private static ShipTemplate workShipTemplate;                       //The current ShipTemplate we're working with.

        //Called to build all the game's crucial dictionaries from XML.
        public static void BuildDicts()
        {
            //Calls internal methods within the class for brevity.
            BuildStellarObjectTemplateDict();
            BuildShipTemplateDict();

            //Temporary UI texture set up. Will probably set up a UI material dictionary.
            workMat                        = new Material(Shader.Find("Sprites/Default"));
            workMat.mainTexture            = Resources.Load("Textures/UI/Selection") as Texture2D;
            workMat.mainTexture.filterMode = FilterMode.Bilinear;
            MatDict.SetMaterial("Selection", workMat);
        }
Exemplo n.º 2
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        //Called upon starting by the Unity engine.
        void Start()
        {
            Settings.LoadSettings();                    //Loads the settings of the game.

            QualitySettings.vSyncCount = 60;            //Sets the frame rate cap used by Unity.

            StellarObjectTemplateDict.Initialize();     //Starts up all the crucial dictionaries we need.
            ShipTemplateDict.Initialize();
            MatDict.Initialize();

            StellarPathfinderList.Initialize();         //Starts up the list of StellarPathfinders.

            TemplateManager.BuildDicts();               //Orders the TemplateManager to build all the template dictionaries.

            DisplayManager.CreateDrawMesh();            //Order the DisplayManager to draw the mesh that is used for rendering.

            Galaxy.RandomGenerate(1, 1);                //Orders the Galaxy to randomly generate a 1 by 1 galaxy.

            //For testing purposes, add a simple ship object to the center of the only star system in the galaxy.
            Galaxy.galaxyArray[0, 0].systemObjects[15, 15].AddShip(new Ship("BasicShip", Galaxy.galaxyArray[0, 0], new IntVec2(15, 15)));
        }
Exemplo n.º 3
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        //Called every frame to tell the GPU what meshes to render with what textures and where, essentially.
        public static void DrawPlayScreen()
        {
            //Currently, we're setting the star system to render to the only star system available in the galaxy right now,
            //later, the player will be able to move from system to system.
            renderStarSystem = Galaxy.galaxyArray[0, 0];

            //Once the game knows what system to render, we loop through every possible position in the array.
            //While this might not be the fastest possible way, it's fast enough for now at least.
            for (int x = 0; x < Settings.systemRadius * 2 + 1; x++)
            {
                for (int y = 0; y < Settings.systemRadius * 2 + 1; y++)
                {
                    //Is the position in the array null? If it is, it's meant to be that way, so do nothing.
                    if (renderStarSystem.systemObjects[x, y] != null)
                    {
                        //Grab a temporary reference to the StellarObject contained at x, y position in the system.
                        workStellarObject = renderStarSystem.systemObjects[x, y];

                        //If this StellarObject is the same as the one currently selected by the player...
                        if (workStellarObject == selectedStellarObject)
                        {
                            //...draw the selection icon at the foremost z layer at its position.
                            InternalDrawMesh(x - Settings.systemRadius + drawXOffset, y - Settings.systemRadius + drawYOffset, 0, MatDict.GetMaterial("Selection"));
                        }

                        //Check if ships are present.
                        if (workStellarObject.ShipsPresent())
                        {
                            //If they are, grab a reference to the top-most ship for display purposes, and order it to be rendered.
                            workShip = workStellarObject.GetDisplayedShip();
                            InternalDrawMesh(x - Settings.systemRadius + drawXOffset, y - Settings.systemRadius + drawYOffset, 1, workShip.rotation, MatDict.GetMaterial(workShip.rootTemplate.graphicName));
                        }

                        //Finally, draw whatever texture the StellarObject has, with an EmptySpace background behind it. Eventually, I'll use a single background image
                        //spread across the whole screen instead of an ugly repeating texture.
                        InternalDrawMesh(x - Settings.systemRadius + drawXOffset, y - Settings.systemRadius + drawYOffset, 2, MatDict.GetMaterial(renderStarSystem.systemObjects[x, y].rootTemplate.graphicName));
                        InternalDrawMesh(x - Settings.systemRadius + drawXOffset, y - Settings.systemRadius + drawYOffset, 3, MatDict.GetMaterial("StellarObject_EmptySpace"));
                    }
                }
            }
        }
        //Builds the StellarObjectTemplate dictionary from the XML database.
        public static void BuildStellarObjectTemplateDict()
        {
            //First check if the dictionary is already built.
            if (!stellarObjectTemplateDictBuilt)
            {
                //Try to open StellarObjectDefs.xml
                try
                {
                    reader = new XmlTextReader("Assets/Resources/Defs/StellarObjectDefs.xml");
                }
                catch
                {
                    //Catch the file not being found.
                    Debug.Log("Could not find StellarObjectDefs.xml");
                    return;
                }

