feat: level editor saves
This commit is contained in:
parent
0481d65630
commit
891ac3b712
12 changed files with 8206 additions and 10 deletions
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@ -36,7 +36,7 @@ Material:
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- _CloudsTex:
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- _CloudsTex:
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m_Texture: {fileID: 2800000, guid: 961fa74443856d247867fce623b3d325, type: 3}
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m_Texture: {fileID: 0}
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m_Offset: {x: 0, y: 0}
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- _Cube:
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- _Cube:
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@ -115,7 +115,7 @@ Material:
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m_Floats:
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m_Floats:
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- _AtmosFalloff: 14
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BIN
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130
Assets/Earth/Textures/SimpleEarth.png.meta
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130
Assets/Earth/Textures/SimpleEarth.png.meta
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swizzle: 50462976
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cookieLightType: 1
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platformSettings:
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- serializedVersion: 4
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 4096
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 0
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compressionQuality: 50
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 4
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buildTarget: Standalone
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maxTextureSize: 4096
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 0
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 4
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buildTarget: Android
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maxTextureSize: 4096
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 0
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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outline: []
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customData:
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physicsShape: []
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bones: []
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spriteID:
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internalID: 0
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vertices: []
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indices:
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edges: []
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weights: []
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secondaryTextures: []
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spriteCustomMetadata:
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entries: []
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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7719
Assets/Prefabs/Points (1).prefab
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7719
Assets/Prefabs/Points (1).prefab
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File diff suppressed because it is too large
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7
Assets/Prefabs/Points (1).prefab.meta
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7
Assets/Prefabs/Points (1).prefab.meta
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: e5d403b83a5063b48bae611fdec50686
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PrefabImporter:
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externalObjects: {}
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userData:
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Dynamic;
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using System.Dynamic;
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using System.Linq;
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using System.Linq;
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@ -7,6 +7,7 @@ using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering;
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using UnityEngine.UIElements;
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using UnityEngine.UIElements;
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using static UnityEditor.PlayerSettings;
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using static UnityEngine.GraphicsBuffer;
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using static UnityEngine.GraphicsBuffer;
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[ExecuteAlways]
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[ExecuteAlways]
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@ -24,10 +25,11 @@ public class GameManager : MonoBehaviour
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[HideInInspector] public int nodeCount = 100;
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[HideInInspector] public int nodeCount = 100;
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[HideInInspector] public int hoverRadiusCon = 50;
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[HideInInspector] public int hoverRadiusCon = 50;
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[HideInInspector] public int hoverRadiusNode = 50;
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[HideInInspector] public int hoverRadiusNode = 50;
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[HideInInspector] public int selectedLevel = -1;
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[SerializeField]
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[SerializeField] [HideInInspector] public List<Connection> connections = new List<Connection>();
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[HideInInspector] public List<Connection> connections = new List<Connection>();
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[SerializeField] [HideInInspector] public List<Node> nodes = new List<Node>();
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[HideInInspector] public List<Node> nodes = new List<Node>();
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[SerializeField] [HideInInspector] public List<LevelData> levels = new List<LevelData>();
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[Serializable]
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[Serializable]
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public class Connection
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public class Connection
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@ -151,6 +153,123 @@ public class GameManager : MonoBehaviour
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con.lineRenderer.enabled = true;
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con.lineRenderer.enabled = true;
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}
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}
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}
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}
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public void LoadLevelData(int index)
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{
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if(index >= levels.Count)
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{
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Debug.LogWarning("LevelIndex out of range");
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return;
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}
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connections.Clear();
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nodes.Clear();
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for (int i = NodeParent.childCount - 1; i >= 0; i--)
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DestroyImmediate(NodeParent.GetChild(i).gameObject);
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foreach (LineRenderer line in ConnectionParent.GetComponentsInChildren<LineRenderer>())
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DestroyImmediate(line.gameObject);
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foreach(LevelData.NodeData nodeData in levels[index].nodes)
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{
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var auto = PrefabUtility.InstantiatePrefab(NodePrefab, NodeParent) as GameObject;
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auto.transform.localPosition = nodeData.position;
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nodes.Add(auto.GetComponent<Node>());
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auto.GetComponent<Node>().Owner = nodeData.owner;
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}
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foreach (LevelData.ConnectionData conData in levels[index].connections)
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{
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var dummy = new GameObject("dummy");
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dummy.transform.SetParent(ConnectionParent);
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var newCon = new Connection
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{
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nodeA = nodes[conData.nodeAIndex],
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nodeB = nodes[conData.nodeBIndex],
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allowed = conData.allowed,
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lineRenderer = dummy.AddComponent<LineRenderer>()
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};
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newCon.lineRenderer.enabled = false;
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newCon.lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
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newCon.lineRenderer.positionCount = 3;
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connections.Add(newCon);
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}
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selectedLevel = index;
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maxConnectionLength = levels[index].maxConnectionLength;
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nodeCount = nodes.Count;
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Debug.Log("Loaded Level " + index);
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}
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public void SaveLevelData(int index = -1)
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{
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LevelData data = new LevelData();
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data.maxConnectionLength = maxConnectionLength;
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// Nodes speichern
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foreach (var node in nodes)
