riversong code showcase

This commit is contained in:
Daniele Marotta
2026-05-21 15:52:18 +02:00
commit 4c9eea1c02
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README.md Normal file
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# Riversong Code Showcase
This repository is a client-facing code sample for **Riversong**, a **Unity 6** project.
Its purpose is to provide a focused view of my engineering work, architecture, and coding style without including the full production project.
## What Is Included
- Selected C# source code only
- Gameplay, UI, systems, and supporting engine/framework code used in the project
## What Is Not Included
- Unity assets
- Scenes, prefabs, materials, and other content files
- Project settings and the full runnable Unity project
This repository is intentionally trimmed down so clients can review the code clearly and without unrelated project files.
## Project Page
The public itch.io page for the project is here:
[Riversong on itch.io](https://danis-workshop.itch.io/riversong)

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using System.Collections.Generic;
namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IMultiDictionary<K, V, C> : IEnumerable<KeyValuePair<K, V>> where C : ICollection<V>
{
C this[K key] { get; }
Dictionary<K, C>.KeyCollection Keys { get; }
int KeyCount { get; }
int ValueCount { get; }
int Count(K key);
bool Add(K key, V value);
bool Remove(K key, V value);
bool Remove(V value);
void Clear(K key);
void Clear();
bool ContainsKey(K key);
bool ContainsValue(K key, V value);
bool ContainsValue(V value);
bool TryGetValues(K key, out C values);
}
}

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using System.Collections.Generic;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class ListMultiDictionary<K, V> : MultiDictionary<K, V, List<V>>
{
public ListMultiDictionary(IEqualityComparer<K> keyComparer = null) : base(keyComparer)
{
}
protected override List<V> CreateCollection()
{
return new List<V>();
}
protected override bool AddToCollection(V value, List<V> collection)
{
collection.Add(value);
return true;
}
}
}

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using System.Collections;
using System.Collections.Generic;
namespace DanieleMarotta.RiversongCodeShowcase
{
public abstract class MultiDictionary<K, V, C> : IMultiDictionary<K, V, C> where C : ICollection<V>
{
private readonly Dictionary<K, C> _collections;
protected MultiDictionary(IEqualityComparer<K> keyComparer = null)
{
_collections = keyComparer != null ? new Dictionary<K, C>(keyComparer) : new Dictionary<K, C>();
}
public C this[K key] => _collections[key];
public Dictionary<K, C>.KeyCollection Keys => _collections.Keys;
public int KeyCount => _collections.Count;
public int ValueCount { get; private set; }
protected abstract C CreateCollection();
protected abstract bool AddToCollection(V value, C collection);
public int Count(K key)
{
return _collections.TryGetValue(key, out var collection) ? collection.Count : 0;
}
public bool Add(K key, V value)
{
if (!_collections.TryGetValue(key, out var collection))
{
collection = CreateCollection();
_collections.Add(key, collection);
}
if (AddToCollection(value, collection))
{
ValueCount++;
return true;
}
return false;
}
public bool Remove(K key, V value)
{
if (_collections.TryGetValue(key, out var collection) && collection.Remove(value))
{
ValueCount--;
if (collection.Count == 0) _collections.Remove(key);
return true;
}
return false;
}
public bool Remove(V value)
{
var valueRemoved = false;
var removeCollection = false;
K collectionKeyToRemove = default;
foreach (var kvp in _collections)
{
var collection = kvp.Value;
if (collection.Remove(value))
{
valueRemoved = true;
ValueCount--;
if (collection.Count == 0)
{
removeCollection = true;
collectionKeyToRemove = kvp.Key;
}
break;
}
}
if (removeCollection) _collections.Remove(collectionKeyToRemove);
return valueRemoved;
}
public void Clear(K key)
{
if (_collections.TryGetValue(key, out var collection))
{
ValueCount -= collection.Count;
collection.Clear();
}
}
public void Clear()
{
_collections.Clear();
ValueCount = 0;
}
public bool ContainsKey(K key)
{
return _collections.ContainsKey(key);
}
public bool ContainsValue(K key, V value)
{
return _collections.TryGetValue(key, out var collection) && collection.Contains(value);
}
public bool ContainsValue(V value)
{
foreach (var collection in _collections.Values)
if (collection.Contains(value))
return true;
return false;
}
public bool TryGetValues(K key, out C values)
{
return _collections.TryGetValue(key, out values);
}
public IEnumerator<KeyValuePair<K, V>> GetEnumerator()
{
foreach (var kvp in _collections)
{
var key = kvp.Key;
var collection = kvp.Value;
foreach (var value in collection) yield return new KeyValuePair<K, V>(key, value);
}
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
}

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using System;
namespace DanieleMarotta.RiversongCodeShowcase
{
[AttributeUsage(AttributeTargets.Class)]
public class DisableDiscoveryAttribute : Attribute
{
}
}

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using System;
namespace DanieleMarotta.RiversongCodeShowcase
{
[AttributeUsage(AttributeTargets.Class)]
public class GameSystemGroupAttribute : Attribute
{
public GameSystemGroupAttribute(Type systemGroupType)
{
SystemGroupType = systemGroupType;
}
public Type SystemGroupType { get; set; }
}
}

