Compare commits
12
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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f41e14971a | ||
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badcd41077 | ||
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f8b22af4bf | ||
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487e0d72ff | ||
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73069d8242 | ||
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60cd55ab44 | ||
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b3079b959a | ||
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67e0bcfaaf | ||
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2a30d4d8cf | ||
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68ef673342 | ||
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6f296f91c3 | ||
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f4c9326fb9 |
@@ -76,3 +76,6 @@ crashlytics-build.properties
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||||
/[Aa]ssets/[Ss]treamingAssets/aa.meta
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||||
/[Aa]ssets/[Ss]treamingAssets/aa/*
|
||||
|
||||
ProjectSettings/Packages/com.unity.probuilder/Settings.json
|
||||
Assets/Editor/x64/Bakery/.uvgblog.txt
|
||||
Assets/Editor/x64/Bakery/.uvgblog.txt
|
||||
Generated
+15
@@ -0,0 +1,15 @@
|
||||
# Default ignored files
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/shelf/
|
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/workspace.xml
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# Rider ignored files
|
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/modules.xml
|
||||
/contentModel.xml
|
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/.idea.FORT-BO.iml
|
||||
/projectSettingsUpdater.xml
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# Ignored default folder with query files
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/queries/
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# Datasource local storage ignored files
|
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/dataSources/
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||||
/dataSources.local.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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Generated
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Generated
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padding: 10000000
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assetList:
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- Assets/Bakery/examples/content/sponza/bush.FBX
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- Assets/Bakery/examples/content/floor_lamp.FBX
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@@ -409,7 +429,10 @@ MonoBehaviour:
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uvOverlapAssetList: 00000000ffffffff01010000010100000101000000000000
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using System;
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||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(
|
||||
fileName = "ItemPipeConfig",
|
||||
menuName = "Fort Bo/Pipe Junk/Item Pipe Config")]
|
||||
public sealed class ItemPipeConfig : ScriptableObject
|
||||
{
|
||||
[Serializable]
|
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public sealed class GuaranteedItem
|
||||
{
|
||||
public GameObject prefab;
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[Min(1)]
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public int amount = 1;
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}
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[Serializable]
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public sealed class RandomItem
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{
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public GameObject prefab;
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[Min(0f)]
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public float weight = 1f;
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}
