示例#1
0
        public void Init()
        {
            CharacterPrefab.LoadAll();
            MissionPrefab.Init();
            TraitorMissionPrefab.Init();
            MapEntityPrefab.Init();
            MapGenerationParams.Init();
            LevelGenerationParams.LoadPresets();
            ScriptedEventSet.LoadPrefabs();
            Order.Init();
            EventManagerSettings.Init();

            AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
            SkillSettings.Load(GetFilesOfType(ContentType.SkillSettings));
            StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure));
            ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item));
            JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs));
            CorpsePrefab.LoadAll(GetFilesOfType(ContentType.Corpses));
            NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations));
            ItemAssemblyPrefab.LoadAll();
            LevelObjectPrefab.LoadAll();

            GameModePreset.Init();
            LocationType.Init();

            SubmarineInfo.RefreshSavedSubs();

            Screen.SelectNull();

            NetLobbyScreen = new NetLobbyScreen();

            CheckContentPackage();
        }
示例#2
0
        public void Init()
        {
            NPCSet.LoadSets();
            FactionPrefab.LoadFactions();
            CharacterPrefab.LoadAll();
            MissionPrefab.Init();
            TraitorMissionPrefab.Init();
            MapEntityPrefab.Init();
            MapGenerationParams.Init();
            LevelGenerationParams.LoadPresets();
            CaveGenerationParams.LoadPresets();
            OutpostGenerationParams.LoadPresets();
            EventSet.LoadPrefabs();
            Order.Init();
            EventManagerSettings.Init();
            ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item));
            AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
            SkillSettings.Load(GetFilesOfType(ContentType.SkillSettings));
            StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure));
            UpgradePrefab.LoadAll(GetFilesOfType(ContentType.UpgradeModules));
            JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs));
            CorpsePrefab.LoadAll(GetFilesOfType(ContentType.Corpses));
            NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations));
            ItemAssemblyPrefab.LoadAll();
            LevelObjectPrefab.LoadAll();
            BallastFloraPrefab.LoadAll(GetFilesOfType(ContentType.MapCreature));
            TalentPrefab.LoadAll(GetFilesOfType(ContentType.Talents));
            TalentTree.LoadAll(GetFilesOfType(ContentType.TalentTrees));

            GameModePreset.Init();
            DecalManager = new DecalManager();
            LocationType.Init();

            SubmarineInfo.RefreshSavedSubs();

            Screen.SelectNull();

            NetLobbyScreen = new NetLobbyScreen();

            CheckContentPackage();
        }
示例#3
0
        private IEnumerable <object> Load(bool isSeparateThread)
        {
            if (GameSettings.VerboseLogging)
            {
                DebugConsole.NewMessage("LOADING COROUTINE", Color.Lime);
            }

            while (TitleScreen.WaitForLanguageSelection)
            {
                yield return(CoroutineStatus.Running);
            }

            SoundManager = new Sounds.SoundManager();
            SoundManager.SetCategoryGainMultiplier("default", Config.SoundVolume, 0);
            SoundManager.SetCategoryGainMultiplier("ui", Config.SoundVolume, 0);
            SoundManager.SetCategoryGainMultiplier("waterambience", Config.SoundVolume, 0);
            SoundManager.SetCategoryGainMultiplier("music", Config.MusicVolume, 0);
            SoundManager.SetCategoryGainMultiplier("voip", Math.Min(Config.VoiceChatVolume, 1.0f), 0);

            if (Config.EnableSplashScreen && !ConsoleArguments.Contains("-skipintro"))
            {
                var   pendingSplashScreens = TitleScreen.PendingSplashScreens;
                float baseVolume           = MathHelper.Clamp(Config.SoundVolume * 2.0f, 0.0f, 1.0f);
                pendingSplashScreens?.Enqueue(new LoadingScreen.PendingSplashScreen("Content/SplashScreens/Splash_UTG.webm", baseVolume * 0.5f));
                pendingSplashScreens?.Enqueue(new LoadingScreen.PendingSplashScreen("Content/SplashScreens/Splash_FF.webm", baseVolume));
                pendingSplashScreens?.Enqueue(new LoadingScreen.PendingSplashScreen("Content/SplashScreens/Splash_Daedalic.webm", baseVolume * 0.1f));
            }

            //if not loading in a separate thread, wait for the splash screens to finish before continuing the loading
            //otherwise the videos will look extremely choppy
            if (!isSeparateThread)
            {
                while (TitleScreen.PlayingSplashScreen || TitleScreen.PendingSplashScreens.Count > 0)
                {
                    yield return(CoroutineStatus.Running);
                }
            }

            GUI.Init(Window, Config.AllEnabledPackages, GraphicsDevice);
            DebugConsole.Init();

            if (Config.AutoUpdateWorkshopItems)
            {
                Config.WaitingForAutoUpdate = true;
                TaskPool.Add("AutoUpdateWorkshopItemsAsync",
                             SteamManager.AutoUpdateWorkshopItemsAsync(), (task) =>
                {
                    bool result = ((Task <bool>)task).Result;

                    Config.WaitingForAutoUpdate = false;
                });

                while (Config.WaitingForAutoUpdate)
                {
                    yield return(CoroutineStatus.Running);
                }
            }

#if DEBUG
            if (Config.ModBreakerMode)
            {
                Config.SelectCorePackage(ContentPackage.CorePackages.GetRandom());
                foreach (var regularPackage in ContentPackage.RegularPackages)
                {
                    if (Rand.Range(0.0, 1.0) <= 0.5)
                    {
                        Config.EnableRegularPackage(regularPackage);
                    }
                    else
                    {
                        Config.DisableRegularPackage(regularPackage);
                    }
                }
                ContentPackage.SortContentPackages(p =>
                {
                    return(Rand.Int(int.MaxValue));
                });
            }
#endif

            if (Config.AllEnabledPackages.None())
            {
                DebugConsole.Log("No content packages selected");
            }
            else
            {
                DebugConsole.Log("Selected content packages: " + string.Join(", ", Config.AllEnabledPackages.Select(cp => cp.Name)));
            }

