First commit on my server, yey!

This commit is contained in:
Sebastian Bularca
2026-03-19 18:12:07 +01:00
parent 5139ec2cec
commit fedd1961a0
602 changed files with 101587 additions and 6 deletions

8
Assets/Code/Core.meta Normal file
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folderAsset: yes
DefaultImporter:
externalObjects: {}
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assetBundleVariant:

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Assets/Code/Core/Boot.cs Normal file
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using Nox.EditorCode;
using System;
using Unity.VectorGraphics;
using UnityEditor;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.SceneManagement;
namespace Nox.Core {
public class Boot {
/// <summary>
/// The is the first method called when the game starts. It will load the Initializer prefab which will initialize the project
/// </summary>
[RuntimeInitializeOnLoadMethod]
private static void Initialize() {
#if UNITY_EDITOR
switch(BootMode.BootType) {
case BootType.UnityDefault:
return;
case BootType.SceneBoot:
Addressables.InstantiateAsync("Initializer").WaitForCompletion();
break;
case BootType.FullBoot:
var loadOperation = SceneManager.LoadSceneAsync("Startup", LoadSceneMode.Single);
if(loadOperation != null) {
loadOperation.completed += OnCompleted;
}
break;
default:
throw new ArgumentOutOfRangeException();
}
#else
Addressables.InstantiateAsync("Initializer").WaitForCompletion();
#endif
}
private static void OnCompleted(AsyncOperation obj) {
obj.allowSceneActivation = true;
Addressables.InstantiateAsync("Initializer").WaitForCompletion();
}
}
}

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using Nox.UI;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Nox.Core {
[CreateAssetMenu(menuName = "Nox/Database/General/BoostrapReferences", fileName = "BoostrapReferences")]
public class BootstrapReferences : ScriptableObject {
public AssetReference startMenuScene;
public AssetReference splashUIReference;
public AssetReference playModeSettings;
public AssetReference menuPrefabsContainer;
}
}

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using System.Collections;
using System.Collections.Generic;
using Nox.Game;
using Nox.Game.UI;
using Nox.Input;
using Nox.Platform;
using Jovian.SaveSystem;
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 InitializerSettingsFile initializerSettings;
private BootstrapReferences bootstrapReferences;
private MenuGameStateData menuGameStateData;
public IEnumerator Start() {
DontDestroyOnLoad(this);
// scene authoring is helping with making each scene stand-alone playable
var activeSceneReference = FindFirstObjectByType<SceneReference>();
if(activeSceneReference == null) {
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;
}
// 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);
bootstrapReferences = bootStrapsSettingsHandle.Result;
menuGameStateData = new MenuGameStateData();
var fadeObject = new GameObject("ScreenFadeTransition");
sceneTransition = fadeObject.AddComponent<ScreenFadeTransition>();
CreateApplicationStates();
var gameStateRunner = gameObject.AddComponent<GameStateRunner>();
gameStateRunner.Initialize(applicationStates, gameDataState, platform, 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();
// Save System
var saveSettings = SaveSystemSettings.Load();
ISaveSerializer saveSerializer = saveSettings.saveFormat == SaveFormat.Json
? new JsonSaveSerializer()
: new BinarySaveSerializer(saveSettings.obfuscationKey);
ISaveStorage saveStorage = new FileSystemSaveStorage(Application.persistentDataPath, saveSettings.saveDirectoryName);
ISaveSlotManager saveSlotManager = new SaveSlotManager(saveStorage, saveSettings);
saveSystem = new SaveSystem(saveSerializer, saveStorage, saveSlotManager, saveSettings);
var adventuredata = new AdventureData();
var characterSystems = DefaultCharacterSystemsFactory.Create(maxPartySize: 8);
var partyCreatorModel = new PartyCreatorModel(characterSystems.CharacterFactory, characterSystems.PartyFactory);
applicationStates = new Dictionary<GameState, IGameState> {
[GameState.BootState] = new SplashGameState(bootstrapReferences, gameDataState),
[GameState.MainMenu] = new MainMenuGameState(gameDataState, menuGameStateData, bootstrapReferences, saveSystem, partyCreatorModel, adventuredata),
[GameState.GameMode] = new GameModeGameState(gameDataState, bootstrapReferences, platform.PlatformSettings, saveSystem, sceneTransition, adventuredata),
};
createApplicationStateMarker.End();
}
}
}

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guid: 6fd8cc6910b9e44718d0bd7733e0b83e

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using Nox.Game;
using UnityEngine;
namespace Nox.Core {
/// <summary>
/// This class is meant to hold application essential gameplay state
/// </summary>
public class GameDataState {
public PlatformSelector platformSelector;
public string activeSessionId;
public Vector3? savedPartyPosition;
public GameState ActiveGameState { get; set; }
public PlayMode ActivePlayMode { get; set; }
public PartyData ActiveParty { get; set; }
public PlayMode PreviousPlayMode { get; private set; }
public void ChangeGameState(GameState gameState) {
ActiveGameState = gameState;
}
public void ChangePlayMode(PlayMode playMode) {
if (ActiveGameState != GameState.GameMode && playMode != PlayMode.None){
Debug.LogError("Cannot change Game Mode state in any other Application State than ApplicationState.GameMode");
return;
}
PreviousPlayMode = ActivePlayMode;
ActivePlayMode = playMode;
}
}
}

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guid: e6ac548e723e24ae2a81ac2d2e4cd571

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#nullable enable
using Nox.Game;
using Nox.Platform;
using Nox.Game.UI;
using Jovian.SaveSystem;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
namespace Nox.Core {
/// <summary>
/// The Game Mode Game State which is the base state in which all GameModes need to run.
/// Game Modes are any modes that involve gameplay and gameplay related scenes. This state is where the game runs.
/// </summary>
public class GameModeGameState : IGameState {
private readonly GameDataState gameDataState;
private readonly PlatformSettings platformSettings;
private readonly PlayModeSettings bootstrapSettings;
private readonly ISaveSystem saveSystem;
private readonly ISceneTransition sceneTransition;
private readonly AdventureData adventuredata;
private readonly Dictionary<PlayMode, IPlayMode?> playModeCache = new();
private IMenuView? pauseMenuView;
private IPlayMode? playMode;
private IPlayMode? suspendedPlayMode;
private bool isTransitioning;
private PlayMode currentPlaymode;
private bool stateEntered;
private AsyncOperationHandle<AdventureSettings> advSettingsHandler;
private AdventureSettings? adventureSettings;
public bool IsGameStateInitialized {
get => stateEntered && (playMode == null || playMode.IsGameModeInitialized);
}
public GameModeGameState(GameDataState gameDataState,
BootstrapReferences bootstrapReferences,
PlatformSettings platformSettings,
ISaveSystem saveSystem,
ISceneTransition sceneTransition,
AdventureData adventuredata) {
this.gameDataState = gameDataState;
this.platformSettings = platformSettings;
this.saveSystem = saveSystem;
this.sceneTransition = sceneTransition;
this.adventuredata = adventuredata;
bootstrapSettings = Addressables.LoadAssetAsync<PlayModeSettings>(bootstrapReferences.playModeSettings).WaitForCompletion();
}
public void EnterGameState() {
if(gameDataState.ActivePlayMode == PlayMode.None) {
var sceneReference = Object.FindFirstObjectByType<SceneReference>();
if(bootstrapSettings.gameModeData.Any(g => g.playMode == sceneReference.playMode)) {
gameDataState.ChangePlayMode(sceneReference.playMode);
}
}
advSettingsHandler = Addressables.LoadAssetAsync<AdventureSettings>("Assets/Database/Game/AdventureSettings.asset");
adventureSettings = advSettingsHandler.WaitForCompletion();
InitializeGameViews();
currentPlaymode = gameDataState.ActivePlayMode;
playMode?.EnterPlayMode();
Debug.Log($"Initialized Game Mode: {gameDataState.ActivePlayMode}");
stateEntered = true;
}
private void InitializeGameViews() {
SwitchGameMode();
pauseMenuView ??= new PauseMenuView(gameDataState, saveSystem, CaptureNoxSaveData);
}
private NoxSavedDataSet? CaptureNoxSaveData() {
var adventure = FindAdventurePlayMode();
return adventure?.CaptureNoxSaveData();
}
private AdventurePlayMode? FindAdventurePlayMode() {
if(playMode is AdventurePlayMode active) {
return active;
}
if(suspendedPlayMode is AdventurePlayMode suspended) {
return suspended;
}
if(playModeCache.TryGetValue(PlayMode.Adventure, out var cached) && cached is AdventurePlayMode fromCache) {
return fromCache;
}
return null;
}
private void SwitchGameMode() {
var activeParty = gameDataState.ActiveParty;
if(playModeCache.TryGetValue(gameDataState.ActivePlayMode, out var cached)) {
playMode = cached;
return;
}
playMode = gameDataState.ActivePlayMode switch {
PlayMode.Adventure => new AdventurePlayMode(platformSettings, activeParty, bootstrapSettings, gameDataState, saveSystem, adventureSettings, adventuredata),
PlayMode.PauseMenu => new PauseMenuPlayMode(platformSettings, gameDataState, pauseMenuView!),
PlayMode.Town => new TownPlayMode(platformSettings, activeParty),
PlayMode.Rest => new RestPlayMode(platformSettings, activeParty),
PlayMode.Combat => new CombatPlayMode(platformSettings, activeParty),
_ => playMode
};
playModeCache[gameDataState.ActivePlayMode] = playMode;
}
public GameState Tick() {
if(isTransitioning) {
return GameState.GameMode;
}
if(ShouldTransition()) {
HandlePlayModeTransition();
return GameState.GameMode;
}
if(playMode is { IsGameModeInitialized: true }) {
playMode.Tick();
}
return GameState.GameMode;
}
private bool ShouldTransition() {
return currentPlaymode != gameDataState.ActivePlayMode
&& gameDataState.ActivePlayMode != PlayMode.None;
}
private bool IsPauseTransition() {
return gameDataState.ActivePlayMode == PlayMode.PauseMenu
|| (currentPlaymode == PlayMode.PauseMenu && suspendedPlayMode != null);
}
private void HandlePlayModeTransition() {
if(IsPauseTransition()) {
ExecutePlayModeSwitch();
return;
}
isTransitioning = true;
sceneTransition.FadeOut(() => {
ExecutePlayModeSwitch();
sceneTransition.FadeIn(() => {
isTransitioning = false;
});
});
}
private void ExecutePlayModeSwitch() {
var enteringPause = gameDataState.ActivePlayMode == PlayMode.PauseMenu;
var resumingFromPause = currentPlaymode == PlayMode.PauseMenu
&& suspendedPlayMode != null;
if(enteringPause) {
suspendedPlayMode = playMode;
}
playMode?.ExitGameMode();
currentPlaymode = gameDataState.ActivePlayMode;
if(resumingFromPause) {
playMode = suspendedPlayMode;
suspendedPlayMode = null;
playMode?.EnterPlayMode();
return;
}
SwitchGameMode();
playMode?.EnterPlayMode();
}
public void LateTick() {
if(playMode is { IsGameModeInitialized: true }) {
playMode.LateTick();
}
}
public void Dispose() {
suspendedPlayMode?.Dispose();
playMode?.Dispose();
}
public void ExitGameState() {
suspendedPlayMode?.ExitGameMode();
suspendedPlayMode?.Dispose();
suspendedPlayMode = null;
playMode?.ExitGameMode();
playMode?.Dispose();
playMode = null;
foreach(var cached in playModeCache.Values) {
if(cached != null && cached != playMode && cached != suspendedPlayMode) {
cached.Dispose();
}
}
playModeCache.Clear();
stateEntered = false;
gameDataState.ChangePlayMode(PlayMode.None);
advSettingsHandler.Release();
}
}
}

