Files
trail-into-darkness/Assets/Code/Core/EntryPoint.cs
Sebastian Bularca e7d5acac7c Moar refactoring
2026-03-30 01:06:02 +02:00

121 lines
6.3 KiB
C#

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 characterBaseSettings = Addressables.LoadAssetAsync<StarterCharacterSettings>("CharacterBaseSettings").WaitForCompletion();
var perKRegistry = Addressables.LoadAssetAsync<PerksRegistry>("PerksRegistry").WaitForCompletion();
var characterRegistry = Addressables.LoadAssetAsync<CharacterRegistry>("CharacterRegistry").WaitForCompletion();
var defaultPartySettings = Addressables.LoadAssetAsync<DefaultPartySettings>("DefaultPartySettings").WaitForCompletion();
var modifiersRegistry = Addressables.LoadAssetAsync<ModifiersRegistry>("ModifiersRegistry").WaitForCompletion();
var characterSystems = DefaultCharacterSystemsFactory.Create(characterBaseSettings, perKRegistry, characterRegistry, modifiersRegistry);
var partyCreatorModel = new PartyCreatorModel(characterSystems.CharacterFactory, characterSystems.PartyFactory, defaultPartySettings);
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();
}
}
}