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[Header("Timing")]
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[SerializeField, Min(0.05f)] private float spawnInterval = 0.5f;
|
||||
[SerializeField, Min(0f)] private float spawnCooldown = 10f;
|
||||
|
||||
[Header("Instant velocity change")]
|
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[SerializeField] private Vector3 localVelocityChange = Vector3.forward * 4.5f;
|
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|
||||
[Header("Guaranteed items")]
|
||||
[SerializeField] private List<GuaranteedItem> guaranteedItems = new();
|
||||
|
||||
[Header("Random items")]
|
||||
[SerializeField, Min(0)] private int randomItemCount = 5;
|
||||
[SerializeField] private List<RandomItem> randomItems = new();
|
||||
|
||||
[Header("Spawn position randomization")]
|
||||
[SerializeField, Min(0f)] private float randomSpawnX = 0.2f;
|
||||
[SerializeField, Min(0f)] private float randomSpawnZ = 0.2f;
|
||||
|
||||
public float SpawnInterval => spawnInterval;
|
||||
public float SpawnCooldown => spawnCooldown;
|
||||
public Vector3 LocalVelocityChange => localVelocityChange;
|
||||
public IReadOnlyList<GuaranteedItem> GuaranteedItems => guaranteedItems;
|
||||
public int RandomItemCount => randomItemCount;
|
||||
public IReadOnlyList<RandomItem> RandomItems => randomItems;
|
||||
public float RandomSpawnX => randomSpawnX;
|
||||
public float RandomSpawnZ => randomSpawnZ;
|
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}
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|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(NetworkObject))]
|
||||
public sealed class ItemPipe : NetworkBehaviour
|
||||
{
|
||||
[Header("Pipe")]
|
||||
[SerializeField] private Transform spawnPoint;
|
||||
|
||||
[Header("Configuration")]
|
||||
[SerializeField] private ItemPipeConfig config;
|
||||
|
||||
private readonly NetworkVariable<bool> spawnSequenceActive = new(
|
||||
false,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server);
|
||||
|
||||
private readonly NetworkVariable<double> cooldownEndsAt = new(
|
||||
0d,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server);
|
||||
|
||||
private Coroutine spawnRoutine;
|
||||
|
||||
public float CooldownDuration => config != null ? config.SpawnCooldown : 0f;
|
||||
public float CooldownRemaining
|
||||
{
|
||||
get
|
||||
{
|
||||
double now = NetworkManager != null
|
||||
? NetworkManager.ServerTime.Time
|
||||
: Time.timeAsDouble;
|
||||
return Mathf.Max(0f, (float)(cooldownEndsAt.Value - now));
|
||||
}
|
||||
}
|
||||
public int CooldownSecondsRemaining => Mathf.CeilToInt(CooldownRemaining);
|
||||
public bool IsSpawning => spawnSequenceActive.Value;
|
||||
public bool CanSpawnItems =>
|
||||
IsSpawned &&
|
||||
config != null &&
|
||||
!spawnSequenceActive.Value &&
|
||||
CooldownRemaining <= 0f;
|
||||
|
||||
public event Action Changed;
|
||||
|
||||
private void Reset() => spawnPoint = transform;
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
spawnSequenceActive.OnValueChanged += HandleSpawnStateChanged;
|
||||
cooldownEndsAt.OnValueChanged += HandleCooldownChanged;
|
||||
|
||||
if (IsServer)
|
||||
{
|
||||
spawnSequenceActive.Value = false;
|
||||
cooldownEndsAt.Value = 0d;
|
||||
}
|
||||
|
||||
Changed?.Invoke();
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
spawnSequenceActive.OnValueChanged -= HandleSpawnStateChanged;
|
||||
cooldownEndsAt.OnValueChanged -= HandleCooldownChanged;
|
||||
|
||||
if (spawnRoutine != null)
|
||||
{
|
||||
StopCoroutine(spawnRoutine);
|
||||
spawnRoutine = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts one configured batch. Safe to connect directly to a Button or UnityEvent.
|
||||
/// Calls made on a client are forwarded to the server.
|
||||
/// </summary>
|
||||
public void SpawnItems()
|
||||
{
|
||||
if (!IsSpawned)
|
||||
return;
|
||||
|
||||
if (IsServer)
|
||||
TryStartSpawnSequenceOnServer();
|
||||
else
|
||||