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guid: 306626ccbd8594138af9911a5743c82e

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using System.Collections.Generic;
using Nox.Platform;
using Unity.Profiling;
using UnityEngine;
namespace Nox.Core {
/// <summary>
/// This is the class that will execute the update cycles for each game state. This should be the only place using Unity's Monobehaviour specific classes
/// </summary>
public class GameStateRunner : MonoBehaviour {
private IGameState currentState;
private GameState currentStateType;
private Dictionary<GameState, IGameState> applicationStates;
private GameDataState gameDataState;
private bool isRunnerUpdated;
private bool isUnloading;
private IPlatform platform;
private ISceneTransition sceneTransition;
private GameState pendingStateTransition;
private bool isStateTransitioning;
private bool waitingForFadeIn;
public void Initialize(Dictionary<GameState, IGameState> stateLookUp, GameDataState gameDataState, IPlatform selectedPlatform, ISceneTransition sceneTransition) {
DontDestroyOnLoad(gameObject);
this.platform = selectedPlatform;
this.sceneTransition = sceneTransition;
applicationStates = stateLookUp;
this.gameDataState = gameDataState;
ChangeApplicationState(gameDataState.ActiveGameState);
}
public void FixedUpdate() {
if(!currentState.IsGameStateInitialized) {
return;
}
}
public void Update() {
// Pre-ticks area
platform.Tick();
if(waitingForFadeIn) {
if(currentState.IsGameStateInitialized) {
waitingForFadeIn = false;
sceneTransition.FadeIn(() => {
isStateTransitioning = false;
});
}
return;
}
if(isStateTransitioning) {
return;
}
if(!isRunnerUpdated && currentState.IsGameStateInitialized) {
isRunnerUpdated = true;
}
var nextState = currentStateType;
if(isRunnerUpdated || isUnloading) {
nextState = currentState.Tick();
if(gameDataState.ActiveGameState != currentStateType) {
nextState = gameDataState.ActiveGameState;
}
}
if(nextState != currentStateType) {
BeginStateTransition(nextState);
}
// Ticks area
// Post-ticks area
}
public void LateUpdate() {
if(isStateTransitioning || !currentState.IsGameStateInitialized) {
return;
}
currentState.LateTick();
}
public void OnDestroy() {
currentState.Dispose();
}
private void BeginStateTransition(GameState newGameState) {
isStateTransitioning = true;
pendingStateTransition = newGameState;
sceneTransition.FadeOut(() => {
ChangeApplicationState(pendingStateTransition);
waitingForFadeIn = true;
});
}
private void ChangeApplicationState(GameState newGameState) {
if(currentState != null) {
currentState.ExitGameState();
}
currentState = applicationStates[newGameState];
currentState.EnterGameState();
currentStateType = newGameState;
gameDataState.ChangeGameState(newGameState);
isRunnerUpdated = false;
Debug.Log($"Entered {newGameState} ApplicationState");
}
}
}

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guid: a039e3a8262654d2b9428ec8aa6d3140

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namespace Nox.Core {
/// <summary>
/// Prototype for every behaviour that needs to run tick/frame updates
/// </summary>
public interface IGameLifecycle {
public void Initialize();
public void Tick();
public void Dispose();
}
}

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namespace Nox.Core {
/// <summary>
/// Add or modify project specific game states
/// </summary>
public enum GameState {
Invalid,
BootState,
Loading,
MainMenu,
GameMode
}
/// <summary>
/// Prototype for creating application states
/// </summary>
public interface IGameState {
public void EnterGameState();
public GameState Tick();
public void LateTick();
public void ExitGameState();
void Dispose();
bool IsGameStateInitialized { get; }
}
}

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namespace Nox.Core {
public enum PlayMode {
None,
PauseMenu,
Adventure,
Town,
Rest,
Combat
}
/// <summary>
/// Prototype for crating new game modes
/// </summary>
public interface IPlayMode {
bool IsGameModeInitialized { get;}
public void EnterPlayMode();
public void Tick();
public void LateTick();
void ExitGameMode();
void Dispose();
}
}

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guid: 7fb4f9f9705394782b9ed1852e8f015c

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using System;
namespace Nox.Core {
public interface ISceneTransition {
bool IsTransitioning { get; }
void FadeOut(Action onComplete = null);
void FadeIn(Action onComplete = null);
}
}

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guid: 0b503206ce8521d469bf99fd4b0df611

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using Nox.Platform;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Nox.Core {
[CreateAssetMenu(menuName = "Nox/Database/General/InitializerSettingsFile", fileName = "InitializerSettingsFile")]
public class InitializerSettingsFile : ScriptableObject {
public AssetReferenceT<DesktopPlatformSettings> desktopPlatformSettings;
public AssetReferenceT<BootstrapReferences> bootstrapSettings;
public AssetReferenceT<UnityEditorPlatformSettings> unityEditorPlatformSettings;
}
}

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guid: 593adee4e2b3d4537b4d956077816eec

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namespace Nox.Core {
/// <summary>
/// This is a state which would normally consist of a load screen scene or anything similar
/// </summary>
public class LoadingGameState : IGameState {
public bool IsGameStateInitialized { get; set; }
public void EnterGameState() {
}
public GameState Tick() {
return GameState.Loading;
}
public void LateTick() { }
public void ExitGameState() {
}
public void Dispose() {
}
}
}

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guid: e20613474534045658e4e2a0b9657ade

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using Nox.Game;
using Jovian.SaveSystem;
using Nox.UI;
using System;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceProviders;
namespace Nox.Core {
public class MenuGameStateData {
public Action<PlayMode> startGameRequests;
public Action continueGameRequest;
}
public class MainMenuGameState : IGameState {
private readonly GameDataState gameDataState;
private readonly MenuGameStateData menuGameStateData;
private readonly BootstrapReferences bootstrapReferences;
private readonly ISaveSystem saveSystem;
private readonly PartyCreatorModel partyCreatorModel;
private AdventureData adventureData;
private Action<PlayMode> onStartGameRequested;
private Action onContinueRequested;
private MainMenuView mainMenuView;
private AsyncOperationHandle<SceneInstance> loadSceneAsync;
public bool IsGameStateInitialized { get; set; }
public MainMenuGameState(GameDataState gameDataState,
MenuGameStateData menuGameStateData,
BootstrapReferences bootstrapReferences,
ISaveSystem saveSystem,
PartyCreatorModel partyCreatorModel,
AdventureData adventureData) {
this.gameDataState = gameDataState;
this.menuGameStateData = menuGameStateData;
this.bootstrapReferences = bootstrapReferences;
this.saveSystem = saveSystem;
this.partyCreatorModel = partyCreatorModel;
this.adventureData = adventureData;
}
public void EnterGameState() {
IsGameStateInitialized = false;
onStartGameRequested = mode => {
var party = partyCreatorModel.CreatePartyForNewRun(companionCount: 4);
gameDataState.ActiveParty = party;
var sessions = saveSystem.GetAllSessions();
gameDataState.activeSessionId = sessions.Count > 0
? sessions[0].sessionId
: saveSystem.CreateSession();
gameDataState.savedPartyPosition = new Vector3(7.285129f, 0, 0.4297419f);
gameDataState.ChangeGameState(GameState.GameMode);
gameDataState.ChangePlayMode(mode);
};
onContinueRequested = () => {
var saveData = NoxSaveData.RestoreSavedData(saveSystem, gameDataState, ref adventureData);
if(saveData == null) {
return;
}
gameDataState.ChangeGameState(GameState.GameMode);
gameDataState.ChangePlayMode(saveData.activePlayMode);
};
menuGameStateData.startGameRequests += onStartGameRequested;
menuGameStateData.continueGameRequest += onContinueRequested;
_ = InitializeGameState();
}
private async Task InitializeGameState() {
var sceneHandle = Addressables.LoadSceneAsync(bootstrapReferences.startMenuScene);
await sceneHandle.Task;
await sceneHandle.Result.ActivateAsync();
var assetHandle = Addressables.LoadAssetAsync<MenuPrefabsContainer>(bootstrapReferences.menuPrefabsContainer);
await assetHandle.Task;
mainMenuView = new MainMenuView(assetHandle.Result, menuGameStateData, saveSystem);
mainMenuView.Initialize();
IsGameStateInitialized = true;
}
public GameState Tick() {
mainMenuView?.Tick();
return gameDataState.ActiveGameState;
}
public void LateTick() { }
public void Dispose() { }
public void ExitGameState() {
if(onStartGameRequested != null) {
menuGameStateData.startGameRequests -= onStartGameRequested;
onStartGameRequested = null;
}
if(onContinueRequested != null) {
menuGameStateData.continueGameRequest -= onContinueRequested;
onContinueRequested = null;
}
mainMenuView?.Dispose();
}
}
}