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using System;
namespace DanieleMarotta.RiversongCodeShowcase
{
[AttributeUsage(AttributeTargets.Field)]
public class InjectServiceAttribute : Attribute
{
public InjectServiceAttribute(Type serviceType = null)
{
ServiceType = serviceType;
}
public Type ServiceType { get; set; }
}
}

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using System;
namespace DanieleMarotta.RiversongCodeShowcase
{
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class ServiceAttribute : Attribute
{
public ServiceAttribute(Type serviceType = null)
{
ServiceType = serviceType;
}
public Type ServiceType { get; set; }
}
}

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using System;
namespace DanieleMarotta.RiversongCodeShowcase
{
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class SortingAttribute : Attribute
{
protected SortingAttribute(Type systemType)
{
SystemType = systemType;
}
public Type SystemType { get; set; }
}
public class InitializeAfterAttribute : SortingAttribute
{
public InitializeAfterAttribute(Type systemType) : base(systemType)
{
}
}
public class InitializeBeforeAttribute : SortingAttribute
{
public InitializeBeforeAttribute(Type systemType) : base(systemType)
{
}
}
public class UpdateAfterAttribute : SortingAttribute
{
public UpdateAfterAttribute(Type systemType) : base(systemType)
{
}
}
public class UpdateBeforeAttribute : SortingAttribute
{
public UpdateBeforeAttribute(Type systemType) : base(systemType)
{
}
}
public class DisposeAfterAttribute : SortingAttribute
{
public DisposeAfterAttribute(Type systemType) : base(systemType)
{
}
}
public class DisposeBeforeAttribute : SortingAttribute
{
public DisposeBeforeAttribute(Type systemType) : base(systemType)
{
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class EngineRunner : MonoBehaviour, IEngine
{
private ServiceLocator _serviceLocator;
private RootGameSystemGroup _rootSystemGroup;
private List<GameSystemGroup> _systemGroups = new();
private Dictionary<Type, GameSystemGroup> _systemGroupsByType = new();
private EngineUpdateFilter _updateFilter = new();
public bool IsInitialized { get; private set; }
public List<IGameSystem> Systems { get; } = new();
public void Start()
{
StartAsync().Forget(Debug.LogException);
}
private async UniTask StartAsync()
{
Debug.Log("Engine started");
_serviceLocator = new ServiceLocator();
_serviceLocator.RegisterService(typeof(IEngine), this);
var serviceProviders = GetComponentsInChildren<IServiceProvider>();
foreach (var serviceProvider in serviceProviders) serviceProvider.RegisterServices(_serviceLocator);
await UniTask.NextFrame();
_rootSystemGroup = new RootGameSystemGroup();
_systemGroups.Add(_rootSystemGroup);
_systemGroupsByType.Add(_rootSystemGroup.GetType(), _rootSystemGroup);
Debug.Log("Systems discovery started");
DiscoverSystems();
Debug.Log($"Systems discovery completed. Discovered {_rootSystemGroup.Systems.Count} system groups and {Systems.Count} systems");
await UniTask.NextFrame();
foreach (var systemGroup in _systemGroups) _serviceLocator.Inject(systemGroup);
foreach (var system in Systems) _serviceLocator.Inject(system);
await UniTask.NextFrame();
var types = Systems.Select(obj => obj.GetType()).Concat(_systemGroups.Select(obj => obj.GetType())).Distinct().ToList();
SystemSorter.InitializeSorters(types);
await UniTask.NextFrame();
Debug.Log("Systems initialization started");
await InitializeAsync();
Debug.Log("Systems initialization completed");
IsInitialized = true;
}
private void DiscoverSystems()
{
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
foreach (var assembly in assemblies)
foreach (var type in assembly.GetTypes())
{
if (type.IsAbstract || !type.IsSubclassOf(typeof(GameSystemGroup)) || type.GetCustomAttribute<DisableDiscoveryAttribute>() != null) continue;
var systemGroup = (GameSystemGroup)Activator.CreateInstance(type);
systemGroup.UpdateFilter = _updateFilter;
_systemGroups.Add(systemGroup);
_systemGroupsByType.Add(type, systemGroup);
}
foreach (var systemGroup in _systemGroups)
{
if (systemGroup == _rootSystemGroup) continue;
var parent = GetContainingSystemGroup(systemGroup.GetType(), typeof(RootGameSystemGroup));
parent.Add(systemGroup);
}
foreach (var assembly in assemblies)
foreach (var type in assembly.GetTypes())
{
if (type.IsAbstract || !type.IsSubclassOf(typeof(GameSystem)) || type.GetCustomAttribute<DisableDiscoveryAttribute>() != null) continue;
var system = CreateSystem(type);
Systems.Add(system);
var systemGroup = GetContainingSystemGroup(type, typeof(DefaultGameSystemGroup));
systemGroup.Add(system);
}
}
private GameSystem CreateSystem(Type systemType)
{
var system = (GameSystem)Activator.CreateInstance(systemType, _serviceLocator);
var serviceAttributes = systemType.GetCustomAttributes<ServiceAttribute>();
foreach (var serviceAttribute in serviceAttributes)
{
var serviceType = serviceAttribute?.ServiceType ?? systemType;
_serviceLocator.RegisterService(serviceType, system);
}
if (system is IServiceProvider serviceProvider) serviceProvider.RegisterServices(_serviceLocator);
return system;
}
private GameSystemGroup GetContainingSystemGroup(Type type, Type defaultGroup)
{
var systemGroupAttribute = type.GetCustomAttribute<GameSystemGroupAttribute>();
var systemGroupType = systemGroupAttribute?.SystemGroupType ?? defaultGroup;
return _systemGroupsByType[systemGroupType];
}
private async UniTask InitializeAsync()
{
await _rootSystemGroup.InitializeAsync();
}
private void Update()
{
if (!IsInitialized) return;
_rootSystemGroup.Update();
}
private void OnDestroy()
{
Debug.Log("Systems disposing started");
_rootSystemGroup.Dispose();
Debug.Log("Systems disposing completed");
}
public void RegisterUpdateFilter(IUpdateFilter filter)
{
_updateFilter.Filters.Add(filter);
}
}
}

