コード例 #1
0
ファイル: FixturesContainer.cs プロジェクト: xTheLifex/SS3D
        public Fixture[] GetAllFixtures()
        {
            List <Fixture> fixtures = new List <Fixture>();

            foreach (TileFixtureLayers layer in TileDefinition.GetTileFixtureLayerNames())
            {
                fixtures.Add(GetTileFixtureAtLayer(layer));
            }

            foreach (WallFixtureLayers layer in TileDefinition.GetWallFixtureLayerNames())
            {
                fixtures.Add(GetWallFixtureAtLayer(layer));
            }

            foreach (FloorFixtureLayers layer in TileDefinition.GetFloorFixtureLayerNames())
            {
                fixtures.Add(GetFloorFixtureAtLayer(layer));
            }

            return(fixtures.ToArray());
        }
コード例 #2
0
ファイル: TileManager.cs プロジェクト: onebigames/SS3D
        public static TileDefinition ReadNetworkableTileDefinition(this NetworkReader reader)
        {
            TileDefinition tileDefinition = new TileDefinition();

            tileDefinition.fixtures = new FixturesContainer();

            // Read plenum
            string plenumName = reader.ReadString();

            if (!string.IsNullOrEmpty(plenumName))
            {
                tileDefinition.plenum = plenums.FirstOrDefault(plenum => plenum.name == plenumName);
                if (tileDefinition.plenum == null)
                {
                    Debug.LogError($"Network recieved plenum with name {plenumName} could not be found");
                }
            }

            // Read turf
            string turfName = reader.ReadString();

            if (!string.IsNullOrEmpty(turfName))
            {
                tileDefinition.turf = turfs.FirstOrDefault(turf => turf.name == turfName);
                if (tileDefinition.turf == null)
                {
                    Debug.LogError($"Network recieved turf with name {turfName} could not be found");
                }
            }

            // Read tile fixtures
            foreach (TileFixtureLayers layer in TileDefinition.GetTileFixtureLayerNames())
            {
                string fixtureName = reader.ReadString();
                if (!string.IsNullOrEmpty(fixtureName))
                {
                    TileFixture tf = (TileFixture)fixtures.FirstOrDefault(fixture => fixture.name == fixtureName);

                    tileDefinition.fixtures.SetTileFixtureAtLayer(tf, layer);
                    if (tf == null)
                    {
                        Debug.LogError($"Network recieved fixture with name {fixtureName} could not be found");
                    }
                }
            }

            // Read wall fixtures
            foreach (WallFixtureLayers layer in TileDefinition.GetWallFixtureLayerNames())
            {
                string fixtureName = reader.ReadString();
                if (!string.IsNullOrEmpty(fixtureName))
                {
                    WallFixture wf = (WallFixture)fixtures.FirstOrDefault(fixture => fixture.name == fixtureName);

                    tileDefinition.fixtures.SetWallFixtureAtLayer(wf, layer);
                    if (wf == null)
                    {
                        Debug.LogError($"Network recieved fixture with name {fixtureName} could not be found");
                    }
                }
            }

            // Read floor fixtures
            foreach (FloorFixtureLayers layer in TileDefinition.GetFloorFixtureLayerNames())
            {
                string fixtureName = reader.ReadString();
                if (!string.IsNullOrEmpty(fixtureName))
                {
                    FloorFixture ff = (FloorFixture)fixtures.FirstOrDefault(fixture => fixture.name == fixtureName);

                    tileDefinition.fixtures.SetFloorFixtureAtLayer(ff, layer);
                    if (ff == null)
                    {
                        Debug.LogError($"Network recieved fixture with name {fixtureName} could not be found");
                    }
                }
            }

            // If the boolean is false, subStates should be null.
            if (reader.ReadBoolean())
            {
                using (var stream = new MemoryStream(reader.ReadBytesAndSize()))
                {
                    tileDefinition.subStates = new BinaryFormatter().Deserialize(stream) as object[];
                }
            }

            // TODO: Should substates be initialized to null array?
            return(tileDefinition);
        }
コード例 #3
0
ファイル: TileManager.cs プロジェクト: onebigames/SS3D
        // TODO: This could be made more efficient. Especially when the subStates are all nulls.

        public static void WriteNetworkableTileDefinition(this NetworkWriter writer, TileDefinition definition)
        {
            // Write plenum
            writer.WriteString(definition.plenum?.name ?? "");

            // Write turf
            writer.WriteString(definition.turf?.name ?? "");

            // Write all tile fixtures
            foreach (TileFixtureLayers layer in TileDefinition.GetTileFixtureLayerNames())
            {
                Fixture f = definition.fixtures.GetTileFixtureAtLayer(layer);
                if (f)
                {
                    writer.WriteString(f.name ?? "");
                }
                else
                {
                    writer.WriteString("");
                }
            }

            // Write all wall fixtures
            foreach (WallFixtureLayers layer in TileDefinition.GetWallFixtureLayerNames())
            {
                Fixture f = definition.fixtures.GetWallFixtureAtLayer(layer);
                if (f)
                {
                    writer.WriteString(f.name ?? "");
                }
                else
                {
                    writer.WriteString("");
                }
            }

            // Write all floor fixtures
            foreach (FloorFixtureLayers layer in TileDefinition.GetFloorFixtureLayerNames())
            {
                Fixture f = definition.fixtures.GetFloorFixtureAtLayer(layer);
                if (f)
                {
                    writer.WriteString(f.name ?? "");
                }
                else
                {
                    writer.WriteString("");
                }
            }

            // Use C# serializer to serialize the object array, cos the Mirror one isn't powerful enough.