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guid: 9453c712e94474abe8eea1a900eb12c4

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using Nox.Input;
using Nox.Platform;
namespace Nox.Core {
/// <summary>
/// Base class used by the platform factory to select the current platform and the input
/// </summary>
public class PlatformSelector {
public readonly DevicePlatform devicePlatform;
private InputMode inputMode;
public PlatformSelector(DevicePlatform devicePlatform, InputMode inputMode) {
this.devicePlatform = devicePlatform;
this.inputMode = inputMode;
}
public void SetInputMode(InputMode newInputMode) {
inputMode = newInputMode;
}
public static InputMode GetPlatformDefaultInputMode() {
#if UNITY_EDITOR
return InputMode.Editor;
#else
return InputMode.Desktop;
#endif
}
public static DevicePlatform GetDevicePlatform() {
#if UNITY_EDITOR
return DevicePlatform.UnityEditor;
#else
return DevicePlatform.Desktop;
#endif
}
}
}

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guid: d92359b567a9c4b67882fd1c63a2d28a

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using System;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Nox.Core {
[CreateAssetMenu(fileName = "GameModeSettings", menuName = "Nox/Database/General/GameModeSettings")]
public class PlayModeSettings : ScriptableObject {
public PlayModeData[] gameModeData;
}
[Serializable]
public class PlayModeData {
public PlayMode playMode;
public AssetReference scene;
}
}

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guid: 00bbbdf0f374243d986d909bc14c6773

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using UnityEngine;
namespace Nox.Core {
/// <summary>
/// Scene generic authoring/reference collection. Can also contain the settings for booting up a particular scene
/// </summary>
public class SceneReference : MonoBehaviour {
public GameState gameState = GameState.Invalid;
public PlayMode playMode;
}
}

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using Nox.UI;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Nox.Core {
/// <summary>
/// This is an example for the first game state which in our case would usually contain a gdpr
/// This is an example to show how it could be initialized and also how it could boot into the next game state
/// Ideally a SceneHandler/Manager of sorts should handle loading and unloading scenes.
/// </summary>
public class SplashGameState : IGameState {
private readonly BootstrapReferences bootStrapInitializer;
private readonly GameDataState gameDataState;
public bool IsGameStateInitialized { get; set; } = true;
public SplashGameState(BootstrapReferences bootStrapInitializer, GameDataState gameDataState) {
this.bootStrapInitializer = bootStrapInitializer;
this.gameDataState = gameDataState;
}
public void EnterGameState() {
DisclaimerReference gdprReference = Addressables.InstantiateAsync(bootStrapInitializer.splashUIReference).WaitForCompletion().GetComponent<DisclaimerReference>();
gdprReference.continueButton.onClick.AddListener(() => {
gameDataState.ChangeGameState(GameState.MainMenu);
Object.Destroy(gdprReference.gameObject);
});
}
public GameState Tick() {
return GameState.BootState;
}
public void LateTick() { }
public void Dispose() { }
public void ExitGameState() { }
}
}

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fileFormatVersion: 2
guid: 607a080faa19b492baa5c1b9ad13302b

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fileFormatVersion: 2
guid: e9a24b538d250f84b9b14564ccb4768d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: 780f3ab23ddb9c24988bc45c1a8e1377
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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#nullable enable
using Nox.Platform;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.InputSystem;
namespace Nox.Game {
public class CameraController : ICameraController {
private readonly PlatformSettings? platformSettings;
private readonly InputSystem_Actions? inputActions;
private readonly MapReference? mapReference;
private CameraSettings? cameraSettings;
private InputAction? zoomAction;
private InputAction? panAction;
private InputAction? holdToDragAction;
private Bounds planeBounds;
private Vector3 dragWorldOrigin;
private bool isDragging;
private readonly Plane groundPlane = new Plane(Vector3.up, Vector3.zero);
private readonly Texture2D cursorPoint;
private readonly Texture2D cursorDrag;
public CameraReference? CameraReference { get; private set; }
public CameraController(PlatformSettings? platformSettings, MapReference? mapReference) {
this.platformSettings = platformSettings;
this.mapReference = mapReference;
inputActions = platformSettings?.inputSettings.inputActions;
cursorPoint = Addressables.LoadAssetAsync<Texture2D>("Assets/Art/UI/Cursor_Pointer").WaitForCompletion();
cursorDrag = Addressables.LoadAssetAsync<Texture2D>("Assets/Art/UI/Cursor_Drag").WaitForCompletion();
Cursor.SetCursor(cursorPoint, new Vector2(12,4), CursorMode.Auto);
}
public void Initialize() {
if(inputActions == null || !mapReference) {
return;
}
zoomAction = inputActions.Player.Zoom;
panAction = inputActions.Player.PanMap;
holdToDragAction = inputActions.Player.HoldToDrag;
planeBounds = mapReference.mapPlane.GetComponent<BoxCollider>().bounds;
SetupCamera();
}
private void SetupCamera() {
CameraReference = Object.FindAnyObjectByType<CameraReference>();
if(!CameraReference) {
if(platformSettings?.cameraPrefab != null) {
GameObject? go = Object.Instantiate(platformSettings.cameraPrefab);
CameraReference = go.GetComponentInChildren<CameraReference>();
if(!CameraReference) {
Debug.LogError("Camera prefab does not contain a CameraReference component");
return;
}
}
else {
Debug.LogError("No camera prefab found and no camera reference found");
}
}
cameraSettings = CameraReference!.cameraSettings;
if(!cameraSettings) {
return;
}
// Set initial zoom to maximum allowed by map boundaries
var camera = CameraReference.mainCamera;
if(camera.orthographic) {
float maxHalfWidth = planeBounds.size.x * 0.5f;
float maxHalfHeight = planeBounds.size.z * 0.5f;
float maxOrthoSize = Mathf.Min(maxHalfHeight, maxHalfWidth / camera.aspect);
camera.orthographicSize = Mathf.Min(cameraSettings.maxZoom, maxOrthoSize);
}
else {
// Perspective camera: set height so the map fits in view
float mapWidth = planeBounds.size.x;
float mapHeight = planeBounds.size.z;
float aspect = camera.aspect;
float fovRad = camera.fieldOfView * Mathf.Deg2Rad;
float tanFov = Mathf.Tan(fovRad / 2f);
float requiredHeightByWidth = mapWidth / (2f * tanFov * aspect);
float requiredHeightByHeight = mapHeight / (2f * tanFov);
float requiredHeight = Mathf.Max(requiredHeightByWidth, requiredHeightByHeight);
// Center camera on map and set height
Vector3 camPos = planeBounds.center;
camPos.y = requiredHeight;
camera.transform.position = camPos;
// Look straight down
camera.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
}
}
public void Tick() {
PanCamera();
ZoomCamera();
}
private void ZoomCamera() {
if(zoomAction == null) {
return;
}
float zoomDelta = zoomAction.ReadValue<Vector2>().y;
if(zoomDelta == 0) {
return;
}
var camera = CameraReference!.mainCamera;
if(camera.orthographic) {
camera.orthographicSize = Mathf.Clamp(camera.orthographicSize - (zoomDelta * cameraSettings!.zoomSpeed * Time.deltaTime), cameraSettings.minZoom, cameraSettings.maxZoom);
}
else {
camera.transform.Translate(Vector3.forward * zoomDelta * cameraSettings!.zoomSpeed * Time.deltaTime, Space.Self);
}
}
private void PanCamera() {
if(holdToDragAction == null || CameraReference == null) {
return;
}
if(holdToDragAction.IsInProgress()) {
Camera camera = CameraReference.mainCamera;
Vector2 screenPos = inputActions!.Player.Point.ReadValue<Vector2>();
if(!isDragging) {
isDragging = true;
Cursor.lockState = CursorLockMode.Confined;
Cursor.SetCursor(cursorDrag, Vector2.zero, CursorMode.Auto);
dragWorldOrigin = ScreenToGroundPoint(camera, screenPos);
return;
}
Vector3 currentWorldPoint = ScreenToGroundPoint(camera, screenPos);
Vector3 offset = dragWorldOrigin - currentWorldPoint;
Vector3 camPos = camera.transform.position;
camPos.x += offset.x;
camPos.z += offset.z;
camPos.x = Mathf.Clamp(camPos.x, planeBounds.min.x, planeBounds.max.x);
camPos.z = Mathf.Clamp(camPos.z, planeBounds.min.z, planeBounds.max.z);
camera.transform.position = camPos;
dragWorldOrigin = ScreenToGroundPoint(camera, screenPos);
}
else {
if(!isDragging) {
return;
}
isDragging = false;
Cursor.lockState = CursorLockMode.None;
Cursor.SetCursor(cursorPoint, new Vector2(12,4), CursorMode.Auto);
}
}
private Vector3 ScreenToGroundPoint(Camera camera, Vector2 screenPos) {
Ray ray = camera.ScreenPointToRay(new Vector3(screenPos.x, screenPos.y, 0f));
if(groundPlane.Raycast(ray, out float distance)) {
return ray.GetPoint(distance);
}
return camera.transform.position;
}
public void Dispose() {
inputActions?.Disable();
}
}
}