                //Continue reading the file until the end.
                while (reader.Read())
                {
                    //Check if the read data is a start element.
                    if (reader.IsStartElement())
                    {
                        //If it is, determine what variable it's referring to, and assign it.
                        switch (reader.Name.ToString())
                        {
                        //Start building a new StellarObjectTemplate.
                        case "StellarObjectTemplate":
                            workStellarObjectTemplate = new StellarObjectTemplate();
                            break;

                        //Assign the graphicName.
                        case "graphicName":
                            workStellarObjectTemplate.SetGraphicName(reader.ReadString());
                            break;

                        //Build the template's material.
                        case "graphicPath":
                            workMat                        = new Material(Shader.Find("Sprites/Default"));
                            workMat.mainTexture            = Resources.Load(reader.ReadString()) as Texture2D;
                            workMat.mainTexture.filterMode = FilterMode.Bilinear;
                            MatDict.SetMaterial(workStellarObjectTemplate.graphicName, workMat);
                            break;
                        }
                    }
                    else
                    {
                        //Otherwise, check if the node is an end element.
                        if (reader.NodeType == XmlNodeType.EndElement)
                        {
                            //Check if this is the end of the template.
                            if (reader.Name.Equals("StellarObjectTemplate"))
                            {
                                //If it is, finalize the template and add it to the dictionary.
                                workStellarObjectTemplate.Finalized();
                                StellarObjectTemplateDict.SetTemplate(workStellarObjectTemplate.graphicName, workStellarObjectTemplate);
                            }
                        }
                    }
                }
                //Ensure the file is closed after reading, and mark the StellarObjectTemplate dictionary as built.
                reader.Close();
                stellarObjectTemplateDictBuilt = true;
            }
            else
            {
                //If it's already built, something went wrong.
                Debug.Log("Attempting to build already built StellarObjectTemplateDict.");
            }
        }
        //Builds the ShipTemplate dictionary from the XML database.
        public static void BuildShipTemplateDict()
        {
            //Check that the dictionary hasn't already been built.
            if (!shipTemplateDictBuilt)
            {
                //First try to read ShipDefs.xml
                try
                {
                    reader = new XmlTextReader("Assets/Resources/Defs/ShipDefs.xml");
                }
                catch
                {
                    //Catch the file not being found.
                    Debug.Log("Could not find ShipDefs.xml");
                    return;
                }

                //Read until the end of the file.
                while (reader.Read())
                {
                    //Check if the element is a start element.
                    if (reader.IsStartElement())
                    {
                        //If it is, determine what variable it's referring to, and assign it.
                        switch (reader.Name.ToString())
                        {
                        //Begin a new ShipTemplate.
                        case "ShipTemplate":
                            workShipTemplate = new ShipTemplate();
                            break;

                        //Assign the graphicName to the template.
                        case "graphicName":
                            workShipTemplate.SetGraphicName(reader.ReadString());
                            break;

                        //Build the material for the template and then add it to the material dictionary.
                        case "graphicPath":
                            workMat                        = new Material(Shader.Find("Sprites/Default"));
                            workMat.mainTexture            = Resources.Load(reader.ReadString()) as Texture2D;
                            workMat.mainTexture.filterMode = FilterMode.Bilinear;
                            MatDict.SetMaterial(workShipTemplate.graphicName, workMat);
                            break;

                        //Assign the movementSpeed to the template.
                        case "movementSpeed":
                            workShipTemplate.SetMovementSpeed(int.Parse(reader.ReadString()));
                            break;
                        }
                    }
                    else
                    {
                        //Check if the node type is an end element.
                        if (reader.NodeType == XmlNodeType.EndElement)
                        {
                            //If it is, is this the end of a template?
                            if (reader.Name.Equals("ShipTemplate"))
                            {
                                //Finalize the template and add it to the ShipTemplate dictionary.
                                workShipTemplate.Finalized();
                                ShipTemplateDict.SetTemplate(workShipTemplate.graphicName, workShipTemplate);
                            }
                        }
                    }
                }
                //Close the file after it's been read and mark the dictionary built.
                reader.Close();
                shipTemplateDictBuilt = true;
            }
            else
            {
                //Otherwise, the dictionary has already been built and something went wrong.
                Debug.Log("Attempting to build already built ShipTemplateDict.");
            }
        }