RequestSpawnItemsRpc();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// UnityEvent<bool> adapter for a lever. Only the true edge starts a batch;
|
||||
/// returning a momentary lever to false does not cancel the current batch.
|
||||
/// </summary>
|
||||
public void SpawnItems(bool activated)
|
||||
{
|
||||
if (activated)
|
||||
SpawnItems();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts while true and cancels the current batch while false. Use this when
|
||||
/// the lever position must control whether the pipe is allowed to keep running.
|
||||
/// </summary>
|
||||
public void SetSpawning(bool shouldSpawn)
|
||||
{
|
||||
if (shouldSpawn)
|
||||
SpawnItems();
|
||||
else
|
||||
StopSpawning();
|
||||
}
|
||||
|
||||
public void StopSpawning()
|
||||
{
|
||||
if (!IsSpawned)
|
||||
return;
|
||||
|
||||
if (IsServer)
|
||||
StopSpawnSequenceOnServer(applyCooldown: true);
|
||||
else
|
||||
RequestStopSpawningRpc();
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
||||
private void RequestSpawnItemsRpc() => TryStartSpawnSequenceOnServer();
|
||||
|
||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
||||
private void RequestStopSpawningRpc() =>
|
||||
StopSpawnSequenceOnServer(applyCooldown: true);
|
||||
|
||||
private bool TryStartSpawnSequenceOnServer()
|
||||
{
|
||||
if (!IsServer || !CanSpawnItems)
|
||||
return false;
|
||||
|
||||
spawnSequenceActive.Value = true;
|
||||
spawnRoutine = StartCoroutine(SpawnSequenceOnServer(config));
|
||||
return true;
|
||||
}
|
||||
|
||||
private IEnumerator SpawnSequenceOnServer(ItemPipeConfig activeConfig)
|
||||
{
|
||||
List<GameObject> spawnQueue = BuildSpawnQueue(activeConfig);
|
||||
|
||||
for (int index = 0; index < spawnQueue.Count; index++)
|
||||
{
|
||||
SpawnNetworkItemOnServer(spawnQueue[index], activeConfig);
|
||||
|
||||
if (index < spawnQueue.Count - 1)
|
||||
yield return new WaitForSeconds(activeConfig.SpawnInterval);
|
||||
}
|
||||
|
||||
spawnRoutine = null;
|
||||
cooldownEndsAt.Value =
|
||||
NetworkManager.ServerTime.Time + activeConfig.SpawnCooldown;
|
||||
spawnSequenceActive.Value = false;
|
||||
}
|
||||
|
||||
private void StopSpawnSequenceOnServer(bool applyCooldown)
|
||||
{
|
||||
if (!IsServer || !spawnSequenceActive.Value)
|
||||
return;
|
||||
|
||||
if (spawnRoutine != null)
|
||||
{
|
||||
StopCoroutine(spawnRoutine);
|
||||
spawnRoutine = null;
|
||||
}
|
||||
|
||||
cooldownEndsAt.Value = applyCooldown && config != null
|
||||
? NetworkManager.ServerTime.Time + config.SpawnCooldown
|
||||
: 0d;
|
||||
spawnSequenceActive.Value = false;
|
||||
}
|
||||
|
||||
private static List<GameObject> BuildSpawnQueue(ItemPipeConfig activeConfig)
|
||||
{
|
||||
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|
||||
|
||||
foreach (ItemPipeConfig.GuaranteedItem item in activeConfig.GuaranteedItems)
|
||||
{
|
||||
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|
||||
continue;
|
||||
|
||||
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|
||||
queue.Add(item.prefab);
|
||||
}
|
||||
|
||||
for (int index = 0; index < activeConfig.RandomItemCount; index++)
|
||||
{
|
||||
GameObject selectedPrefab = ChooseWeightedRandom(activeConfig);
|
||||
if (selectedPrefab != null)
|
||||
queue.Add(selectedPrefab);
|
||||
}
|
||||
|
||||
Shuffle(queue);
|
||||
return queue;
|
||||
}
|
||||
|
||||
private static GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
|
||||
{
|
||||
float totalWeight = 0f;
|
||||
|
||||
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
|
||||
{
|
||||
if (item.prefab != null && item.weight > 0f)
|
||||
totalWeight += item.weight;
|
||||
}
|
||||
|
||||
if (totalWeight <= 0f)
|
||||
return null;
|
||||
|
||||
float roll = UnityEngine.Random.value * totalWeight;
|
||||
float accumulatedWeight = 0f;
|
||||
|
||||
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
|
||||
{
|
||||
if (item.prefab == null || item.weight <= 0f)
|
||||
continue;
|
||||
|
||||
accumulatedWeight += item.weight;
|
||||
if (roll < accumulatedWeight)
|
||||
return item.prefab;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static void Shuffle(List<GameObject> queue)