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fileFormatVersion: 2
guid: 517c20f5b3ec4700afd07917ea316092
timeCreated: 1771075174

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using System;
using UnityEngine;
namespace Nox.Game {
public class CameraReference : MonoBehaviour {
public Camera mainCamera;
public CameraSettings cameraSettings;
}
}

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fileFormatVersion: 2
guid: c55bcf874b547124a861f2b9494f991e

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using UnityEngine;
namespace Nox.Game {
[CreateAssetMenu(fileName = "CameraSettings", menuName = "Nox/Camera Settings")]
public class CameraSettings : ScriptableObject {
public float zoomSpeed = 2f;
public float minZoom = 5f;
public float maxZoom = 20f;
}
}

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fileFormatVersion: 2
guid: b508138d992c4f7280afcc0e1d6c4e8f
timeCreated: 1771153846

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@@ -0,0 +1,10 @@
using UnityEngine;
namespace Nox.Game {
public interface ICameraController {
CameraReference CameraReference {get;}
void Initialize();
void Tick();
void Dispose();
}
}

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fileFormatVersion: 2
guid: e0a1d5f367bb4b3fb740541f9a0ba163
timeCreated: 1771152354

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b7671be7321935f46b97f6859276be8b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Nox.Game {
public enum CharacterRole {
Protagonist,
Companion
}
[Serializable]
public sealed class CharacterAttributes {
public int might;
public int reflex;
public int knowledge;
public int Total => might + reflex + knowledge;
}
[Serializable]
public sealed class CharacterStats {
public int maxHealth;
public int maxStamina;
public float dodgeStaminaLossMultiplier;
}
[Serializable]
public sealed class PerkDefinition {
public string id;
public string name;
public string mechanicalBonus;
public string thematicPenalty;
}
[Serializable]
public sealed class CharacterData {
public string id;
public string displayName;
public CharacterRole role;
public int level;
public int experience;
public CharacterAttributes attributes;
public CharacterStats stats;
public List<PerkDefinition> perks = new List<PerkDefinition>();
public CharacterData Clone() {
return new CharacterData {
id = id,
displayName = displayName,
role = role,
level = level,
experience = experience,
attributes = new CharacterAttributes {
might = attributes?.might ?? 0,
reflex = attributes?.reflex ?? 0,
knowledge = attributes?.knowledge ?? 0
},
stats = new CharacterStats {
maxHealth = stats?.maxHealth ?? 0,
maxStamina = stats?.maxStamina ?? 0,
dodgeStaminaLossMultiplier = stats?.dodgeStaminaLossMultiplier ?? 1f
},
perks = perks.Select(p => new PerkDefinition {
id = p.id,
name = p.name,
mechanicalBonus = p.mechanicalBonus,
thematicPenalty = p.thematicPenalty
}).ToList()
};
}
}
[Serializable]
public sealed class CharacterTemplate {
public string id;
public string displayName;
public CharacterAttributes attributes;
public int level = 1;
public int experience;
public List<string> startingPerkIds = new List<string>();
}
[Serializable]
public sealed class CustomCharacterCreationRequest {
public string id;
public string displayName;
public int mightPoints;
public int reflexPoints;
public int knowledgePoints;
public List<string> startingPerkIds = new List<string>();
}
[Serializable]
public sealed class PartyData {
public List<CharacterData> members = new List<CharacterData>();
public int maxPartySize;
[JsonIgnore]
public CharacterData Protagonist => members.FirstOrDefault(m => m.role == CharacterRole.Protagonist);
[JsonIgnore]
public IReadOnlyList<CharacterData> Companions => members.Where(m => m.role == CharacterRole.Companion).ToList();
}
public interface ICharacterAttributesFactory {
CharacterAttributes Create(int might, int reflex, int knowledge);
CharacterAttributes CreateFromPointAllocation(int mightPoints, int reflexPoints, int knowledgePoints);
}
public interface ICharacterStatsFactory {
CharacterStats Create(CharacterAttributes attributes);
}
public interface IPerkFactory {
IReadOnlyCollection<PerkDefinition> GetAll();
PerkDefinition GetById(string perkId);
IReadOnlyCollection<PerkDefinition> GetAvailableFor(CharacterData character);
bool TryAddPerk(CharacterData character, string perkId);
}
public interface ICharacterFactory {
CharacterData CreateCustomProtagonist(CustomCharacterCreationRequest request);
CharacterData CreateFromTemplate(CharacterTemplate template, CharacterRole role = CharacterRole.Companion);
}
public interface IPartyFactory {
PartyData Create(CharacterData protagonist, IEnumerable<CharacterData> companions = null);
}
public interface ICharacterSystems {
IPerkFactory PerkFactory { get; }
ICharacterFactory CharacterFactory { get; }
IPartyFactory PartyFactory { get; }
}
public sealed class CharacterFactoryOptions {
public int baseMight = 1;
public int baseReflex = 1;
public int baseKnowledge = 1;
public int customAttributePointBudget = 10;
public int startingLevel = 1;
}
public sealed class CharacterStatsFactoryOptions {
public int baseHealth = 10;
public int baseStamina = 5;
public int mightHealthBonus = 3;
public int mightStaminaBonus = 1;
public int knowledgeStaminaBonus = 2;
public float baseDodgeStaminaLossMultiplier = 1f;
public float reflexDodgeStaminaLossReduction = 0.03f;
public float minDodgeStaminaLossMultiplier = 0.4f;
}
public sealed class PartyFactoryOptions {
public int minPartySize = 1;
public int maxPartySize = 4;
public bool enforceUniqueCharacterIds = true;
}
public sealed class CharacterSystems : ICharacterSystems {
public CharacterSystems(IPerkFactory perkFactory, ICharacterFactory characterFactory, IPartyFactory partyFactory) {
PerkFactory = perkFactory;
CharacterFactory = characterFactory;
PartyFactory = partyFactory;
}
public IPerkFactory PerkFactory { get; }
public ICharacterFactory CharacterFactory { get; }
public IPartyFactory PartyFactory { get; }
}
public static class DefaultCharacterSystemsFactory {
public static ICharacterSystems Create(int maxPartySize = 8) {
IPerkFactory perkFactory = new PerkFactory(CreateDefaultPerks());
ICharacterAttributesFactory attributesFactory = new CharacterAttributesFactory(new CharacterFactoryOptions {
baseMight = 1,
baseReflex = 1,
baseKnowledge = 1,
customAttributePointBudget = 10,
startingLevel = 1
});
ICharacterStatsFactory statsFactory = new CharacterStatsFactory();
ICharacterFactory characterFactory = new CharacterFactory(attributesFactory, statsFactory, perkFactory);
IPartyFactory partyFactory = new PartyFactory(new PartyFactoryOptions {
minPartySize = 1,
maxPartySize = maxPartySize,
enforceUniqueCharacterIds = true
});
return new CharacterSystems(perkFactory, characterFactory, partyFactory);
}
private static IEnumerable<PerkDefinition> CreateDefaultPerks() {
return new[] {
new PerkDefinition { id = "iron-will", name = "Iron Will", mechanicalBonus = "+1 max health per level", thematicPenalty = "-1 social flexibility in dialogue checks" },
new PerkDefinition { id = "steadfast", name = "Steadfast", mechanicalBonus = "-10% stamina loss when bracing", thematicPenalty = "-10% movement speed in retreat events" },
new PerkDefinition { id = "nimble-step", name = "Nimble Step", mechanicalBonus = "-15% dodge stamina loss", thematicPenalty = "+10% stamina loss on heavy actions" },
new PerkDefinition { id = "lorekeeper", name = "Lorekeeper", mechanicalBonus = "+15% knowledge event success", thematicPenalty = "-10% intimidation success chance" },
new PerkDefinition { id = "bulwark", name = "Bulwark", mechanicalBonus = "+2 base defense checks", thematicPenalty = "-1 reflex in stealth checks" },
new PerkDefinition { id = "pathfinder", name = "Pathfinder", mechanicalBonus = "+15% scouting event success", thematicPenalty = "-1 max health during ambush events" }
};
}
}
public sealed class CharacterAttributesFactory : ICharacterAttributesFactory {
private readonly CharacterFactoryOptions options;
public CharacterAttributesFactory(CharacterFactoryOptions options = null) {
this.options = options ?? new CharacterFactoryOptions();
}
public CharacterAttributes Create(int might, int reflex, int knowledge) {
if(might < 0 || reflex < 0 || knowledge < 0) {
throw new ArgumentOutOfRangeException(nameof(might), "attributes cannot be negative.");
}
return new CharacterAttributes {
might = might,
reflex = reflex,
knowledge = knowledge
};
}
public CharacterAttributes CreateFromPointAllocation(int mightPoints, int reflexPoints, int knowledgePoints) {
if(mightPoints < 0 || reflexPoints < 0 || knowledgePoints < 0) {
throw new ArgumentOutOfRangeException(nameof(mightPoints), "Point allocation cannot be negative.");
}
int allocated = mightPoints + reflexPoints + knowledgePoints;
if(allocated > options.customAttributePointBudget) {
throw new ArgumentException($"Allocated {allocated} points but budget is {options.customAttributePointBudget}.");
}
return new CharacterAttributes {
might = options.baseMight + mightPoints,
reflex = options.baseReflex + reflexPoints,
knowledge = options.baseKnowledge + knowledgePoints
};
}
}
public sealed class CharacterStatsFactory : ICharacterStatsFactory {
private readonly CharacterStatsFactoryOptions options;
public CharacterStatsFactory(CharacterStatsFactoryOptions options = null) {
this.options = options ?? new CharacterStatsFactoryOptions();
}
public CharacterStats Create(CharacterAttributes attributes) {
if(attributes == null) {
throw new ArgumentNullException(nameof(attributes));
}
int maxHealth = options.baseHealth + attributes.might * options.mightHealthBonus;
int maxStamina = options.baseStamina +
attributes.might * options.mightStaminaBonus +
attributes.knowledge * options.knowledgeStaminaBonus;
float dodgeMultiplier = options.baseDodgeStaminaLossMultiplier -
attributes.reflex * options.reflexDodgeStaminaLossReduction;
dodgeMultiplier = Math.Max(options.minDodgeStaminaLossMultiplier, dodgeMultiplier);
return new CharacterStats {
maxHealth = maxHealth,
maxStamina = maxStamina,
dodgeStaminaLossMultiplier = dodgeMultiplier
};
}
}
public sealed class PerkFactory : IPerkFactory {
private readonly Dictionary<string, PerkDefinition> perkPool;
public PerkFactory(IEnumerable<PerkDefinition> perkPool) {
if(perkPool == null) {
throw new ArgumentNullException(nameof(perkPool));
}
this.perkPool = perkPool
.Where(p => p != null && !string.IsNullOrWhiteSpace(p.id))
.GroupBy(p => p.id)
.ToDictionary(g => g.Key, g => g.First());
}
public IReadOnlyCollection<PerkDefinition> GetAll() {
return perkPool.Values.ToList();
}
public PerkDefinition GetById(string perkId) {
if(string.IsNullOrWhiteSpace(perkId)) {
return null;
}
perkPool.TryGetValue(perkId, out PerkDefinition perk);
return perk;
}
public IReadOnlyCollection<PerkDefinition> GetAvailableFor(CharacterData character) {
if(character == null) {
return perkPool.Values.ToList();
}
HashSet<string> ownedPerkIds = character.perks
.Where(p => p != null && !string.IsNullOrWhiteSpace(p.id))
.Select(p => p.id)
.ToHashSet();
return perkPool.Values.Where(p => !ownedPerkIds.Contains(p.id)).ToList();
}
public bool TryAddPerk(CharacterData character, string perkId) {
if(character == null || string.IsNullOrWhiteSpace(perkId)) {
return false;
}
if(character.perks.Any(p => p != null && p.id == perkId)) {
return false;
}
if(!perkPool.TryGetValue(perkId, out PerkDefinition perk)) {
return false;
}
character.perks.Add(new PerkDefinition {
id = perk.id,
name = perk.name,
mechanicalBonus = perk.mechanicalBonus,
thematicPenalty = perk.thematicPenalty
});
return true;
}
}
public sealed class CharacterFactory : ICharacterFactory {
private readonly CharacterFactoryOptions options;
private readonly ICharacterAttributesFactory attributesFactory;
private readonly ICharacterStatsFactory statsFactory;
private readonly IPerkFactory perkFactory;
public CharacterFactory(
ICharacterAttributesFactory attributesFactory,
ICharacterStatsFactory statsFactory,
IPerkFactory perkFactory,
CharacterFactoryOptions options = null) {
this.attributesFactory = attributesFactory ?? throw new ArgumentNullException(nameof(attributesFactory));
this.statsFactory = statsFactory ?? throw new ArgumentNullException(nameof(statsFactory));
this.perkFactory = perkFactory ?? throw new ArgumentNullException(nameof(perkFactory));
this.options = options ?? new CharacterFactoryOptions();
}
public CharacterData CreateCustomProtagonist(CustomCharacterCreationRequest request) {
if(request == null) {
throw new ArgumentNullException(nameof(request));
}
CharacterAttributes attributes = attributesFactory.CreateFromPointAllocation(
request.mightPoints,
request.reflexPoints,
request.knowledgePoints);
CharacterData character = new CharacterData {
id = string.IsNullOrWhiteSpace(request.id) ? Guid.NewGuid().ToString("N") : request.id,
displayName = request.displayName,
role = CharacterRole.Protagonist,
level = options.startingLevel,
experience = 0,
attributes = attributes,
stats = statsFactory.Create(attributes)
};
AddStartingPerks(character, request.startingPerkIds);
return character;
}
public CharacterData CreateFromTemplate(CharacterTemplate template, CharacterRole role = CharacterRole.Companion) {
if(template == null) {
throw new ArgumentNullException(nameof(template));
}
CharacterAttributes sourceAttributes = template.attributes ?? attributesFactory.Create(0, 0, 0);
CharacterAttributes attributes = attributesFactory.Create(
sourceAttributes.might,
sourceAttributes.reflex,
sourceAttributes.knowledge);
CharacterData character = new CharacterData {
id = string.IsNullOrWhiteSpace(template.id) ? Guid.NewGuid().ToString("N") : template.id,
displayName = template.displayName,
role = role,
level = template.level <= 0 ? options.startingLevel : template.level,
experience = template.experience,
attributes = attributes,
stats = statsFactory.Create(attributes)
};
AddStartingPerks(character, template.startingPerkIds);
return character;
}
private void AddStartingPerks(CharacterData character, IEnumerable<string> perkIds) {
if(perkIds == null) {
return;
}
foreach(string perkId in perkIds.Distinct()) {
perkFactory.TryAddPerk(character, perkId);
}
}
}
public sealed class PartyFactory : IPartyFactory {
private readonly PartyFactoryOptions options;
public PartyFactory(PartyFactoryOptions options = null) {
this.options = options ?? new PartyFactoryOptions();
}
public PartyData Create(CharacterData protagonist, IEnumerable<CharacterData> companions = null) {
if(protagonist == null) {
throw new ArgumentNullException(nameof(protagonist));
}
PartyData party = new PartyData {
maxPartySize = options.maxPartySize <= 0 ? int.MaxValue : options.maxPartySize
};
CharacterData protagonistClone = protagonist.Clone();
protagonistClone.role = CharacterRole.Protagonist;
party.members.Add(protagonistClone);
if(companions != null) {
foreach(CharacterData companion in companions.Where(c => c != null)) {
CharacterData companionClone = companion.Clone();
companionClone.role = CharacterRole.Companion;
party.members.Add(companionClone);
}
}
ValidateParty(party);
return party;
}
private void ValidateParty(PartyData party) {
if(party.members.Count < options.minPartySize) {
throw new ArgumentException($"Party size {party.members.Count} is below minimum {options.minPartySize}.");
}
if(party.members.Count > party.maxPartySize) {
throw new ArgumentException($"Party size {party.members.Count} exceeds max {party.maxPartySize}.");
}
int protagonistCount = party.members.Count(m => m.role == CharacterRole.Protagonist);
if(protagonistCount != 1) {
throw new ArgumentException($"Party must contain exactly one protagonist, found {protagonistCount}.");
}
if(options.enforceUniqueCharacterIds) {
int uniqueIds = party.members
.Where(m => !string.IsNullOrWhiteSpace(m.id))
.Select(m => m.id)
.Distinct()
.Count();
if(uniqueIds != party.members.Count) {
throw new ArgumentException("Party contains duplicate or missing character ids.");
}
}
}
}
}

