Jamie Greunbaum 4e2819771f - Asia and South America are finished.
- Added line width adjustments to correct map UV projection issues.
2025-07-26 00:35:09 -04:00

155 lines
4.1 KiB
C#

using UnityEngine;
using UdonSharp;
using VRC.SDKBase;
using VRC.SDK3.UdonNetworkCalling;
using VRC.Udon.Common.Interfaces;
[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
public class FloorMap : UdonSharpBehaviour
{
public FloorMapCountry[] Countries;
[UdonSynced, FieldChangeCallback(nameof(Activate))] private bool _Activate;
[UdonSynced, FieldChangeCallback(nameof(RandomisedCountriesAndCities))] private int[] _RandomisedCountriesAndCities;
private string[] _ChosenCountries = new string[MAX_SELECTED_COUNTRIES];
private string[] _ChosenRegions = new string[MAX_SELECTED_COUNTRIES];
private string[] _ChosenCities = new string[MAX_SELECTED_COUNTRIES];
public const int MAX_SELECTED_COUNTRIES = 13;
private const float DEACTIVATE_HEIGHT = -1000.0f;
private void ActivateMap()
{
transform.localPosition = new Vector3(transform.localPosition.x, Activate ? 0.0f : DEACTIVATE_HEIGHT, transform.localPosition.z);
}
public void RandomiseCountries()
{
for (int i = 0; i < Countries.Length; i++)
{
Countries[i].gameObject.SetActive(false);
}
Random.InitState(Networking.GetServerTimeInMilliseconds());
int[] NewRandomCountries = new int[MAX_SELECTED_COUNTRIES];
int[] NewRandomCities = new int[MAX_SELECTED_COUNTRIES];
// Fill the countries array with a value too big to be valid.
int NumberOfCountries = Countries.Length;
for (int i = 0; i < MAX_SELECTED_COUNTRIES; i++)
{
NewRandomCountries[i] = NumberOfCountries;
}
for (int i = 0; i < MAX_SELECTED_COUNTRIES; i++)
{
int NewPulledIndex = NumberOfCountries;
while (CountryIsAlreadyInArray(NewRandomCountries, NewPulledIndex) || Countries[NewPulledIndex].HardModeSelection)
{
NewPulledIndex = Random.Range(0, NumberOfCountries);
}
NewRandomCountries[i] = NewPulledIndex;
NewRandomCities[i] = Random.Range(0, Countries[NewPulledIndex].Locations.Length);
}
// We're syncing the countries and cities as one array to keep
// things simple to sync all at once.
// Array format is all countries first, then all regions, then all cities.
int[] RandomCountriesAndCities = new int[MAX_SELECTED_COUNTRIES * 3];
NewRandomCountries.CopyTo(RandomCountriesAndCities, 0);
NewRandomCities.CopyTo(RandomCountriesAndCities, MAX_SELECTED_COUNTRIES);
SendCustomNetworkEvent(NetworkEventTarget.All, nameof(AssignRandomCountriesAndCities), RandomCountriesAndCities);
RequestSerialization();
}
private bool CountryIsAlreadyInArray(int[] Countries, int IndexToCheck)
{
for (int i = 0; i < MAX_SELECTED_COUNTRIES; i++)
{
if (Countries[i] == IndexToCheck)
{
return true;
}
}
return false;
}
[NetworkCallable]
public void AssignRandomCountriesAndCities(int[] NewCountrySelections)
{
DisableAllLocations();
for (int i = 0; i < MAX_SELECTED_COUNTRIES; i++)
{
FloorMapCountry Country = Countries[NewCountrySelections[i]];
Country.gameObject.SetActive(true);
FloorMapLocation Location = Country.Locations[NewCountrySelections[MAX_SELECTED_COUNTRIES + i]];
Location.gameObject.SetActive(true);
_ChosenCountries[i] = Location.Country;
_ChosenRegions[i] = Location.Region;
_ChosenCities[i] = Location.City;
}
_RandomisedCountriesAndCities = NewCountrySelections;
}
public string GetCountry(int CountryIndex)
{
return CountryIndex < _ChosenCountries.Length ? _ChosenCountries[CountryIndex] : "";
}
public string GetRegion(int RegionIndex)
{
return RegionIndex < _ChosenRegions.Length ? _ChosenRegions[RegionIndex] : "";
}
public string GetCity(int CityIndex)
{
return CityIndex < _ChosenCities.Length ? _ChosenCities[CityIndex] : "";
}
private void DisableAllLocations()
{
for (int i = 0; i < Countries.Length; i++)
{
FloorMapCountry Country = Countries[i];
for (int j = 0; j < Country.Locations.Length; j++)
{
Country.Locations[j].gameObject.SetActive(false);
}
Country.gameObject.SetActive(false);
}
}
public bool Activate
{
set
{
_Activate = value;
ActivateMap();
}
get => _Activate;
}
public int[] RandomisedCountriesAndCities
{
set
{
_RandomisedCountriesAndCities = value;
AssignRandomCountriesAndCities(value);
}
get => _RandomisedCountriesAndCities;
}
}