forked from Shardstone/trail-into-darkness
First commit on my server, yey!
This commit is contained in:
113
Assets/Code/Core/EntryPoint.cs
Normal file
113
Assets/Code/Core/EntryPoint.cs
Normal file
@@ -0,0 +1,113 @@
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user