Platform should be initialized in the Boot, before everything else. Got rid of the coroutines
This commit is contained in:
@@ -1,13 +1,15 @@
|
||||
using Nox.EditorCode;
|
||||
using System;
|
||||
using Unity.VectorGraphics;
|
||||
using UnityEditor;
|
||||
using System.Threading.Tasks;
|
||||
using Nox.Input;
|
||||
using Nox.Platform;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Nox.Core {
|
||||
public class Boot {
|
||||
private static readonly AssetReferenceT<InitializerSettingsFile> InitializerSettingsFile = new ("InitializerSettingsFile");
|
||||
/// <summary>
|
||||
/// The is the first method called when the game starts. It will load the Initializer prefab which will initialize the project
|
||||
/// </summary>
|
||||
@@ -18,7 +20,7 @@ namespace Nox.Core {
|
||||
case BootType.UnityDefault:
|
||||
return;
|
||||
case BootType.SceneBoot:
|
||||
Addressables.InstantiateAsync("Initializer").WaitForCompletion();
|
||||
InitializeEntrypoint();
|
||||
break;
|
||||
case BootType.FullBoot:
|
||||
var loadOperation = SceneManager.LoadSceneAsync("Startup", LoadSceneMode.Single);
|
||||
@@ -30,13 +32,44 @@ namespace Nox.Core {
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
#else
|
||||
Addressables.InstantiateAsync("Initializer").WaitForCompletion();
|
||||
InitializeEntrypoint();
|
||||
#endif
|
||||
}
|
||||
|
||||
private static void OnCompleted(AsyncOperation obj) {
|
||||
obj.allowSceneActivation = true;
|
||||
Addressables.InstantiateAsync("Initializer").WaitForCompletion();
|
||||
InitializeEntrypoint();
|
||||
}
|
||||
|
||||
private static void InitializeEntrypoint() {
|
||||
var entryPoint = Addressables.InstantiateAsync("Initializer").WaitForCompletion().GetComponent<EntryPoint>();
|
||||
|
||||
_ = CreatePlatformFactory(entryPoint);
|
||||
}
|
||||
|
||||
private static async Task CreatePlatformFactory(EntryPoint entryPoint) {
|
||||
var gameDataState = new GameDataState {
|
||||
platformSelector = new PlatformSelector(PlatformSelector.GetDevicePlatform(), PlatformSelector.GetPlatformDefaultInputMode()),
|
||||
};
|
||||
|
||||
var initSettingsHandle = Addressables.LoadAssetAsync<InitializerSettingsFile>(InitializerSettingsFile);
|
||||
await initSettingsHandle.Task;
|
||||
var initializerSettings = initSettingsHandle.Result;
|
||||
|
||||
var devicePlatform = gameDataState.platformSelector.devicePlatform;
|
||||
IPlatform platform = devicePlatform switch {
|
||||
DevicePlatform.Desktop => new DesktopPlatform(initializerSettings.desktopPlatformSettings),
|
||||
DevicePlatform.UnityEditor => new UnityEditorPlatform(initializerSettings.unityEditorPlatformSettings),
|
||||
_ => null
|
||||
};
|
||||
|
||||
if(!Equals(gameDataState.platformSelector.devicePlatform, DevicePlatform.Desktop) &&
|
||||
PlatformSelector.GetPlatformDefaultInputMode() == InputMode.Desktop) {
|
||||
platform = new DesktopPlatform(initializerSettings.desktopPlatformSettings);
|
||||
}
|
||||
await platform?.Initialize(gameDataState)!;
|
||||
|
||||
_ = entryPoint.StartGame(gameDataState,initializerSettings, platform);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,96 +1,58 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using Nox.Game;
|
||||
using Nox.Game.UI;
|
||||
using Nox.Input;
|
||||
using Nox.Platform;
|
||||
using Jovian.SaveSystem;
|
||||
