branchbefore/main/ZoneResourcescancel
101 Commits over 91 Days - 0.05cph!
-merge with main again
-resourceseditor won't create a view if not all view art is present.
-merged with main for resharper settings
-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
-fixed Resource view creation
-created 3 new Pine views with the new system.
-cleanup of branch
-added new test resource made with editor
-tweaking and prettification
-Resources have a nice editor window for views now, with views being selectable per ResourceStates.
-cleanup in LoadGameFromSubscene
-added possibility to view, add and remove Incentives in the resource creator in editor.
-committing skeleton of Resource building tab before Unity eats it.
-merged with main
-fixed greenbox map not working(stuck on loading screen) 'cause no biome was assigned to it
-minor fixes onto the view prefabs again
-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.
-and promptly forgot to add them
-made more view prefabs for the tree different pine types, in the meantime
-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)
-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.
-First pass at resources understanding MVC, having their own settings asset, skins, etc.
-removed MediumShelter that was not yet defined and broke the building system.
-renamed BuildingAsset to BuildingSettings, to be in line with everything else
-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
-First pass at making SOs understand Resources.
-merged from SOv3 so we're not all working on the same branch
simple name change for ZoneResources to ResourcesManager, in Before and GSD
ActivityManager now saves properly, with GameManager and the whole game.
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.
Fixed oddness with 0s becoming -1s when save/loading
Renamed ActivityLogger to ActivityManager, and some work on saving that.
I managed to do so, and it works!
some cleanup, and an attempt to save GroupActivity (not sure how to spawn me a group to test tho :D )
Added ignore for a debug folder where I can stuff dirty test scripts, without Plastic harassing me with gusto.
added a custom editor for tester to save/load
got WorldActivity to save and load
Cleaning up a bit, or breaking shit...
Adding Activity variants to persistence, need second opinion
Finally, a single base Activity can be written to file, and then read again.
Got building all the dlls for persistence working.
Trying to get activities to be persistent
little cheats to start up faster.
updated prefabs, and adding files I forgot to add.
Harvesting 'works', and resources regenerate, and stuff that should be called, is generally called