internal void Populate(UniverseData universeData, EditableData editableData, WUIMenuBuildEditObjects parent) { _data.universeData = universeData; _data.editableData = editableData; _components.nameLabel.text = editableData.name; _components.parent = parent; }
public MainForm() { InitializeComponent(); Assembly a = typeof(MainForm).Assembly; Text += " v" + a.GetName().Version; mUniverseData = new UniverseData(); mStartingSeason = 0; comboBoxSavedGame.Items.Add("(None)"); for (int i = 0; i < mUniverseData.SavedGames.Count; i++) { comboBoxSavedGame.Items.Add(mUniverseData.SavedGames[i].GameName); } if (mUniverseData.SavedGames.Count > 0) { comboBoxSavedGame.SelectedIndex = 0; } string settingsPath = System.IO.Path.Combine(WindowsUtilities.OutputLocation.Get(), "Interrogator.ini"); mSettings = new WindowsUtilities.XMLSettings(settingsPath); }
internal void Populate(UniverseData universeData, WUIMenuBuildEditUniverses parent, Action clickAction) { _data.universeData = universeData; _data.clickAction = clickAction; _components.nameLabel.text = universeData.name; _components.parent = parent; }
public void CreateWorld() { // File structure setup string name = createWorldName.text; int i = 1; string newUnivPath = pUnivDataPath + "/" + name; while (Directory.Exists(newUnivPath)) { newUnivPath = pUnivDataPath + "/" + name + "_" + i; i++; } string univDataPath = newUnivPath + "/univ.dat"; string playerDataPath = newUnivPath + "/player.dat"; Directory.CreateDirectory(newUnivPath); Directory.CreateDirectory(newUnivPath + "/zones"); var fs = File.Create(univDataPath); fs.Close(); fs = File.Create(playerDataPath); fs.Close(); // univ.dat setup UniverseData uData = new UniverseData(); RNGCryptoServiceProvider rng = new RNGCryptoServiceProvider(); byte[] seeds = new byte[16]; rng.GetBytes(seeds); // Adding seeds long seed1 = BitConverter.ToInt64(seeds, 0); long seed2 = BitConverter.ToInt64(seeds, 8); uData.seed1 = seed1; uData.seed2 = seed2; // Writing to univ.dat string univDat = JsonConvert.SerializeObject(uData); File.WriteAllText(univDataPath, univDat, Encoding.UTF8); // player.dat setup PlayerState playerState = new PlayerState(new Inventory(), Vector3.zero, true); string playerDat = JsonConvert.SerializeObject(playerState); File.WriteAllText(playerDataPath, playerDat, Encoding.UTF8); PlayerPrefs.SetString("univPath", newUnivPath); sceneTransition.GoToScene(1); }
internal void Launch(UniverseData universeData) { GameHead.instance.universeData = universeData; GameHead.instance.EnterGameState(GameState.Runtime); Editable editable = ModuleHead.instance.Spawn(universeData.maps[0]); editable.OnAttach(UserHead.instance.localUsers[0]); }
public UniverseData CreateNewUniverse(string name) { var data = new UniverseData() { Name = name }; data.SetupDefaultValues(); return(data); }
internal void Edit(UniverseData universeData, EditableData editableData) { GameHead.instance.universeData = universeData; this.editableData = editableData; GameHead.instance.EnterGameState(GameState.Editor); editable = ModuleHead.instance.Spawn(editableData); editable.transform.position = Vector3.zero; }
public void UE_NewGame() { UniverseData universeData = new UniverseData { name = "test", maps = new List <EditableData>(), objects = new List <EditableData>(), }; wUI.user.userData.universeDatas.Add(universeData); _components.wUIMenuBuildEditExisting.Inspect(universeData); UserHead.SaveAllUsersData(); }
private List <WorldData> CreateSevenWorlds(UniverseData universe) { List <WorldData> worlds = new List <WorldData>(); for (int i = 0; i < 7; i++) { worlds.Add( worldFactory.CreateNewWorld( $"World {i}", universe.Id, i ) ); } return(worlds); }
public UniverseData(UniverseData universeData) { name = universeData.name; uniqueIds = universeData.uniqueIds; maps = new List <EditableData>(); foreach (EditableData editableData in universeData.maps) { maps.Add(new SandboxData((SandboxData)editableData)); } objects = new List <EditableData>(); foreach (EditableData editableData in universeData.objects) { objects.Add(new SandboxObjectData((SandboxObjectData)editableData)); } savedColors = new List <SerializableColor>(universeData.savedColors); }
private static ZoneState GetZone(Vector3Int zone) { PlayerState playerState = GameState.GetInstance()._PlayerState; UniverseData universeData = GameState.GetInstance()._UniverseData; string zoneFolder = $"{PlayerPrefs.GetString("univPath")}/dim{playerState.currentZone.z}/zones/{playerState.currentZone.x},{playerState.currentZone.y}"; // If there's no file with the current zone, create it and store it // If there is, read it and load it zoneDataPath = $"{zoneFolder}/{playerState.currentZone.x}.{playerState.currentZone.y}.zone"; SZoneState newZoneState; Debug.Log("Zone: " + zoneDataPath); if (!File.Exists(zoneDataPath)) { Debug.Log("Creating new zone..."); // Generate all the surrounding ones? Directory.CreateDirectory(zoneFolder); // Create one and write it newZoneState = TerrainGenerator.GenerateNewZone_v0(universeData.seed1, playerState.currentZone); string zoneDat = JsonConvert.SerializeObject(newZoneState); Debug.Log("New portals: " + newZoneState.portalInfo); FileStream fs = File.Create(zoneDataPath); fs.Close(); File.WriteAllText(zoneDataPath, zoneDat, Encoding.UTF8); } else { string zoneDat = File.ReadAllText(zoneDataPath); newZoneState = JsonConvert.DeserializeObject <SZoneState>(zoneDat); // print(zoneDat); // print(newZoneState.tileIDs.Count); } return(new ZoneState(newZoneState)); }
public void Add(UniverseData data) { universes.Add(data); }
internal void Inspect(UniverseData universeData) { _data.universeData = universeData; _components.nameLabel.text = universeData.name; Stack(); }
internal void Inspect(UniverseData universeData) { _data.universeData = universeData; Stack(); Populate(_data.editorType == EditorType.Map ? universeData.maps : universeData.objects); }
internal static SandboxObjectData GetSandboxObjectDataById(UniverseData universeData, int id) { return((SandboxObjectData)universeData.objects.Find(sbo => sbo.id == id)); }