Wired in the encounters triggering and saving
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@@ -1,3 +1,4 @@
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using System.Collections.Generic;
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using Jovian.Calendar;
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using Jovian.EncounterSystem;
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using Jovian.PopupSystem;
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@@ -8,18 +9,23 @@ using Nox.Core;
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using Nox.Platform;
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using Nox.Game.UI;
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using Nox.UI;
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using System;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using ZLinq;
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using Object = UnityEngine.Object;
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using PlayMode = Nox.Core.PlayMode;
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namespace Nox.Game {
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[Serializable]
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public class AdventureData {
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public bool isPartyMoving;
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public bool isEncounterActive;
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public int currentDay = 0;
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public int suppliesAvailable = -1;
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public float currentTime = -1f;
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public DayPhase currentDayPhase = DayPhase.Morning;
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public List<string> completedEncounterIds = new List<string>();
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}
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public class AdventurePlayMode : IPlayMode {
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@@ -115,12 +121,15 @@ namespace Nox.Game {
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partyInventoryHandler ??= new PartyInventoryHandler(adventureData, adventureSettings);
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partyInventoryHandler.Initialize();
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var calendarSettings = Addressables.LoadAssetAsync<CalendarSettings>("CalendarSettings").WaitForCompletion();
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var calendarSettings = Addressables.LoadAssetAsync<CalendarSettings>("CalendarSettings").WaitForCompletion();
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var worldClock = new WorldClock(calendarSettings);
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var totalMinutes = adventureData.currentDay * calendarSettings.MinutesPerDay
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+ (int)(adventureData.currentTime * calendarSettings.MinutesPerDay);
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worldClock.AdvanceMinutes(totalMinutes);
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timeHandler ??= new TimeHandler(adventureSettings, adventureData, worldClock);
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zoneSystem ??= new ZoneSystem(mapRef.zonesObjectHolder);
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encounterHandler = new EncounterHandler(zoneSystem, encounterRegistry, encounterPrefabs);
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encounterHandler = new EncounterHandler(zoneSystem, encounterRegistry, encounterPrefabs, adventureData);
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partyMovementHandler ??= new PartyMovementHandler(
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partyRef,
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cameraController,
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