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fileFormatVersion: 2
guid: ec5c743399d71cd41b2db4f9a7e5dec1

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namespace v {
public interface IEntity {
}
}

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fileFormatVersion: 2
guid: 98b50e969ea0412ca3575cd28b6018b7
timeCreated: 1772574533

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namespace Nox.Game {
public class PartyCreatorModel {
private readonly ICharacterFactory characterFactory;
private readonly IPartyFactory partyFactory;
public PartyCreatorModel(ICharacterFactory characterFactory, IPartyFactory partyFactory) {
this.characterFactory = characterFactory;
this.partyFactory = partyFactory;
}
public PartyData CreatePartyForNewRun(int companionCount) {
var protagonist = characterFactory.CreateCustomProtagonist(new CustomCharacterCreationRequest {
id = "protagonist",
displayName = "The Warden",
mightPoints = 4,
reflexPoints = 3,
knowledgePoints = 3,
startingPerkIds = new System.Collections.Generic.List<string> { "iron-will" }
});
CharacterTemplate[] companionTemplates = {
new() {
id = "companion-bruiser",
displayName = "Rook",
attributes = new CharacterAttributes { might = 5, reflex = 2, knowledge = 1 },
startingPerkIds = new System.Collections.Generic.List<string> { "steadfast" }
},
new() {
id = "companion-scout",
displayName = "Sable",
attributes = new CharacterAttributes { might = 2, reflex = 5, knowledge = 1 },
startingPerkIds = new System.Collections.Generic.List<string> { "nimble-step" }
},
new() {
id = "companion-scholar",
displayName = "Quill",
attributes = new CharacterAttributes { might = 1, reflex = 2, knowledge = 5 },
startingPerkIds = new System.Collections.Generic.List<string> { "lorekeeper" }
},
new() {
id = "companion-vanguard",
displayName = "Brant",
attributes = new CharacterAttributes { might = 4, reflex = 3, knowledge = 2 },
startingPerkIds = new System.Collections.Generic.List<string> { "bulwark" }
},
new() {
id = "companion-tracker",
displayName = "Mira",
attributes = new CharacterAttributes { might = 2, reflex = 4, knowledge = 3 },
startingPerkIds = new System.Collections.Generic.List<string> { "pathfinder" }
}
};
var companions = new System.Collections.Generic.List<CharacterData>();
for(var i = 0; i < companionCount && i < companionTemplates.Length; i++) {
companions.Add(characterFactory.CreateFromTemplate(companionTemplates[i], CharacterRole.Companion));
}
return partyFactory.Create(protagonist, companions);
}
}
}

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fileFormatVersion: 2
guid: f231d6e487bc4577847de98936498bde
timeCreated: 1772644731

