branchbefore/main/ZoneResourcescancel
101 Commits over 91 Days - 0.05cph!
Harvesting 'works', and resources regenerate, and stuff that should be called, is generally called
updated prefabs, and adding files I forgot to add.
little cheats to start up faster.
Trying to get activities to be persistent
Got building all the dlls for persistence working.
Finally, a single base Activity can be written to file, and then read again.
Adding Activity variants to persistence, need second opinion
Cleaning up a bit, or breaking shit...
got WorldActivity to save and load
added a custom editor for tester to save/load
Added ignore for a debug folder where I can stuff dirty test scripts, without Plastic harassing me with gusto.
some cleanup, and an attempt to save GroupActivity (not sure how to spawn me a group to test tho :D )
I managed to do so, and it works!
Renamed ActivityLogger to ActivityManager, and some work on saving that.
Fixed oddness with 0s becoming -1s when save/loading
ActivityManager saves and loads, tho it doesn't do so when saving/loading the whole game. But it is added as an Extension to GameManager, which was also adapted to save/load with it.
ActivityManager now saves properly, with GameManager and the whole game.
simple name change for ZoneResources to ResourcesManager, in Before and GSD
-merged from SOv3 so we're not all working on the same branch
-First pass at making SOs understand Resources.
-Added an IResourceView interface we could eventually use for plant-life having its view controlled by the resource
-Merged in ptrefall's A Murder of Enums
-renamed BuildingAsset to BuildingSettings, to be in line with everything else
-removed MediumShelter that was not yet defined and broke the building system.
-First pass at resources understanding MVC, having their own settings asset, skins, etc.
-readding in the resources that were moved and not added in the last commit -_-
-fixed spawning of the resourcePine being offset compared to its parent.
-added a temporary pine mesh on the pine model, so you can still place (and see) pines in editor. Gets destroyed at runtime. Temp solution I guess!
-made a script to swap in all the old treeprefab for new Resource trees. (Could/should be extended for resources to know its treetype, and respect the old one I guess, after discussion)
-made more view prefabs for the tree different pine types, in the meantime
-and promptly forgot to add them
-tagged the controller as Tree, and Layered the whole thing to Trees rather than Buildings. Wondered about moving the resourceaffector onto the model, but maybe that's not the right thing to do.
-minor fixes onto the view prefabs again
-merged with main
-fixed greenbox map not working(stuck on loading screen) 'cause no biome was assigned to it
-committing skeleton of Resource building tab before Unity eats it.
-cleanup in LoadGameFromSubscene
-added possibility to view, add and remove Incentives in the resource creator in editor.
-Resources have a nice editor window for views now, with views being selectable per ResourceStates.
-tweaking and prettification
-cleanup of branch
-added new test resource made with editor
-merged with main
-fixed Resource view creation
-created 3 new Pine views with the new system.
-little helper class for the editor
-a very generic attempt at making an harvesting action. It's possibly not the right way, but at least that way people can point, laugh, and explain :D
-readded biome to greebox
-possibly hopefully fixed my VS going mad all the time.
-merged with main for resharper settings
-merge with main again
-resourceseditor won't create a view if not all view art is present.