using Jovian.InGameLogging;
|
||||
using Nox.EditorCode;
|
||||
using Unity.Profiling;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.ResourceManagement.AsyncOperations;
|
||||
|
||||
namespace Nox.Core {
|
||||
/// <summary>
|
||||
/// The main boot class which is initializing the project, loads the platforms settings, initializes the platforms and creates the game states
|
||||
/// </summary>
|
||||
public class EntryPoint : MonoBehaviour {
|
||||
public AssetReferenceT<InitializerSettingsFile> initializerSettingsFile;
|
||||
|
||||
private IPlatform platform;
|
||||
private GameDataState gameDataState;
|
||||
private Dictionary<GameState, IGameState> applicationStates;
|
||||
private ProfilerMarker createApplicationStateMarker = new ProfilerMarker("createApplicationState");
|
||||
private ISceneTransition sceneTransition;
|
||||
private ISaveSystem saveSystem;
|
||||
private IGameLogStore gameLogStore;
|
||||
|
||||
private InitializerSettingsFile initializerSettings;
|
||||
|
||||
private BootstrapReferences bootstrapReferences;
|
||||
private MenuGameStateData menuGameStateData;
|
||||
|
||||
public IEnumerator Start() {
|
||||
public async Task StartGame(GameDataState gameDataState, InitializerSettingsFile initializerSettings, IPlatform selectedPlatform) {
|
||||
DontDestroyOnLoad(this);
|
||||
|
||||
// scene authoring is helping with making each scene stand-alone playable
|
||||
var activeSceneReference = FindFirstObjectByType<SceneReference>();
|
||||
if(activeSceneReference == null) {
|
||||
if(!activeSceneReference) {
|
||||
Debug.LogWarning("The scene has no SceneReference script. Will start by default in Splash Application State");
|
||||
var sceneRef = new GameObject {
|
||||
name = "Scene Reference"
|
||||
};
|
||||
activeSceneReference = sceneRef.AddComponent<SceneReference>();
|
||||
activeSceneReference.gameState = GameState.BootState;
|
||||
yield return null;
|
||||
await Task.Yield();
|
||||
}
|
||||
|
||||
// Initialize platform
|
||||
gameDataState = new GameDataState {
|
||||
platformSelector = new PlatformSelector(PlatformSelector.GetDevicePlatform(), PlatformSelector.GetPlatformDefaultInputMode()),
|
||||
};
|
||||
|
||||
gameDataState.ChangeGameState(activeSceneReference.gameState);
|
||||
|
||||
// Load Initialization Settings
|
||||
var initSettingsHandle = Addressables.LoadAssetAsync<InitializerSettingsFile>(initializerSettingsFile);
|
||||
yield return new WaitUntil(() => initSettingsHandle.IsDone);
|
||||
initializerSettings = initSettingsHandle.Result;
|
||||
yield return CreatePlatformFactory();
|
||||
|
||||
var bootStrapsSettingsHandle = Addressables.LoadAssetAsync<BootstrapReferences>(initializerSettings.bootstrapSettings);
|
||||
yield return new WaitUntil(() => bootStrapsSettingsHandle.IsDone);
|
||||
await bootStrapsSettingsHandle.Task;
|
||||
bootstrapReferences = bootStrapsSettingsHandle.Result;
|
||||
menuGameStateData = new MenuGameStateData();
|
||||
|
||||
var fadeObject = new GameObject("ScreenFadeTransition");
|
||||
sceneTransition = fadeObject.AddComponent<ScreenFadeTransition>();
|
||||
|
||||
CreateApplicationStates();
|
||||
CreateApplicationStates(gameDataState, selectedPlatform);
|
||||
|
||||
var gameStateRunner = gameObject.AddComponent<GameStateRunner>();
|
||||
gameStateRunner.Initialize(applicationStates, gameDataState, platform, sceneTransition);