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{
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data.nodes.Add(new LevelData.NodeData
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{
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position = node.transform.localPosition,
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owner = node.Owner
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});
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}
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// Connections speichern
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foreach (var con in connections)
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{
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int idxA = nodes.IndexOf(con.nodeA);
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int idxB = nodes.IndexOf(con.nodeB);
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if (idxA >= 0 && idxB >= 0)
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{
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data.connections.Add(new LevelData.ConnectionData
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{
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nodeAIndex = idxA,
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nodeBIndex = idxB,
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allowed = con.allowed
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});
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}
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}
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if (index == -1 || index >= levels.Count)
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levels.Add(data);
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else
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levels[index] = data;
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int newIndex = index < 0 ? levels.Count - 1 : index;
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selectedLevel = newIndex;
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Debug.Log("Saved Level " + newIndex);
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}
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}
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[Serializable]
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public class LevelData
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{
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[Serializable]
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public class NodeData
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{
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public Vector3 position;
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public int owner;
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}
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[Serializable]
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public class ConnectionData
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{
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public int nodeAIndex;
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public int nodeBIndex;
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public bool allowed = true;
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}
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public float maxConnectionLength = 0;
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public List<NodeData> nodes = new List<NodeData>();
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public List<ConnectionData> connections = new List<ConnectionData>();
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}
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}
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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@ -189,7 +308,7 @@ public class GameManagerEditor : Editor
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GUILayout.BeginHorizontal();
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Generate Nodes"))
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if (GUILayout.Button("Distribute Nodes"))
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{
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{
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gm.GenerateAlongSphere();
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gm.GenerateAlongSphere();
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SceneView.RepaintAll();
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SceneView.RepaintAll();
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GUILayout.EndHorizontal();
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GUILayout.EndHorizontal();
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GUILayout.BeginHorizontal();
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GUILayout.BeginVertical();
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for(int i = 0; i < gm.levels.Count; i++)
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{
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if (gm.selectedLevel == i)
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GUILayout.Label("▷ Level " + i, EditorStyles.boldLabel);
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else
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GUILayout.Label(" Level " + i);
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}
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GUILayout.EndVertical();
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GUILayout.BeginVertical();
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for (int i = 0; i < gm.levels.Count; i++)
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{
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if (GUILayout.Button("Load"))
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gm.LoadLevelData(i);
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}
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GUILayout.EndVertical();
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GUILayout.BeginVertical();
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for (int i = 0; i < gm.levels.Count; i++)
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{
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GUILayout.BeginHorizontal();
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if (gm.selectedLevel == i)
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if (GUILayout.Button("Save"))
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gm.SaveLevelData(i);
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if (GUILayout.Button("Delete"))
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{
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gm.levels.Remove(gm.levels[i]);
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if (gm.selectedLevel == i)
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gm.selectedLevel = -1;
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if (gm.selectedLevel > i)
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gm.selectedLevel--;
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if(gm.levels.Count <= 0)
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gm.selectedLevel = -1;
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}
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GUILayout.EndHorizontal();
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}
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GUILayout.EndVertical();
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GUILayout.EndHorizontal();
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if (GUILayout.Button("Save as new"))
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gm.SaveLevelData();
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}
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}
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private void OnSceneGUI()
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private void OnSceneGUI()
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@ -5,7 +5,7 @@ public class Node : MonoBehaviour
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{
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{
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[Range(-1, 1)]
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[Range(-1, 1)]
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[SerializeField]
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[SerializeField]
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private int Owner = -1;
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public int Owner = -1;
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public Material materialOwnerSelf, materialOwnerOther, materialOwnerNone;
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public Material materialOwnerSelf, materialOwnerOther, materialOwnerNone;
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18
Assets/Scripts/Player.cs
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18
Assets/Scripts/Player.cs
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using UnityEngine;
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public class Player : MonoBehaviour
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{
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public float units;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/Player.cs.meta
Normal file
2
Assets/Scripts/Player.cs.meta
Normal file
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|
fileFormatVersion: 2
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|
guid: 9a4d2cac3973df146885e58ef88aad00
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146
Assets/SimpleEarth.mat
Normal file
146
Assets/SimpleEarth.mat
Normal file
|
|
@ -0,0 +1,146 @@
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|
%YAML 1.1
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|
%TAG !u! tag:unity3d.com,2011:
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- _DETAIL_MULX2
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disabledShaderPasses:
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- MOTIONVECTORS
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- DepthOnly
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- SHADOWCASTER
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_AllowLocking: 1
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8
Assets/SimpleEarth.mat.meta
Normal file
8
Assets/SimpleEarth.mat.meta
Normal file
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@ -0,0 +1,8 @@
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|
fileFormatVersion: 2
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -117,8 +117,8 @@ Material:
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- _WorkflowMode: 1
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- _ZWrite: 1
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m_Colors:
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m_Colors:
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m_BuildTextureStacks: []
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m_BuildTextureStacks: []
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|
|
|
||||||
Loading…
Add table
Reference in a new issue