 0.0f;
        resourceLoading  = 0.0f;
        connectLoading   = 0.0f;
        totalLoading     = 0.0f;

        yield return(new WaitForSeconds(0.1f));

        //Calculate number of rings
        int numberOfRings = 0;

        for (int i = 0; i < nodeData.Count; i++)
        {
            numberOfRings = nodeData[i].currentRing;
        }
        //Instantiate those rings
        for (int i = 0; i < numberOfRings; i++)
        {
            GameObject ring = Instantiate(ringPrefab, new Vector3(0, 0), Quaternion.identity, transform);
            ring.name = "GalaxyRing " + (i + 1);
        }

        //For every node to be created
        for (int i = 0; i < nodeData.Count; i++)
        {
            //Instantiate to a position
            int        currentIteration = i;
            GameObject node             = Instantiate(systemPrefab, nodeData[i].position, Quaternion.identity, transform.GetChild(nodeData[i].currentRing - 1));
            node.name = "Node " + currentIteration;

            GalaxyNode galaxyNode = node.GetComponent <GalaxyNode>();
            galaxyNode.UpdateGalaxyNodeData(nodeData[i].currentRing, nodeData[i].nodeID, nodeData[i].features, nodeData[i].ships);

            if (i % coroutineGenerateYieldIntervals == 0)
            {
                yield return(null);
            }
            positionLoading = Mathf.Clamp01((float)i / (float)systemRingCount);
        }

        positionLoading  = 1.0f;
        collisionLoading = 1.0f;

        //Array creation
        GameObject[] nodeObjects = GetAllGalaxySystems();

        for (int i = 0; i < nodeObjects.Length; i++)
        {
            GalaxyNode galaxyNode = nodeObjects[i].GetComponent <GalaxyNode>();
            galaxyNode.resources = nodeData[i].resources;
            resourceLoading      = Mathf.Clamp01((float)i / (float)nodeObjects.Length);
        }
        resourceLoading = 1.0f;

        for (int i = 0; i < nodeObjects.Length; i++)
        {
            if (nodeObjects[i] != null)
            {
                //Get node
                GalaxyNode node = nodeObjects[i].GetComponent <GalaxyNode>();

                if (systemConnections)
                {
                    //Generate connecting nodes for every node, used in AI pathfinding
                    GameObject[] systemsToConnect = CheckRangeOfSystems(nodeObjects[i], nodeObjects, systemConnectRange, false);
                    //Connect these nodes
                    for (int j = 0; j < systemsToConnect.Length; j++)
                    {
                        //Add to connecting node list
                        GalaxyNode currentConnectNode = systemsToConnect[j].GetComponent <GalaxyNode>();;
                        node.AddConnectingNode(currentConnectNode);
                        //Coroutine yield interval
                        if (i % coroutineCollisionYieldIntervals == 0)
                        {
                            yield return(null);
                        }
                    }
                    //Loading calculation
                    connectLoading = Mathf.Clamp01((float)i / (float)nodeObjects.Length);
                }
                node.CreateNodeUI(nodeUIPrefab, nodeResourceInfoUI);

                //coroutine yield check
                if (i % coroutineResourceYieldIntervals == 0)
                {
                    yield return(null);
                }
            }
        }
        connectLoading = 1.0f;

        factions = Factions.LoadFactions(SaveData.current.factions);
    }