|
||||
gameStateRunner.Initialize(applicationStates, gameDataState, selectedPlatform, sceneTransition);
|
||||
}
|
||||
|
||||
private IEnumerator CreatePlatformFactory() {
|
||||
platform = null;
|
||||
var devicePlatform = gameDataState.platformSelector.devicePlatform;
|
||||
platform = devicePlatform switch {
|
||||
DevicePlatform.Desktop => new DesktopPlatform(initializerSettings.desktopPlatformSettings),
|
||||
DevicePlatform.UnityEditor => new UnityEditorPlatform(initializerSettings.unityEditorPlatformSettings),
|
||||
_ => platform
|
||||
};
|
||||
|
||||
if(!Equals(gameDataState.platformSelector.devicePlatform, DevicePlatform.Desktop) &&
|
||||
PlatformSelector.GetPlatformDefaultInputMode() == InputMode.Desktop) {
|
||||
platform = new DesktopPlatform(initializerSettings.desktopPlatformSettings);
|
||||
}
|
||||
yield return platform?.Initialize(gameDataState);
|
||||
}
|
||||
|
||||
private void CreateApplicationStates() {
|
||||
createApplicationStateMarker.Begin();
|
||||
|
||||
private void CreateApplicationStates(GameDataState gameDataState, IPlatform selectedPlatform) {
|
||||
// Save System
|
||||
var saveSettings = SaveSystemSettings.Load();
|
||||
ISaveSerializer saveSerializer = saveSettings.saveFormat == SaveFormat.Json
|
||||
@@ -104,12 +66,10 @@ namespace Nox.Core {
|
||||
|
||||
var adventureData = new AdventureData();
|
||||
|
||||
applicationStates = new Dictionary<GameState, IGameState> {
|
||||
[GameState.BootState] = new SplashGameState(bootstrapReferences, gameDataState),
|
||||
[GameState.MainMenu] = new MainMenuGameState(gameDataState, menuGameStateData, bootstrapReferences, saveSystem, adventureData, gameLogStore),
|
||||
[GameState.GameMode] = new GameModeGameState(gameDataState, bootstrapReferences, platform.PlatformSettings, saveSystem, sceneTransition, adventureData, gameLogStore),
|
||||
};
|
||||
createApplicationStateMarker.End();
|
||||
applicationStates = new Dictionary<GameState, IGameState>();
|
||||
applicationStates.TryAdd(GameState.BootState, new SplashGameState(bootstrapReferences, gameDataState));
|
||||
applicationStates.TryAdd(GameState.MainMenu, new MainMenuGameState(gameDataState, menuGameStateData, bootstrapReferences, saveSystem, adventureData, gameLogStore));
|
||||
applicationStates.TryAdd(GameState.GameMode, new GameModeGameState(gameDataState, bootstrapReferences, selectedPlatform.PlatformSettings, saveSystem, sceneTransition, adventureData, gameLogStore));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,8 +17,8 @@ namespace Nox.Core {
|
||||
/// </summary>
|
||||
public class GameModeGameState : IGameState {
|
||||
private readonly GameDataState gameDataState;
|
||||
private readonly BootstrapReferences bootstrapReferences;
|
||||
private readonly PlatformSettings platformSettings;
|
||||
private readonly PlayModeSettings bootstrapSettings;
|
||||
private readonly ISaveSystem saveSystem;
|
||||
private readonly ISceneTransition sceneTransition;
|
||||
private readonly AdventureData adventureData;
|
||||
@@ -35,10 +35,9 @@ namespace Nox.Core {
|
||||
private bool stateEntered;
|
||||
private AsyncOperationHandle<AdventureSettings> advSettingsHandler;
|
||||
private AdventureSettings? adventureSettings;
|
||||
private PlayModeSettings? playModeSettings;
|
||||
|
||||