            // Can't serialize null values so put a boolean indicating array presence first
            if (definition.subStates == null || definition.subStates.All(obj => obj == null))
            {
                writer.WriteBoolean(false);
            }
            else
            {
                writer.WriteBoolean(true);

                using (var stream = new MemoryStream()) {
                    new BinaryFormatter().Serialize(stream, definition.subStates);
                    writer.WriteBytesAndSize(stream.ToArray());
                }
            }
        }
コード例 #4
0
ファイル: FixturesContainer.cs プロジェクト: xTheLifex/SS3D
        // Remove the selection if the option is impossible
        // For example: tables cannot be build in walls, or wall fixtures cannot be build on floors
        public static TileDefinition ValidateFixtures(TileDefinition tileDefinition)
        {
            bool   altered = false;
            string reason  = "";

            // If lattice, remove tile fixtures
            if (tileDefinition.plenum.name.Contains("Lattice"))
            {
                foreach (TileFixtureLayers layer in TileDefinition.GetTileFixtureLayerNames())
                {
                    if (tileDefinition.fixtures.GetTileFixtureAtLayer(layer) != null)
                    {
                        altered = true;
                        tileDefinition.fixtures.SetTileFixtureAtLayer(null, layer);
                    }
                }
                if (altered)
                {
                    reason += "Lattices do not support any wall/floor fixture.\n";
                }
            }

            if (((tileDefinition.turf != null && tileDefinition.turf.isWall) || tileDefinition.turf == null) && tileDefinition.plenum.name.Contains("Lattice"))
            {
                // Remove floor fixtures
                foreach (FloorFixtureLayers layer in TileDefinition.GetFloorFixtureLayerNames())
                {
                    if (tileDefinition.fixtures.GetFloorFixtureAtLayer(layer) != null)
                    {
                        altered = true;
                        reason += "Cannot set a floor fixture on lattice.\n";
                        Debug.Log("Cannot set a floor fixture on lattice");
                        tileDefinition.fixtures.SetFloorFixtureAtLayer(null, layer);
                    }
                }
            }

            if ((tileDefinition.turf != null && !tileDefinition.turf.isWall) || tileDefinition.turf == null || tileDefinition.plenum.name.Contains("Lattice"))
            {
                // Remove wall fixtures
                foreach (WallFixtureLayers layer in TileDefinition.GetWallFixtureLayerNames())
                {
                    if (tileDefinition.fixtures.GetWallFixtureAtLayer(layer) != null)
                    {
                        altered = true;
                        reason += "Cannot set a wall fixture when there is no wall.\n";
                        Debug.Log("Cannot set a wall fixture when there is no wall");
                    }

                    tileDefinition.fixtures.SetWallFixtureAtLayer(null, layer);
                }
            }

            // Prevent low wall mounts on glass walls and reinforced glass walls
            if (tileDefinition.turf != null && tileDefinition.turf.isWall && tileDefinition.turf.name.Contains("GlassWall"))
            {
                foreach (WallFixtureLayers layer in TileDefinition.GetWallFixtureLayerNames())
                {
                    if (layer == WallFixtureLayers.LowWallNorth || layer == WallFixtureLayers.LowWallEast || layer == WallFixtureLayers.LowWallSouth || layer == WallFixtureLayers.LowWallWest)
                    {
                        if (tileDefinition.fixtures.GetWallFixtureAtLayer(layer) != null)
                        {
                            altered = true;
                            reason += "Glass walls do not allow low wall fixtures.\n";
                            tileDefinition.fixtures.SetWallFixtureAtLayer(null, layer);
                        }
                    }
                }
            }

            // Restrict pipes to their own layer
            TileFixture pipe = tileDefinition.fixtures.GetTileFixtureAtLayer(TileFixtureLayers.Pipe1);

            if (pipe != null && !pipe.name.Contains("1"))
            {
                altered = true;
                tileDefinition.fixtures.SetTileFixtureAtLayer(null, TileFixtureLayers.Pipe1);
            }

            pipe = tileDefinition.fixtures.GetTileFixtureAtLayer(TileFixtureLayers.Pipe2);
            if (pipe != null && !pipe.name.Contains("2"))
            {
                altered = true;
                tileDefinition.fixtures.SetTileFixtureAtLayer(null, TileFixtureLayers.Pipe2);
            }

            pipe = tileDefinition.fixtures.GetTileFixtureAtLayer(TileFixtureLayers.Pipe3);
            if (pipe != null && !pipe.name.Contains("3"))
            {
                altered = true;
                tileDefinition.fixtures.SetTileFixtureAtLayer(null, TileFixtureLayers.Pipe3);
            }

#if UNITY_EDITOR
            if (altered)
            {
                EditorUtility.DisplayDialog("Fixture combination", "Invalid because of the following: \n\n" +
                                            reason +
                                            "\n" +
                                            "Definition has been reset.", "ok");
            }
#endif

            return(tileDefinition);
        }