|
||||
{
|
||||
for (int index = queue.Count - 1; index > 0; index--)
|
||||
{
|
||||
int randomIndex = UnityEngine.Random.Range(0, index + 1);
|
||||
(queue[index], queue[randomIndex]) =
|
||||
(queue[randomIndex], queue[index]);
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnNetworkItemOnServer(
|
||||
GameObject prefab,
|
||||
ItemPipeConfig activeConfig)
|
||||
{
|
||||
Transform activeSpawnPoint = spawnPoint != null ? spawnPoint : transform;
|
||||
if (prefab == null)
|
||||
return;
|
||||
|
||||
float offsetX = UnityEngine.Random.Range(
|
||||
-activeConfig.RandomSpawnX,
|
||||
activeConfig.RandomSpawnX);
|
||||
float offsetZ = UnityEngine.Random.Range(
|
||||
-activeConfig.RandomSpawnZ,
|
||||
activeConfig.RandomSpawnZ);
|
||||
Vector3 spawnPosition =
|
||||
activeSpawnPoint.position +
|
||||
activeSpawnPoint.right * offsetX +
|
||||
activeSpawnPoint.forward * offsetZ;
|
||||
|
||||
GameObject item = Instantiate(
|
||||
prefab,
|
||||
spawnPosition,
|
||||
UnityEngine.Random.rotationUniform);
|
||||
|
||||
if (!item.TryGetComponent(out NetworkObject networkObject))
|
||||
{
|
||||
Debug.LogError(
|
||||
$"{name} cannot spawn '{prefab.name}': the prefab has no NetworkObject.",
|
||||
this);
|
||||
Destroy(item);
|
||||
return;
|
||||
}
|
||||
|
||||
networkObject.Spawn();
|
||||
|
||||
if (item.TryGetComponent(out Rigidbody body))
|
||||
{
|
||||
Vector3 worldVelocityChange =
|
||||
activeSpawnPoint.TransformDirection(activeConfig.LocalVelocityChange);
|
||||
body.AddForce(worldVelocityChange, ForceMode.VelocityChange);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleSpawnStateChanged(bool _, bool __) => Changed?.Invoke();
|
||||
private void HandleCooldownChanged(double _, double __) => Changed?.Invoke();
|
||||
|
||||
[ContextMenu("Debug/Spawn Batch (Network Play Mode)")]
|
||||
private void DebugSpawnBatch() => SpawnItems();
|
||||
|
||||
[ContextMenu("Debug/Stop Batch (Network Play Mode)")]
|
||||
private void DebugStopBatch() => StopSpawning();
|
||||
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using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using Unity.Netcode;
|
||||
using Unity.Netcode.Components;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
public static class FurnacePipelinePrototypeSetup
|
||||
{
|
||||
private const string ItemDataFolder = "Assets/CONTENT/Game/Data/Items";
|
||||
private const string RecipeDataFolder = "Assets/CONTENT/Game/Data/Recipes";
|
||||
private const string ItemPrefabFolder = "Assets/CONTENT/Game/Prefabs/Items/FurnacePrototype";
|
||||
private const string WorkstationPrefabFolder = "Assets/CONTENT/Game/Prefabs/Workstations";
|
||||
private const string NetworkPrefabsPath = "Assets/DefaultNetworkPrefabs.asset";
|
||||
|
||||
[MenuItem("FORT-BO/Prototypes/Create Furnace Pipeline")]
|
||||
public static void CreatePrototype()
|
||||
{
|
||||
EnsureFolder(ItemDataFolder);
|
||||
EnsureFolder(RecipeDataFolder);
|
||||
EnsureFolder(ItemPrefabFolder);
|
||||
EnsureFolder(WorkstationPrefabFolder);
|
||||
|
||||
ItemDefinition scrapDefinition = GetOrCreateAsset<ItemDefinition>(
|
||||
$"{ItemDataFolder}/Scrap.asset");
|
||||
ItemDefinition plateDefinition = GetOrCreateAsset<ItemDefinition>(
|
||||
$"{ItemDataFolder}/MetalPlate.asset");
|
||||
ItemDefinition rodDefinition = GetOrCreateAsset<ItemDefinition>(
|
||||
$"{ItemDataFolder}/MetalRod.asset");
|
||||
|
||||
ConfigureItemDefinition(scrapDefinition, "scrap", "Scrap", ItemCategory.Scrap);
|
||||
ConfigureItemDefinition(plateDefinition, "metal_plate", "Metal Plate", ItemCategory.SmeltedMaterial);
|
||||
ConfigureItemDefinition(rodDefinition, "metal_rod", "Metal Rod", ItemCategory.SmeltedMaterial);
|
||||
|
||||
GameObject scrapPrefab = CreateNetworkItemPrefab(
|
||||
$"{ItemPrefabFolder}/Scrap.prefab",
|
||||
"Scrap",
|
||||
scrapDefinition,
|
||||
new Vector3(0.55f, 0.4f, 0.5f),
|
||||
4f,
|
||||
25f);
|
||||
GameObject platePrefab = CreateNetworkItemPrefab(
|
||||
$"{ItemPrefabFolder}/MetalPlate.prefab",