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using UnityEngine;
namespace Nox.Game {
public class PartyReference : MonoBehaviour {
}
}

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fileFormatVersion: 2
guid: 067750df0e87b834bbbb239b7c03abb4

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using Jovian.SaveSystem;
using Nox.Core;
using System;
using System.Linq;
using UnityEngine;
using PlayMode = Nox.Core.PlayMode;
namespace Nox.Game {
public class NoxSaveData {
public static NoxSavedDataSet RestoreSavedData(
ISaveSystem saveSystem,
GameDataState gameDataState,
ref AdventureData adventureData) {
var sessions = saveSystem.GetAllSessions().OrderByDescending(s => s.lastSaveDateUtc).ToList();
if(sessions.Count == 0) {
return null;
}
var latestSession = sessions[0];
var slots = saveSystem.GetSlots(latestSession.sessionId).OrderByDescending(s => s.timestampUtc).ToList();
if(slots.Count == 0) {
return null;
}
var latestSlot = slots[0];
var saveData = saveSystem.Load<NoxSavedDataSet>(latestSlot);
Debug.Log($"Loaded save {latestSlot.DisplayLabel}");
if(saveData == null) {
Debug.LogError("Failed to load save data");
return null;
}
gameDataState.activeSessionId = latestSession.sessionId;
gameDataState.savedPartyPosition = saveData.partyPosition.ToVector3();
gameDataState.ActiveParty = saveData.partyData;
adventureData = saveData.adventureData;
return saveData;
}
}
/// <summary>
/// The game's save data snapshot. Contains all state needed to restore a game session.
/// This is the TData passed to the save system package.
/// </summary>
[Serializable]
public sealed class NoxSavedDataSet {
// game state
public PlayMode activePlayMode;
//game mode specific data
public AdventureData adventureData;
// Party
public PartyData partyData;
public SerializableVector3 partyPosition;
}
/// <summary>
/// JSON-friendly Vector3 representation for save data.
/// </summary>
[Serializable]
public struct SerializableVector3 {
public float x;
public float y;
public float z;
public static SerializableVector3 Zero => new SerializableVector3 { x = 0, y = 0, z = 0 };
public static SerializableVector3 FromVector3(Vector3 value) {
return new SerializableVector3 { x = value.x, y = value.y, z = value.z };
}
public Vector3 ToVector3() {
return new Vector3(x, y, z);
}
}
}

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fileFormatVersion: 2
guid: b62368c672d7fde4d94dc19ae74e133d

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 35a9294689c9454fba6e3cd8d818c38f
timeCreated: 1772367730

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using Nox.Game.UI;
using UnityEngine;
namespace Nox.Game {
[CreateAssetMenu(fileName = "GameModePrefabs", menuName = "Nox/AdventureMapPrefabs")]
public class AdventureModePrefabs: ScenePrefabs {
public GuiReferences guiReferencesPrefab;
public MapReference mapReferencePrefab;
public MapLocationsReference mapLocationsReferencePrefab;
public PartyReference partyReferencePrefab;
}
}

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fileFormatVersion: 2
guid: e7cce6bb84bb20741a560389ab887769

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using Jovian.SaveSystem;
using Jovian.ZoneSystem;
using Nox.Core;
using Nox.Platform;
using Nox.Game.UI;
using System.Linq;
using UnityEngine;
using UnityEngine.AddressableAssets;
using PlayMode = Nox.Core.PlayMode;
namespace Nox.Game {
public class AdventureData {
public bool isPartyMoving;
public int currentDay = 0;
public int suppliesAvailable = -1;
public float currentTime = -1f;
public DayPhase currentDayPhase = DayPhase.Morning;
}
public class AdventurePlayMode : IPlayMode {
private readonly PlatformSettings platformSettings;
private readonly PlayModeSettings bootstrapSettings;
private readonly GameDataState gameDataState;
private readonly ISaveSystem saveSystem;
private PartyData partyData;
private AdventureData adventureData;
private AdventureModePrefabs scenePrefabs;
private ICameraController cameraController;
private MapReference mapRef;
private PartyMovementHandler partyMovementHandler;
private PartyReference partyRef;
private MapLocationsReference mapLocationsReference;
private InputSystem_Actions inputActions;
private AdventureView adventureView;
private ZoneSystem zoneSystem;
private GuiReferences guiReferences;
private AdventureSettings adventureSettings;
private TimeHandler timeHandler;
private PartyInventoryHandler partyInventoryHandler;
public AdventurePlayMode(
PlatformSettings platformSettings,
PartyData partyData,
PlayModeSettings bootstrapSettings,
GameDataState gameDataState,
ISaveSystem saveSystem,
AdventureSettings adventureSettings,
AdventureData adventureData) {
this.platformSettings = platformSettings;
this.partyData = partyData;
this.bootstrapSettings = bootstrapSettings;
this.gameDataState = gameDataState;
this.saveSystem = saveSystem;
this.adventureSettings = adventureSettings;
this.adventureData = adventureData;
}
public bool IsGameModeInitialized { get; private set; }
public void EnterPlayMode() {
inputActions = platformSettings.inputSettings.inputActions;
if(IsGameModeInitialized) {
inputActions.Player.Enable();
inputActions.UI.PauseMenu.Enable();
partyMovementHandler.ConsumeNextClick();
return;
}
Addressables.LoadSceneAsync(bootstrapSettings.gameModeData.FirstOrDefault(g => g.playMode == PlayMode.Adventure)?.scene)
.WaitForCompletion().ActivateAsync().completed += InitializeGameMode;
}
private void InitializeGameMode(AsyncOperation obj) {
inputActions.Player.Enable();
inputActions.UI.PauseMenu.Enable();
Debug.Log("Entering Adventure Play Mode");
if(partyData == null) {
var sessions = saveSystem.GetAllSessions().OrderByDescending(s => s.lastSaveDateUtc).ToList();
if(sessions.Count == 0) {
return;
}
var latestSession = sessions[0];
var slots = saveSystem.GetSlots(latestSession.sessionId).OrderByDescending(s => s.timestampUtc).ToList();
if(slots.Count == 0) {
return;
}
var latestSlot = slots[0];
var saveData = saveSystem.Load<NoxSaveData>(latestSlot);
Debug.Log($"Loaded save {latestSlot.DisplayLabel}");
if(saveData == null) {
Debug.LogError("Failed to load save data");
return;
}
NoxSaveData.RestoreSavedData(saveSystem, gameDataState, ref adventureData);
Debug.LogWarning("AdventurePlayMode started from the Adventure Scene. Loading the last Autosave");
}
scenePrefabs ??= Addressables.LoadAssetAsync<AdventureModePrefabs>("AdventureMapPrefabs").WaitForCompletion();
mapRef ??= Object.FindFirstObjectByType<MapReference>();
partyRef ??= Object.FindFirstObjectByType<PartyReference>();
if(partyRef && gameDataState.savedPartyPosition.HasValue) {
partyRef.transform.position = gameDataState.savedPartyPosition.Value;
}
mapLocationsReference ??= Object.FindFirstObjectByType<MapLocationsReference>();
if(!mapRef) {
mapRef ??= Object.Instantiate(scenePrefabs.mapReferencePrefab);
}
cameraController ??= new CameraController(platformSettings, mapRef);
cameraController.Initialize();
if(adventureData.suppliesAvailable == -1) {
adventureData.suppliesAvailable = adventureSettings.maxSupplies;
}
if(Mathf.Approximately(adventureData.currentTime, -1f)) {
adventureData.currentTime = 0.25f;
}
partyInventoryHandler ??= new PartyInventoryHandler(adventureData, adventureSettings);
partyInventoryHandler.Initialize();
timeHandler ??= new TimeHandler(adventureSettings, adventureData);
zoneSystem ??= new ZoneSystem(mapRef.zonesObjectHolder);
partyMovementHandler ??= new PartyMovementHandler(partyRef, cameraController, mapLocationsReference, platformSettings.inputSettings, zoneSystem, adventureData, adventureSettings);
partyMovementHandler.Initialize();
guiReferences ??= Object.FindFirstObjectByType<GuiReferences>();
adventureView ??= new AdventureView(gameDataState, guiReferences, inputActions, adventureData, adventureSettings);
adventureView.Initialize();
IsGameModeInitialized = true;
}
public void Tick() {
if(!IsGameModeInitialized) {
return;
}
timeHandler.Tick();
partyInventoryHandler.Tick();
partyMovementHandler.Tick();
adventureView.Tick();
if(inputActions.UI.PauseMenu.WasPerformedThisFrame()) {
gameDataState.ChangePlayMode(PlayMode.PauseMenu);
}
}
public void LateTick() {
if(!IsGameModeInitialized) {
return;
}
cameraController.Tick();
}
public NoxSavedDataSet CaptureNoxSaveData() {
return new NoxSavedDataSet {
activePlayMode = PlayMode.Adventure,
partyData = partyData,
partyPosition = partyRef ? SerializableVector3.FromVector3(partyRef.transform.position) : SerializableVector3.Zero
};
}
public void ExitGameMode() {
inputActions.Player.Disable();
inputActions.UI.PauseMenu.Disable();
}
public void Dispose() {
cameraController.Dispose();
partyMovementHandler.Dispose();
}
}
}

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fileFormatVersion: 2
guid: eb1c247bb12a45a587e8ae7d013038d7
timeCreated: 1771156737

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using UnityEngine;
namespace Nox.Game {
[CreateAssetMenu(fileName = "AdventureSettings", menuName = "Nox/AdventureSettings")]
public class AdventureSettings : ScriptableObject {
public int dayLength = 10;
public int maxSupplies = 20;
[Header("Party Data")]
public float partyBaseSpeed = 3f;
}
}