public bool IsGameStateInitialized {
|
||||
get => stateEntered && (playMode == null || playMode.IsGameModeInitialized);
|
||||
}
|
||||
public bool IsGameStateInitialized => stateEntered && (playMode == null || playMode.IsGameModeInitialized);
|
||||
|
||||
public GameModeGameState(GameDataState gameDataState,
|
||||
BootstrapReferences bootstrapReferences,
|
||||
@@ -48,19 +47,19 @@ namespace Nox.Core {
|
||||
AdventureData adventureData,
|
||||
IGameLogStore gameLogStore) {
|
||||
this.gameDataState = gameDataState;
|
||||
this.bootstrapReferences = bootstrapReferences;
|
||||
this.platformSettings = platformSettings;
|
||||
this.saveSystem = saveSystem;
|
||||
this.sceneTransition = sceneTransition;
|
||||
this.adventureData = adventureData;
|
||||
this.gameLogStore = gameLogStore;
|
||||
|
||||
bootstrapSettings = Addressables.LoadAssetAsync<PlayModeSettings>(bootstrapReferences.playModeSettings).WaitForCompletion();
|
||||
}
|
||||
|
||||
public void EnterGameState() {
|
||||
playModeSettings ??= Addressables.LoadAssetAsync<PlayModeSettings>(bootstrapReferences.playModeSettings).WaitForCompletion();
|
||||
if(gameDataState.ActivePlayMode == PlayMode.None) {
|
||||
var sceneReference = Object.FindFirstObjectByType<SceneReference>();
|
||||
if(bootstrapSettings.gameModeData.AsValueEnumerable().Any(g => g.playMode == sceneReference.playMode)) {
|
||||
if(playModeSettings.gameModeData.AsValueEnumerable().Any(g => g.playMode == sceneReference.playMode)) {
|
||||
gameDataState.ChangePlayMode(sceneReference.playMode);
|
||||
}
|
||||
}
|
||||
@@ -108,7 +107,7 @@ namespace Nox.Core {
|
||||
}
|
||||
|
||||
playMode = gameDataState.ActivePlayMode switch {
|
||||
PlayMode.Adventure => new AdventurePlayMode(platformSettings, activeParty, bootstrapSettings, gameDataState, saveSystem, adventureSettings, adventureData),
|
||||
PlayMode.Adventure => new AdventurePlayMode(platformSettings, activeParty, playModeSettings, gameDataState, saveSystem, adventureSettings, adventureData),
|
||||
PlayMode.PauseMenu => new PauseMenuPlayMode(platformSettings, gameDataState, pauseMenuView!),
|
||||
PlayMode.Town => new TownPlayMode(platformSettings, activeParty),
|
||||
PlayMode.Rest => new RestPlayMode(platformSettings, activeParty),
|
||||
|
||||
@@ -95,10 +95,7 @@ namespace Nox.Core {
|
||||
}
|
||||
|
||||
private void ChangeApplicationState(GameState newGameState) {
|
||||
if(currentState != null) {
|
||||
currentState.ExitGameState();
|
||||
}
|
||||
|
||||
currentState?.ExitGameState();
|
||||
currentState = applicationStates[newGameState];
|
||||
currentState.EnterGameState();
|
||||
currentStateType = newGameState;
|
||||
|
||||
@@ -19,7 +19,8 @@ namespace Nox.Core {
|
||||
}
|
||||
|
||||
public void EnterGameState() {
|
||||
DisclaimerReference gdprReference = Addressables.InstantiateAsync(bootStrapInitializer.splashUIReference).WaitForCompletion().GetComponent<DisclaimerReference>();
|
||||
DisclaimerReference gdprReference = Addressables.InstantiateAsync(bootStrapInitializer.splashUIReference)
|
||||
.WaitForCompletion().GetComponent<DisclaimerReference>();
|
||||
gdprReference.continueButton.onClick.AddListener(() => {
|
||||
gameDataState.ChangeGameState(GameState.MainMenu);
|
||||
Object.Destroy(gdprReference.gameObject);
|
||||
|
||||
Reference in New Issue
Block a user