|
||||
"MetalPlate",
|
||||
plateDefinition,
|
||||
new Vector3(0.7f, 0.12f, 0.45f),
|
||||
2f,
|
||||
0f);
|
||||
GameObject rodPrefab = CreateNetworkItemPrefab(
|
||||
$"{ItemPrefabFolder}/MetalRod.prefab",
|
||||
"MetalRod",
|
||||
rodDefinition,
|
||||
new Vector3(0.18f, 0.18f, 0.9f),
|
||||
1.5f,
|
||||
0f);
|
||||
|
||||
SetObjectReference(scrapDefinition, "worldPrefab", scrapPrefab.GetComponent<NetworkObject>());
|
||||
SetObjectReference(plateDefinition, "worldPrefab", platePrefab.GetComponent<NetworkObject>());
|
||||
SetObjectReference(rodDefinition, "worldPrefab", rodPrefab.GetComponent<NetworkObject>());
|
||||
|
||||
ItemCatalog catalog = GetOrCreateAsset<ItemCatalog>($"{ItemDataFolder}/ItemCatalog.asset");
|
||||
SetObjectReferenceList(catalog, "items", new Object[]
|
||||
{
|
||||
scrapDefinition,
|
||||
plateDefinition,
|
||||
rodDefinition
|
||||
});
|
||||
|
||||
SmeltingRecipe plateRecipe = GetOrCreateAsset<SmeltingRecipe>(
|
||||
$"{RecipeDataFolder}/SmeltMetalPlate.asset");
|
||||
ConfigureRecipe(plateRecipe, "metal_plate", "Metal Plate", plateDefinition, 25f, 3f);
|
||||
|
||||
SmeltingRecipe rodRecipe = GetOrCreateAsset<SmeltingRecipe>(
|
||||
$"{RecipeDataFolder}/SmeltMetalRod.asset");
|
||||
ConfigureRecipe(rodRecipe, "metal_rod", "Metal Rod", rodDefinition, 20f, 2.5f);
|
||||
|
||||
GameObject furnacePrefab = CreateFurnacePrefab(
|
||||
$"{WorkstationPrefabFolder}/PrototypeFurnace.prefab",
|
||||
plateRecipe,
|
||||
rodRecipe);
|
||||
|
||||
RegisterNetworkPrefabs(scrapPrefab, platePrefab, rodPrefab, furnacePrefab);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
Selection.activeObject = furnacePrefab;
|
||||
|
||||
Debug.Log("Furnace pipeline prototype created. Place PrototypeFurnace.prefab in Factory.");
|
||||
}
|
||||
|
||||
private static GameObject CreateNetworkItemPrefab(
|
||||
string path,
|
||||
string objectName,
|
||||
ItemDefinition definition,
|
||||
Vector3 scale,
|
||||
float mass,
|
||||
float metalAmount)
|
||||
{
|
||||
GameObject root = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
root.name = objectName;
|
||||
root.transform.localScale = scale;
|
||||
|
||||
root.AddComponent<NetworkObject>();
|
||||
NetworkTransform networkTransform = root.AddComponent<NetworkTransform>();
|
||||
networkTransform.AuthorityMode = NetworkTransform.AuthorityModes.Server;
|
||||
networkTransform.UseUnreliableDeltas = true;
|
||||
|
||||
Rigidbody body = root.AddComponent<Rigidbody>();
|
||||
body.mass = mass;
|
||||
body.interpolation = RigidbodyInterpolation.Interpolate;
|
||||
body.collisionDetectionMode = CollisionDetectionMode.Continuous;
|
||||
|
||||
NetworkRigidbody networkRigidbody = root.AddComponent<NetworkRigidbody>();
|
||||
networkRigidbody.UseRigidBodyForMotion = true;
|
||||
|
||||
NetworkCarryableInteractable carryable = root.AddComponent<NetworkCarryableInteractable>();
|
||||
SetVector3(carryable, "carryOffset", new Vector3(0f, -0.3f, 1.25f));
|
||||
|
||||
NetworkItem item = root.AddComponent<NetworkItem>();
|
||||
SetObjectReference(item, "definition", definition);
|
||||
|
||||
if (metalAmount > 0f)
|
||||
{
|
||||
FurnaceMetalSource source = root.AddComponent<FurnaceMetalSource>();
|
||||
SetFloat(source, "metalAmount", metalAmount);
|
||||
}
|
||||
|
||||
GameObject prefab = PrefabUtility.SaveAsPrefabAsset(root, path);
|
||||
Object.DestroyImmediate(root);
|
||||
return prefab;
|
||||
}
|
||||
|
||||
private static GameObject CreateFurnacePrefab(
|
||||
string path,
|
||||
SmeltingRecipe plateRecipe,
|
||||
SmeltingRecipe rodRecipe)
|
||||
{
|
||||
GameObject root = new("PrototypeFurnace");
|
||||
root.AddComponent<NetworkObject>();
|
||||
FurnaceController controller = root.AddComponent<FurnaceController>();
|
||||
|
||||
GameObject body = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
body.name = "Body";
|
||||
body.transform.SetParent(root.transform, false);
|
||||
body.transform.localPosition = new Vector3(0f, 0.8f, 0f);
|
||||
body.transform.localScale = new Vector3(2.2f, 1.6f, 2f);
|
||||
|
||||