#if DEBUG
            GameSettings.ShowUserStatisticsPrompt = false;
            GameSettings.SendUserStatistics       = false;
#endif

            InitUserStats();

            yield return(CoroutineStatus.Running);

            Debug.WriteLine("sounds");

            int i = 0;
            foreach (object crObj in SoundPlayer.Init())
            {
                CoroutineStatus status = (CoroutineStatus)crObj;
                if (status == CoroutineStatus.Success)
                {
                    break;
                }

                i++;
                TitleScreen.LoadState = SoundPlayer.SoundCount == 0 ?
                                        1.0f :
                                        Math.Min(40.0f * i / Math.Max(SoundPlayer.SoundCount, 1), 40.0f);

                yield return(CoroutineStatus.Running);
            }

            TitleScreen.LoadState = 40.0f;
            yield return(CoroutineStatus.Running);

            LightManager = new Lights.LightManager(base.GraphicsDevice, Content);

            TitleScreen.LoadState = 41.0f;
            yield return(CoroutineStatus.Running);

            GUI.LoadContent();
            TitleScreen.LoadState = 42.0f;

            yield return(CoroutineStatus.Running);

            TaskPool.Add("InitRelayNetworkAccess", SteamManager.InitRelayNetworkAccess(), (t) => { });

            FactionPrefab.LoadFactions();
            NPCSet.LoadSets();
            CharacterPrefab.LoadAll();
            MissionPrefab.Init();
            TraitorMissionPrefab.Init();
            MapEntityPrefab.Init();
            Tutorials.Tutorial.Init();
            MapGenerationParams.Init();
            LevelGenerationParams.LoadPresets();
            CaveGenerationParams.LoadPresets();
            OutpostGenerationParams.LoadPresets();
            WreckAIConfig.LoadAll();
            EventSet.LoadPrefabs();
            ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item));
            AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
            SkillSettings.Load(GetFilesOfType(ContentType.SkillSettings));
            Order.Init();
            EventManagerSettings.Init();
            BallastFloraPrefab.LoadAll(GetFilesOfType(ContentType.MapCreature));
            HintManager.Init();
            TitleScreen.LoadState = 50.0f;
            yield return(CoroutineStatus.Running);

            StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure));
            TitleScreen.LoadState = 55.0f;
            yield return(CoroutineStatus.Running);

            UpgradePrefab.LoadAll(GetFilesOfType(ContentType.UpgradeModules));
            TitleScreen.LoadState = 56.0f;
            yield return(CoroutineStatus.Running);

            JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs));
            CorpsePrefab.LoadAll(GetFilesOfType(ContentType.Corpses));

            NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations));

            ItemAssemblyPrefab.LoadAll();
            TitleScreen.LoadState = 60.0f;
            yield return(CoroutineStatus.Running);

            GameModePreset.Init();

            SaveUtil.DeleteDownloadedSubs();
            SubmarineInfo.RefreshSavedSubs();

            TitleScreen.LoadState = 65.0f;
            yield return(CoroutineStatus.Running);

            GameScreen = new GameScreen(GraphicsDeviceManager.GraphicsDevice, Content);

            TitleScreen.LoadState = 68.0f;
            yield return(CoroutineStatus.Running);

            MainMenuScreen   = new MainMenuScreen(this);
            ServerListScreen = new ServerListScreen();

            TitleScreen.LoadState = 70.0f;
            yield return(CoroutineStatus.Running);

#if USE_STEAM
            SteamWorkshopScreen = new SteamWorkshopScreen();
            if (SteamManager.IsInitialized)
            {
                Steamworks.SteamFriends.OnGameRichPresenceJoinRequested += OnInvitedToGame;
                Steamworks.SteamFriends.OnGameLobbyJoinRequested        += OnLobbyJoinRequested;
            }
#endif

            SubEditorScreen = new SubEditorScreen();

            TitleScreen.LoadState = 75.0f;
            yield return(CoroutineStatus.Running);

            ParticleEditorScreen = new ParticleEditorScreen();

            TitleScreen.LoadState = 80.0f;
            yield return(CoroutineStatus.Running);

            LevelEditorScreen     = new LevelEditorScreen();
            SpriteEditorScreen    = new SpriteEditorScreen();
            EventEditorScreen     = new EventEditorScreen();
            CharacterEditorScreen = new CharacterEditor.CharacterEditorScreen();
            CampaignEndScreen     = new CampaignEndScreen();

            yield return(CoroutineStatus.Running);

            TitleScreen.LoadState = 85.0f;
            ParticleManager       = new ParticleManager(GameScreen.Cam);
            ParticleManager.LoadPrefabs();
            TitleScreen.LoadState = 88.0f;
            LevelObjectPrefab.LoadAll();

            TitleScreen.LoadState = 90.0f;
            yield return(CoroutineStatus.Running);

            DecalManager = new DecalManager();
            LocationType.Init();
            MainMenuScreen.Select();

            foreach (string steamError in SteamManager.InitializationErrors)
            {
                new GUIMessageBox(TextManager.Get("Error"), TextManager.Get(steamError));
            }

            TitleScreen.LoadState = 100.0f;
            hasLoaded             = true;
            if (GameSettings.VerboseLogging)
            {
                DebugConsole.NewMessage("LOADING COROUTINE FINISHED", Color.Lime);
            }
            yield return(CoroutineStatus.Success);
        }