branchwiseguys/main/Missionscancel
109 Commits over 31 Days - 0.15cph!
Going to do some quest/mission work
Merging Bill's existing Quest work into my Missions branch.
Working on a more generic one-user-at-a-time interaction system
Improved my single user interactable base class
Payphones spawning on maps
Basic phone interaction scripts.
Made a basic (non-functional so far) payphone interface
Added phone auto (CC0 licenced from Freesound, with some cutting and cleaning up)
Added mumbles (Freesound CC0, edited)
Added keyboard controls for payphone UI
Networking for the payphone
Using AsyncRequest in the payphone UI for cleaner async networking. Gets mission details from the server.
Making the payphone UI nice with quick keyboard controls etc
Mission list appears on the side of payphones
MIssion list works in CLIENT+SERVER mode
Payphone mission list UI now showing the actual list for that phone
Making sure mission numbers don't repeat on the same phone
Going to move some stuff into a mission manager
- WorldTimeManager init order fix. Previously when in editor, two WorldTimeManagers would get created, breaking things. Also added protection against this.
- WorldTimeManager repeating schedule fix. Sometimes events were getting rescheduled such that they'd be scheduled for the same day by mistake, ending up in the past and never triggered.
- WorldTimeManager removed check every update for expired events, instead preventing events from being created in the past in the first place. Events that fire are removed, so none end up in the past.
Better way to handle phone numbers for missions. Global list, guaranteed unique + out of range protection. Still need to integrate with payphones.
Central mission manager work. Payphone mission lists expire and update, with missions changing every few hours.
Merging glow effect back into the mission branch.
Mission accept/decline and other mission work. Needs a couple of fixes.
The first of the promised "fixes"
Working out a framework for running missions, somewhat based on Bill's original work
Attach mission instance to the player that's doing it. Don't think the Mission Manager actually has to care what missions are active. There is some chance of double-ups if missions have no central controller but this can be handled by careful success/failure states (if someone else completes your hit mission you'll still "win" it).
Camera fix, getting settings back to how they were
Map button wasn't working. Added it.
Mission task work in progress. And adding mission target indicator to the game map
Restructuring mission tasks
Close the payphone interface entirely when accepting a mission
Mission instance data gets to the client