GameObject inputTrigger = new("ScrapReceiver");
|
||||
inputTrigger.transform.SetParent(root.transform, false);
|
||||
inputTrigger.transform.localPosition = new Vector3(0f, 1.7f, 0f);
|
||||
BoxCollider trigger = inputTrigger.AddComponent<BoxCollider>();
|
||||
trigger.isTrigger = true;
|
||||
trigger.size = new Vector3(1.4f, 0.8f, 1.4f);
|
||||
FurnaceScrapReceiver receiver = inputTrigger.AddComponent<FurnaceScrapReceiver>();
|
||||
SetObjectReference(receiver, "furnace", controller);
|
||||
|
||||
GameObject outputPoint = new("OutputPoint");
|
||||
outputPoint.transform.SetParent(root.transform, false);
|
||||
outputPoint.transform.localPosition = new Vector3(0f, 0.45f, 1.5f);
|
||||
|
||||
GameObject emptyPoint = new("MetalEmptyPoint");
|
||||
emptyPoint.transform.SetParent(root.transform, false);
|
||||
emptyPoint.transform.localPosition = new Vector3(0f, 0.25f, 0f);
|
||||
|
||||
GameObject fullPoint = new("MetalFullPoint");
|
||||
fullPoint.transform.SetParent(root.transform, false);
|
||||
fullPoint.transform.localPosition = new Vector3(0f, 1.25f, 0f);
|
||||
|
||||
GameObject metalVisual = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
metalVisual.name = "MoltenMetalVisual";
|
||||
metalVisual.transform.SetParent(root.transform, false);
|
||||
metalVisual.transform.localPosition = emptyPoint.transform.localPosition;
|
||||
metalVisual.transform.localScale = new Vector3(1.3f, 0.12f, 1.1f);
|
||||
Object.DestroyImmediate(metalVisual.GetComponent<Collider>());
|
||||
|
||||
FurnaceMetalLevelView levelView = metalVisual.AddComponent<FurnaceMetalLevelView>();
|
||||
SetObjectReference(levelView, "furnace", controller);
|
||||
SetObjectReference(levelView, "metalVisual", metalVisual.transform);
|
||||
SetObjectReference(levelView, "emptyLocalPosition", emptyPoint.transform);
|
||||
SetObjectReference(levelView, "fullLocalPosition", fullPoint.transform);
|
||||
|
||||
GameObject panelAnchor = new("WorldPanelAnchor");
|
||||
panelAnchor.transform.SetParent(root.transform, false);
|
||||
panelAnchor.transform.localPosition = new Vector3(1.2f, 1.2f, 1.05f);
|
||||
|
||||
SetString(controller, "workstationName", "Prototype Furnace");
|
||||
SetFloat(controller, "metalCapacity", 100f);
|
||||
SetObjectReference(controller, "outputPoint", outputPoint.transform);
|
||||
SetObjectReferenceList(controller, "recipes", new Object[] { plateRecipe, rodRecipe });
|
||||
|
||||
GameObject prefab = PrefabUtility.SaveAsPrefabAsset(root, path);
|
||||
Object.DestroyImmediate(root);
|
||||
return prefab;
|
||||
}
|
||||
|
||||
private static void ConfigureItemDefinition(
|
||||
ItemDefinition definition,
|
||||
string itemId,
|
||||
string displayName,
|
||||
ItemCategory category)
|
||||
{
|
||||
SetString(definition, "itemId", itemId);
|
||||
SetString(definition, "displayName", displayName);
|
||||
SetInt(definition, "category", (int)category);
|
||||
}
|
||||
|
||||
private static void ConfigureRecipe(
|
||||
SmeltingRecipe recipe,
|
||||
string recipeId,
|
||||
string displayName,
|
||||
ItemDefinition output,
|
||||
float metalCost,
|
||||
float duration)
|
||||
{
|
||||
SetString(recipe, "recipeId", recipeId);
|
||||
SetString(recipe, "displayName", displayName);
|
||||
SetObjectReference(recipe, "outputItem", output);
|
||||
SetInt(recipe, "outputAmount", 1);
|
||||
SetFloat(recipe, "metalCost", metalCost);
|
||||
SetFloat(recipe, "processingDuration", duration);
|
||||
}
|
||||
|
||||
private static void RegisterNetworkPrefabs(params GameObject[] prefabs)
|
||||
{
|
||||
NetworkPrefabsList list = AssetDatabase.LoadAssetAtPath<NetworkPrefabsList>(NetworkPrefabsPath);
|
||||
if (list == null)
|
||||
throw new FileNotFoundException("Default network prefab list was not found.", NetworkPrefabsPath);
|
||||
|
||||
foreach (GameObject prefab in prefabs)
|
||||
{
|
||||
if (prefab != null && !list.Contains(prefab))
|
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list.Add(new NetworkPrefab { Prefab = prefab });
|
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}
|