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fileFormatVersion: 2
guid: 1d2424482c4843c0b7a33a9cc67411b2
timeCreated: 1771786400

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using Nox.Core;
using Nox.Platform;
using UnityEngine;
namespace Nox.Game {
public class CombatPlayMode : IPlayMode {
private readonly PlatformSettings platformSettings;
private readonly PartyData partyData;
public CombatPlayMode(PlatformSettings platformSettings, PartyData partyData) {
this.platformSettings = platformSettings;
this.partyData = partyData;
}
public bool IsGameModeInitialized { get; private set; }
public void EnterPlayMode() {
if(partyData == null) {
Debug.LogWarning("CombatPlayMode started without PartyData.");
}
Debug.Log("Entering Combat Play Mode");
IsGameModeInitialized = true;
}
public void Tick() { }
public void LateTick() { }
public void ExitGameMode() { }
public void Dispose() { }
}
}

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fileFormatVersion: 2
guid: 087dc559ae894cd8b9a9dee5c6e3b64c
timeCreated: 1772367690

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#nullable enable
namespace Nox.Game.UI {
public interface IMenuView {
void Initialize();
void Show();
void Hide();
void Tick();
}
}

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fileFormatVersion: 2
guid: e99c535c23cc449984dcd145f4c1bec8
timeCreated: 1772374016

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using TMPro;
using UnityEngine;
namespace Nox.Game {
public class MapLocation : MonoBehaviour {
public SpriteRenderer icon;
public SpriteRenderer highlight;
public TextMeshProUGUI nameText;
}
}

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fileFormatVersion: 2
guid: 436b68ae9b9d347469b78e52a5aa7b53

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using UnityEngine;
namespace Nox.Game {
public class MapLocationsReference : MonoBehaviour {
public NoxLocationInfo [] mapLocations;
}
}

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fileFormatVersion: 2
guid: bdd66cc132efc3640b46bf53dedcbcb4

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using Jovian.ZoneSystem;
using UnityEngine;
namespace Nox.Game {
public class MapReference : MonoBehaviour {
public GameObject mapPlane;
public ZonesObjectHolder zonesObjectHolder;
}
}

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fileFormatVersion: 2
guid: 7c173f913efc6004faf5dd75e96b32fe

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using System;
using UnityEngine;
namespace Nox.Game {
public enum NoxMapLocations {
None,
City1,
City2,
Village1,
Village2,
Ruin1,
Ruin2
}
[Serializable]
public class NoxLocationInfo {
public NoxMapLocations locationId;
public MapLocation mapLocation;
}
}

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fileFormatVersion: 2
guid: 535e7fdf7ddb4c1f9edf7254c3bb0acd
timeCreated: 1771763769

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namespace Nox.Game {
public class PartyInventoryHandler {
private readonly AdventureData adventureData;
private readonly AdventureSettings adventureSettings;
private int currentDay;
public PartyInventoryHandler(AdventureData adventureData, AdventureSettings adventureSettings) {
this.adventureData = adventureData;
this.adventureSettings = adventureSettings;
}
public void Initialize() {
currentDay = adventureData.currentDay;
}
public void Tick() {
if(currentDay != adventureData.currentDay) {
currentDay = adventureData.currentDay;
if(adventureData.suppliesAvailable > 0) {
adventureData.suppliesAvailable--;
}
}
}
}
}

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fileFormatVersion: 2
guid: c4a1ab7b529042ca8bf42714b383f918
timeCreated: 1773614576

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using Jovian.ZoneSystem;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
namespace Nox.Game {
public class PartyMovementHandler {
private readonly PartyReference partyReference;
private readonly ICameraController cameraController;
private readonly InputSystem_Actions inputActions;
private readonly MapLocationsReference mapLocationsReference;
private readonly ZoneSystem zoneSystem;
private readonly AdventureSettings adventureSettings;
private readonly float maxDistance = 100f;
private AdventureData adventureData;
private bool partyCanMove;
private Vector3 targetPosition;
private bool shouldHover;
private MapLocation currentSelectedPoi;
private string previousZoneId;
private bool hasClicked;
private bool skipNextClick;
public LayerMask clickToMoveMask = LayerMask.GetMask("Clickable");
public LayerMask hoverOverMask = LayerMask.GetMask("Hoverable");
public PartyMovementHandler(
PartyReference partyReference,
ICameraController cameraController,
MapLocationsReference mapLocationsReference,
Input.InputSettings inputSettings,
ZoneSystem zoneSystem,
AdventureData adventureData,
AdventureSettings adventureSettings) {
this.partyReference = partyReference;
this.cameraController = cameraController;
this.mapLocationsReference = mapLocationsReference;
this.zoneSystem = zoneSystem;
this.adventureData = adventureData;
this.adventureSettings = adventureSettings;
inputActions = inputSettings.inputActions;
}
public void Initialize() {
inputActions.Player.ClickOnMap.performed += OnClickOnMap;
}
public void ConsumeNextClick() {
skipNextClick = true;
}
private void OnClickOnMap(InputAction.CallbackContext obj) {
if(!obj.action.WasReleasedThisFrame()) {
return;
}
hasClicked = true;
}
private void HandleHoverableLocation(RaycastHit hitInfo) {
var go = hitInfo.collider.gameObject;
if(!go.transform.parent.TryGetComponent(out MapLocation mapLocation)) {
return;
}
currentSelectedPoi = mapLocation;
mapLocation.highlight.gameObject.SetActive(true);
}
private void HandleClickableLocation() {
var screenPos = inputActions.Player.Point.ReadValue<Vector2>();
var ray = cameraController.CameraReference.mainCamera.ScreenPointToRay(screenPos);
if(!Physics.Raycast(ray, out var clickHit, maxDistance, clickToMoveMask, QueryTriggerInteraction.Ignore)) {
return;
}
if(!clickHit.collider.gameObject.transform.parent.TryGetComponent(out MapReference mapReference)) {
return;
}
//if(mapReference.ValidateMoveLocation(hitInfoPoint)) {
targetPosition = clickHit.point;
partyCanMove = true;
//}
}
public void Tick() {
HandleHover();
if(hasClicked) {
hasClicked = false;
// should it skip next click to avoid click-through from the pause menu?
if(skipNextClick) {
skipNextClick = false;
return;
}
if(EventSystem.current.IsPointerOverGameObject()) {
return;
}
HandleClickableLocation();
}
if(!partyCanMove) {
adventureData.isPartyMoving = false;
return;
}
if(Vector3.Distance(partyReference.transform.position, targetPosition) < 0.05f) {
partyReference.transform.position = targetPosition;
VerifyPointsOfInterest();
partyCanMove = false;
}
adventureData.isPartyMoving = true;
partyReference.transform.position = Vector3.MoveTowards(new Vector3(partyReference.transform.position.x, 0, partyReference.transform.position.z), targetPosition, Time.deltaTime * adventureSettings.partyBaseSpeed);
VerifyZones(partyReference.transform.position);
}
private void HandleHover() {
if(EventSystem.current.IsPointerOverGameObject()) {
return;
}
var screenPos = inputActions.Player.Point.ReadValue<Vector2>();
var ray = cameraController.CameraReference.mainCamera.ScreenPointToRay(screenPos);
if(Physics.Raycast(ray, out var hoverHit, maxDistance, hoverOverMask, QueryTriggerInteraction.Ignore)) {
HandleHoverableLocation(hoverHit);
}
else {
currentSelectedPoi?.highlight.gameObject.SetActive(false);
currentSelectedPoi = null;
}
}
private void VerifyZones(Vector3 position) {
var zoneContext = zoneSystem.QueryZone(position);
var currentZoneId = zoneContext.resolvedZoneId;
if(currentZoneId != previousZoneId) {
if(!string.IsNullOrEmpty(currentZoneId)) {
Debug.Log($"Entered zone: {currentZoneId} (encounter: {zoneContext.encounterTableId}, safe: {zoneContext.isSafe})");
}
else if(!string.IsNullOrEmpty(previousZoneId)) {
Debug.Log($"Left zone: {previousZoneId}");
}
previousZoneId = currentZoneId;
}
}
private void VerifyPointsOfInterest() {
foreach(var location in mapLocationsReference.mapLocations) {
if(Vector3.Distance(location.mapLocation.transform.position, partyReference.transform.position) < 0.4f) {
Debug.Log($"Arrived at {location.locationId}");
break;
}
}
}
public void Dispose() {
inputActions.Player.ClickOnMap.performed -= OnClickOnMap;
}
}
}

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fileFormatVersion: 2
guid: d2f697207298f2242aa2a8d36ef6a9b4

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#nullable enable
using Nox.Core;
using Nox.Platform;
using Nox.Game.UI;
using UnityEngine;
namespace Nox.Game {
public class PauseMenuPlayMode : IPlayMode {
private readonly PlatformSettings platformSettings;
private readonly GameDataState gameDataState;
private PauseMenuReferences? pauseMenuReference;
private readonly IMenuView? pauseMenuView;
private readonly InputSystem_Actions inputActions;
public PauseMenuPlayMode(PlatformSettings platformSettings, GameDataState gameDataState, IMenuView pauseMenuView) {
this.platformSettings = platformSettings;
this.gameDataState = gameDataState;
this.pauseMenuView = pauseMenuView;
inputActions = platformSettings.inputSettings.inputActions;
inputActions.UI.Enable();
}
public bool IsGameModeInitialized { get; private set; }
public void EnterPlayMode() {
Debug.Log("Entering PauseMenu Play Mode");
pauseMenuView?.Initialize();
IsGameModeInitialized = true;
}
public void Tick() {
if(inputActions.UI.PauseMenu.WasPerformedThisFrame()) {
pauseMenuView?.Hide();
gameDataState.ChangePlayMode(gameDataState.PreviousPlayMode);
}
pauseMenuView?.Tick();
}
public void LateTick() { }
public void ExitGameMode() {
pauseMenuView?.Hide();
}
public void Dispose() {
inputActions.UI.Disable();
}
}
}

