riversong code showcase
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using System;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace DanieleMarotta.RiversongCodeShowcase
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{
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[RequiresWorldReadyForUpdate]
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[GameSystemGroup(typeof(LateGameSystemGroup))]
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public class TileHighlightSystem : GameSystem, IInitializable, IDisposable, IUpdatable, IOnWorldGenerationCompletedCallback
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{
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private static readonly int TileHighlightTextureID = Shader.PropertyToID("_Tile_Highlight_Texture");
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[InjectService]
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private GameConfig _config;
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[InjectService]
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private World _world;
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[InjectService]
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private WorldRenderingState _renderingState;
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[InjectService]
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private ISignalBus _signalBus;
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private GameObject _tileHighlightGameObject;
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public TileHighlightSystem(IServiceLocator serviceLocator) : base(serviceLocator)
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{
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}
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public UniTask InitializeAsync()
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{
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_signalBus.Subscribe<WorldGenerationCompletedSignal>(OnWorldGenerationCompleted);
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return UniTask.CompletedTask;
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}
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public void Dispose()
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{
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_signalBus.Unsubscribe<WorldGenerationCompletedSignal>(OnWorldGenerationCompleted);
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_renderingState.TileHighlight.Dispose();
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if (_tileHighlightGameObject)
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{
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Object.Destroy(_tileHighlightGameObject);
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_tileHighlightGameObject = null;
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}
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}
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private void OnWorldGenerationCompleted(WorldGenerationCompletedSignal signal)
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{
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signal.Callbacks.Add(this);
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}
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public async UniTask OnWorldGenerationCompletedAsync(World world)
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{
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_renderingState.TileHighlight.Create(_world.Size);
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Shader.SetGlobalTexture(TileHighlightTextureID, _renderingState.TileHighlight.Texture);
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var tileHighlightPrefab = await _config.UI.TileHighlight.Prefab.LoadAssetAsync<GameObject>();
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var tileHighlightGameObject = Object.Instantiate(tileHighlightPrefab);
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tileHighlightGameObject.transform.position = new Vector3(_world.Size.x * 0.5f, _config.GeneralSettings.BaseElevation + 0.002f, _world.Size.x * 0.5f);
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tileHighlightGameObject.transform.localScale = new Vector3(_world.Size.x, 1, _world.Size.y);
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}
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public void Update()
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{
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_renderingState.TileHighlight.Apply();
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}
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}
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}
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