Merge branch 'master' of https://github.com/Saltosion/Cyber
This commit is contained in:
commit
5f3c56cf42
@ -41,21 +41,17 @@ namespace Cyber.Console {
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public int RowLength = 80;
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/// <summary>
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/// The linecount threshold when the <see cref="TextField"/> is cleaned
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/// up so it has <see cref="LineCountSavedFromCleanup"/> lines left.
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/// How many lines are included in the <see cref="TextField"/> when
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/// the total amount of lines exceeds this.
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/// </summary>
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public int MaxLinesUntilCleanup = 48;
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/// <summary>
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/// See <see cref="MaxLinesUntilCleanup"/>.
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/// </summary>
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public int LineCountSavedFromCleanup = 24;
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public int LinesRendered = 15;
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private Dictionary<string, DebugConsoleAction> Actions = new Dictionary<string, DebugConsoleAction>();
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private List<string> Lines = new List<string>();
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private List<string> Commands = new List<string>();
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private int LastCommandIndex = 0;
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private string LastUnexecutedCommand = "";
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private int ScrollOffset = 1;
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/// <summary>
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/// Creates a new <see cref="DebugConsole"/>, and sets the <see cref="Term"/>'s singleton.
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@ -128,7 +124,6 @@ namespace Cyber.Console {
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/// </remarks>
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/// <param name="text">Text.</param>
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public void Print(string text) {
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// Wrap lines and log them to Lines
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int Index = 0;
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int EscapeIndex = 0;
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@ -143,17 +138,20 @@ namespace Cyber.Console {
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TextField.text += Line + "\n";
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EscapeIndex++;
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} while (Index < text.Length && EscapeIndex < 10);
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if (Lines.Count > MaxLinesUntilCleanup) {
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// The print history is too long, clear up until there are only
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// a small amount left (so the user doesn't notice the cleanup)
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UpdateTextField();
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}
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private void UpdateTextField() {
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string NewLog = "";
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Lines.RemoveRange(0, Lines.Count - LineCountSavedFromCleanup);
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foreach (string Line in Lines) {
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NewLog += Line + "\n";
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int LineAmt = Mathf.Min(LinesRendered, Lines.Count);
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for (int i = 0; i < LineAmt; i++) {
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int Index = Lines.Count - (i + ScrollOffset);
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if (Index >= 0 && Index < Lines.Count) {
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NewLog += Lines[i] + "\n";
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}
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}
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TextField.text = NewLog;
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}
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}
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private void Start() {
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AddCommand("help", "Lists all commands.", (args) => {
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@ -229,6 +227,14 @@ namespace Cyber.Console {
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InputField.text = LastUnexecutedCommand;
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}
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}
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if (Input.GetAxis("Mouse ScrollWheel") > 0 && ScrollOffset + 1 <= Lines.Count) {
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ScrollOffset++;
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UpdateTextField();
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}
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if (Input.GetAxis("Mouse ScrollWheel") < 0 && ScrollOffset - 1 > 1) {
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ScrollOffset--;
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UpdateTextField();
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}
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// Slide up/down animation
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RectTransform Rect = Panel.GetComponent<RectTransform>();
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@ -4,9 +4,21 @@ using Cyber.Console;
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using Cyber.Util;
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namespace Cyber.Entities.SyncBases {
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/// <summary>
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/// Runs functions.
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/// </summary>
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/// \todo Implement programs in an editor-friendly way
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public class Computer : Interactable {
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/// <summary>The "left key" key code.</summary>
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public const string KeyCodeLeft = "KeyLeft";
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/// <summary>The "right key" key code.</summary>
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public const string KeyCodeRight = "KeyRight";
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/// <summary>
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/// The delegate which defines the function that will be run when the
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/// computer is interacted with (directly or through keys).
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/// </summary>
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public delegate void RunProgram(Computer host, string key);
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/// <summary>
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@ -32,6 +44,12 @@ namespace Cyber.Entities.SyncBases {
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/// </summary>
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public RunProgram Program;
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/// <summary>
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/// Runs the <see cref="Program"/> with some input, determined by the
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/// Trigger.
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/// </summary>
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/// <param name="Trigger">Determines the keycode given to the
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/// <see cref="Program"/>.</param>
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public override void Interact(SyncBase Trigger) {
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if (Trigger == KeyLeft) {
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Screen.SetTextProperties(new TextTextureProperties("\n Pressed left!"));
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@ -42,16 +60,36 @@ namespace Cyber.Entities.SyncBases {
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}
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}
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/// <summary>
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/// No serialization needed (yet).
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/// </summary>
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/// <param name="reader"></param>
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public override void Deserialize(NetworkReader reader) {
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}
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/// <summary>
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/// No serialization needed (yet).
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/// </summary>
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/// <param name="writer"></param>
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public override void Serialize(NetworkWriter writer) {
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}
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/// <summary>
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/// Computers could have lots of data, and therefore should be hashed
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/// to optimize bandwidth usage. No hurry in updating them though, so
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/// an update per 10 ticks is enough.
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/// </summary>
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/// <returns>The sync handletype.</returns>
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public override SyncHandletype GetSyncHandletype() {
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return new SyncHandletype(true, 10);
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}
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/// <summary>
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/// Computers should share state between different clients, so sync and
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/// send interactions to the network.
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/// </summary>
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/// <returns>The Interaction information.</returns>
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public override InteractableSyncdata GetInteractableSyncdata() {
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return new InteractableSyncdata(true, true);
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}
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@ -142,7 +142,7 @@ namespace Cyber.Networking.Serverside {
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SendToAll(PktType.TextMessage, new TextMessagePkt("Server: " + args[0]));
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});
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gameObject.AddComponent<Syncer>();
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Syncer = gameObject.AddComponent<Syncer>();
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ServerSyncHandler = new ServerSyncHandler(Players);
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@ -63,10 +63,20 @@ namespace Cyber.Util {
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/// <param name="forceRender">Whether the texture should be rendered
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/// again even if it's cached.</param>
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public static Texture2D GetText(TextTextureProperties text, bool forceRender = false) {
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if (forceRender || !Cache.ContainsKey(text.Text)) {
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Cache[text.Text] = Singleton.RenderText(text);
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string Hash = CreateHash(text);
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if (forceRender || !Cache.ContainsKey(Hash)) {
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Cache[Hash] = Singleton.RenderText(text);
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Term.Println("Created a new texture for:");
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Term.Println(Hash);
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Term.Println("====");
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}
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return Cache[text.Text];
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return Cache[Hash];
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}
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private static string CreateHash(TextTextureProperties text) {
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return text.Text + "," + text.Width + "," + text.Height + "," +
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text.FontSize + "," + text.Background.r + "," +
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text.Background.g + "," + text.Background.b;
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}
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}
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}
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@ -37,9 +37,9 @@ Version 0.3.0 - Mortician
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Version 0.2.0 - Juniper
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-----------------------
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- [ ] Basic interactions and an environment for testing.
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- [ ] A room with a door, a button and a screen.
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- [ ] Both players should be able to open the door and press the button, and see a reaction in the world (door opening, screen flashing).
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- [x] Basic interactions and an environment for testing.
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- [x] A room with a door, a button and a screen.
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- [x] Both players should be able to open the door and press the button, and see a reaction in the world (door opening, screen flashing).
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Version 0.1.0 - Gigantic
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------------------------
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