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EditorUtility.SetDirty(list);
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}
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private static T GetOrCreateAsset<T>(string path) where T : ScriptableObject
|
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{
|
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T asset = AssetDatabase.LoadAssetAtPath<T>(path);
|
||||
if (asset != null)
|
||||
return asset;
|
||||
|
||||
asset = ScriptableObject.CreateInstance<T>();
|
||||
AssetDatabase.CreateAsset(asset, path);
|
||||
return asset;
|
||||
}
|
||||
|
||||
private static void EnsureFolder(string folderPath)
|
||||
{
|
||||
string current = "Assets";
|
||||
string[] segments = folderPath.Split('/');
|
||||
for (int index = 1; index < segments.Length; index++)
|
||||
{
|
||||
string next = $"{current}/{segments[index]}";
|
||||
if (!AssetDatabase.IsValidFolder(next))
|
||||
AssetDatabase.CreateFolder(current, segments[index]);
|
||||
current = next;
|
||||
}
|
||||
}
|
||||
|
||||
private static void SetString(Object target, string propertyName, string value) =>
|
||||
Edit(target, propertyName, property => property.stringValue = value);
|
||||
|
||||
private static void SetFloat(Object target, string propertyName, float value) =>
|
||||
Edit(target, propertyName, property => property.floatValue = value);
|
||||
|
||||
private static void SetInt(Object target, string propertyName, int value) =>
|
||||
Edit(target, propertyName, property => property.intValue = value);
|
||||
|
||||
private static void SetVector3(Object target, string propertyName, Vector3 value) =>
|
||||
Edit(target, propertyName, property => property.vector3Value = value);
|
||||
|
||||
private static void SetObjectReference(Object target, string propertyName, Object value) =>
|
||||
Edit(target, propertyName, property => property.objectReferenceValue = value);
|
||||
|
||||
private static void SetObjectReferenceList(
|
||||
Object target,
|
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string propertyName,
|
||||
IReadOnlyList<Object> values)
|
||||
{
|
||||
SerializedObject serializedObject = new(target);
|
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SerializedProperty property = serializedObject.FindProperty(propertyName);
|
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property.arraySize = values.Count;
|
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for (int index = 0; index < values.Count; index++)
|
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property.GetArrayElementAtIndex(index).objectReferenceValue = values[index];
|
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serializedObject.ApplyModifiedPropertiesWithoutUndo();
|
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EditorUtility.SetDirty(target);
|
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}
|
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private static void Edit(
|
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Object target,
|
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string propertyName,
|
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System.Action<SerializedProperty> edit)
|
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{
|
||||
SerializedObject serializedObject = new(target);
|
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SerializedProperty property = serializedObject.FindProperty(propertyName);
|
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if (property == null)
|
||||
throw new System.MissingFieldException(target.GetType().Name, propertyName);
|
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edit(property);
|
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serializedObject.ApplyModifiedPropertiesWithoutUndo();
|
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EditorUtility.SetDirty(target);
|
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}
|
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}
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user