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fileFormatVersion: 2
guid: eab5b722cabf4ec7b79af55838d24ed4
timeCreated: 1772367657

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using Nox.Core;
using Nox.Platform;
using UnityEngine;
namespace Nox.Game {
public class RestPlayMode : IPlayMode {
private readonly PlatformSettings platformSettings;
private readonly PartyData partyData;
public RestPlayMode(PlatformSettings platformSettings, PartyData partyData) {
this.platformSettings = platformSettings;
this.partyData = partyData;
}
public bool IsGameModeInitialized { get; private set; }
public void EnterPlayMode() {
if(partyData == null) {
Debug.LogWarning("RestPlayMode started without PartyData.");
}
Debug.Log("Entering Rest Play Mode");
IsGameModeInitialized = true;
}
public void Tick() { }
public void LateTick() { }
public void ExitGameMode() { }
public void Dispose() { }
}
}

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fileFormatVersion: 2
guid: 67cb7d9e318d474694bc0addab3e8511
timeCreated: 1772367678

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using UnityEngine;
namespace Nox.Game {
public enum DayPhase {
Midnight,
Dawn,
Morning,
Afternoon,
Dusk,
Night
}
public class TimeHandler {
private readonly AdventureSettings adventureSettings;
private readonly AdventureData adventureData;
private float localTime;
private static readonly (float start, DayPhase phase)[] PhaseThresholds = {
(0.00f, DayPhase.Midnight),
(0.05f, DayPhase.Night),
(0.17f, DayPhase.Dawn),
(0.25f, DayPhase.Morning),
(0.50f, DayPhase.Afternoon),
(0.75f, DayPhase.Dusk),
(0.90f, DayPhase.Night),
};
public TimeHandler(AdventureSettings adventureSettings, AdventureData adventureData) {
this.adventureSettings = adventureSettings;
this.adventureData = adventureData;
localTime = adventureData.currentTime * adventureSettings.dayLength;
}
public void Tick() {
if (!adventureData.isPartyMoving) return;
localTime += Time.deltaTime;
if (localTime >= adventureSettings.dayLength) {
localTime -= adventureSettings.dayLength;
adventureData.currentDay++;
}
adventureData.currentTime = localTime / adventureSettings.dayLength;
adventureData.currentDayPhase = GetPhase(adventureData.currentTime);
}
private static DayPhase GetPhase(float t) {
var phase = DayPhase.Midnight;
foreach (var (start, p) in PhaseThresholds) {
if (t >= start) phase = p;
else break;
}
return phase;
}
}
}

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fileFormatVersion: 2
guid: 071a61f838db8e640b460ce029a8d5a5

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using Nox.Core;
using Nox.Platform;
using UnityEngine;
namespace Nox.Game {
public class TownPlayMode : IPlayMode {
private readonly PlatformSettings platformSettings;
private readonly PartyData partyData;
public TownPlayMode(PlatformSettings platformSettings, PartyData partyData) {
this.platformSettings = platformSettings;
this.partyData = partyData;
}
public bool IsGameModeInitialized { get; private set; }
public void EnterPlayMode() {
if(partyData == null) {
Debug.LogWarning("TownPlayMode started without PartyData.");
}
Debug.Log("Entering Town Play Mode");
IsGameModeInitialized = true;
}
public void Tick() { }
public void LateTick() { }
public void ExitGameMode() { }
public void Dispose() { }
}
}

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fileFormatVersion: 2
guid: bd57598925a54bad93fe730e15023d94
timeCreated: 1772367666

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using UnityEngine;
namespace Nox.Game {
public class ScenePrefabs : ScriptableObject {
}
}

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fileFormatVersion: 2
guid: c8ae54c0cc79451c8aa69e22800962a4
timeCreated: 1771160087

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 6db6b719820b72d42912937d4b633a05
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using Nox.Core;
namespace Nox.Game.UI {
public class AdventureView : IMenuView {
private readonly GameDataState gameDataState;
private readonly GuiReferences guiReferences;
private readonly InputSystem_Actions inputActions;
private readonly AdventureData adventureData;
private readonly AdventureSettings adventureSettings;
private DayPhase dayPhase = DayPhase.Midnight;
private int currentDay;
public AdventureView(
GameDataState gameDataState,
GuiReferences guiReferences,
InputSystem_Actions inputActions,
AdventureData adventureData,
AdventureSettings adventureSettings) {
this.gameDataState = gameDataState;
this.guiReferences = guiReferences;
this.inputActions = inputActions;
this.adventureData = adventureData;
this.adventureSettings = adventureSettings;
}
private void InvokePauseMenu() {
gameDataState.ChangePlayMode(PlayMode.PauseMenu);
}
public void Initialize() {
guiReferences.pauseMenuButton.onClick.AddListener(InvokePauseMenu);
guiReferences.dayText.text = $"Day {adventureData.currentDay}, {adventureData.currentDayPhase.ToString()}";
guiReferences.suppliesBar.fillAmount = (float)adventureData.suppliesAvailable / adventureSettings.maxSupplies;
guiReferences.suppliesText.text = $"{adventureData.suppliesAvailable}/{adventureSettings.maxSupplies}";
}
public void Show() {
throw new System.NotImplementedException();
}
public void Hide() {
throw new System.NotImplementedException();
}
public void Tick() {
if(dayPhase != adventureData.currentDayPhase) {
dayPhase = adventureData.currentDayPhase;
guiReferences.dayText.text = $"Day {adventureData.currentDay}, {adventureData.currentDayPhase.ToString()}";
}
if(currentDay != adventureData.currentDay) {
currentDay = adventureData.currentDay;
guiReferences.dayText.text = $"Day {adventureData.currentDay}, {adventureData.currentDayPhase.ToString()}";
guiReferences.suppliesBar.fillAmount = (float)adventureData.suppliesAvailable / adventureSettings.maxSupplies;
guiReferences.suppliesText.text = $"{adventureData.suppliesAvailable}/{adventureSettings.maxSupplies}";
}
}
}
}

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fileFormatVersion: 2
guid: cd45a685ea554bd7ad15745f836a6de9
timeCreated: 1772572300

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using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Nox.Game.UI {
public class GuiReferences : MonoBehaviour {
public Transform portraitsContainer;
public Image suppliesBar;
public TextMeshProUGUI suppliesText;
public Button pauseMenuButton;
public TextMeshProUGUI dayText;
}
}

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fileFormatVersion: 2
guid: 1ba89f0d55be1ed4bb61a320344f706d

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using Nox.Game.UI;
using UnityEngine;
namespace Nox.Game {
[CreateAssetMenu(fileName = "PauseMenuPrefabs", menuName = "Nox/PauseMenuPrefabs")]
public class PauseMenuPrefabs : ScenePrefabs {
public PauseMenuReferences pauseMenuReferencesPrefab;
}
}

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fileFormatVersion: 2
guid: d58af5e98665467fb7d66e4822775e75
timeCreated: 1772571122

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using UnityEngine;
using UnityEngine.UI;
namespace Nox.Game.UI {
public class PauseMenuReferences : MonoBehaviour {
public Button resumeButton;
public Button exitButton;
public Button saveButton;
}
}

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fileFormatVersion: 2
guid: 8c881c3395da5194b926ef10f819edd7

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#nullable enable
using System;
using Nox.Core;
using Jovian.SaveSystem;
using UnityEngine;
using UnityEngine.AddressableAssets;
using Object = UnityEngine.Object;
using PlayMode = Nox.Core.PlayMode;
namespace Nox.Game.UI {
public class PauseMenuView: IMenuView {
private readonly GameDataState gameDataState;
private readonly ISaveSystem saveSystem;
private readonly Func<NoxSavedDataSet?> captureSaveData;
private PauseMenuReferences? pauseMenu;
private PauseMenuPrefabs? pauseMenuPrefabs;
public PauseMenuView(GameDataState gameDataState, ISaveSystem saveSystem, Func<NoxSavedDataSet?> captureSaveData) {
this.gameDataState = gameDataState;
this.saveSystem = saveSystem;
this.captureSaveData = captureSaveData;
pauseMenu ??= Object.FindFirstObjectByType<PauseMenuReferences>();
if(pauseMenu) {
Hide();
}
}
public void Initialize() {
pauseMenuPrefabs ??= Addressables.LoadAssetAsync<PauseMenuPrefabs>("PauseMenuPrefabs").WaitForCompletion();
if(!pauseMenu) {
pauseMenu = Object.Instantiate(pauseMenuPrefabs.pauseMenuReferencesPrefab);
pauseMenu?.resumeButton.onClick.AddListener(() => {gameDataState.ChangePlayMode(gameDataState.PreviousPlayMode);});
pauseMenu?.exitButton.onClick.AddListener(() => {
OnSaveRequested();
gameDataState.ChangeGameState(GameState.MainMenu);
});
pauseMenu?.saveButton.onClick.AddListener(OnSaveRequested);
}
Show();
}
private void OnSaveRequested() {
if(string.IsNullOrEmpty(gameDataState.activeSessionId)) {
Debug.LogWarning("[PauseMenuView] No active session. Cannot save.");
return;
}
var data = captureSaveData();
if(data == null) {
Debug.LogWarning("[PauseMenuView] No save data to capture.");
return;
}
saveSystem.Save(gameDataState.activeSessionId, data, SaveSlotType.Auto);
}
public void Show() {
pauseMenu?.gameObject.SetActive(true);
}
public void Hide() {
pauseMenu?.gameObject.SetActive(false);
}
public void Tick() { }
}
}

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fileFormatVersion: 2
guid: 83affb8078c54010ab278ed4be7f15ef
timeCreated: 1772373065

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