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using System.Collections.Generic;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class EngineUpdateFilter : IUpdateFilter
{
public List<IUpdateFilter> Filters { get; } = new();
public bool CanUpdate(IUpdatable updatable)
{
foreach (var updateFilter in Filters)
if (!updateFilter.CanUpdate(updatable))
return false;
return true;
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public abstract class GameSystem : IGameSystem
{
protected GameSystem(IServiceLocator serviceLocator)
{
ServiceLocator = serviceLocator;
}
public virtual string Name => GetType().Name;
protected IServiceLocator ServiceLocator { get; }
}
}

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using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine;
using Debug = UnityEngine.Debug;
namespace DanieleMarotta.RiversongCodeShowcase
{
public abstract class GameSystemGroup : IGameSystem, IInitializable, IUpdatable, IDisposable
{
private List<IInitializable> _initializables = new();
private List<IUpdatable> _updatables = new();
private List<IDisposable> _disposables = new();
public virtual string Name => GetType().Name;
public List<IGameSystem> Systems { get; } = new();
public IUpdateFilter UpdateFilter { get; set; }
public void Add(IGameSystem system)
{
Systems.Add(system);
if (system is IInitializable initializable) _initializables.Add(initializable);
if (system is IUpdatable updatable) _updatables.Add(updatable);
if (system is IDisposable disposable) _disposables.Add(disposable);
}
public virtual async UniTask InitializeAsync()
{
SystemSorter.InitializableSorter.Sort(_initializables);
SystemSorter.UpdatableSorter.Sort(_updatables);
SystemSorter.DisposableSorter.Sort(_disposables);
var batches = SystemSorter.InitializableSorter.CreateExecutionBatches(_initializables);
foreach (var batch in batches)
{
var tasks = new UniTask[batch.Count];
for (var i = 0; i < batch.Count; i++) tasks[i] = InitializeAndLogAsync(batch[i]);
await UniTask.WhenAll(tasks);
}
}
private static async UniTask InitializeAndLogAsync(IInitializable initializable)
{
var startTime = Time.unscaledTime;
await initializable.InitializeAsync();
LogInitializationTime(initializable, startTime);
}
private static void LogInitializationTime(IInitializable initializable, float startTime)
{
if (initializable is GameSystemGroup) return;
var elapsed = Time.unscaledTime - startTime;
var log = $"Initialized {((IGameSystem)initializable).Name} in {(int)(elapsed * 1000)} ms";
if (elapsed > 0.3f) log = $"<color=yellow>{log}</color>";
Debug.Log(log);
}
public virtual void Update()
{
foreach (var updatable in _updatables)
{
if (UpdateFilter != null && !UpdateFilter.CanUpdate(updatable)) continue;
updatable.Update();
}
}
public virtual void Dispose()
{
foreach (var disposable in _disposables) disposable.Dispose();
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public class DefaultGameSystemGroup : GameSystemGroup
{
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
[InitializeBefore(typeof(DefaultGameSystemGroup))]
[UpdateBefore(typeof(DefaultGameSystemGroup))]
[DisposeBefore(typeof(DefaultGameSystemGroup))]
public class EarlyGameSystemGroup : GameSystemGroup
{
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
[InitializeAfter(typeof(DefaultGameSystemGroup))]
[UpdateAfter(typeof(DefaultGameSystemGroup))]
[DisposeAfter(typeof(DefaultGameSystemGroup))]
public class LateGameSystemGroup : GameSystemGroup
{
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
[DisableDiscovery]
public class RootGameSystemGroup : GameSystemGroup
{
}
}

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using System.Collections.Generic;
namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IEngine
{
public bool IsInitialized { get; }
public List<IGameSystem> Systems { get; }
public void RegisterUpdateFilter(IUpdateFilter filter);
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IGameSystem
{
public string Name { get; }
}
}

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using Cysharp.Threading.Tasks;
namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IInitializable
{
UniTask InitializeAsync();
}
}

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using System;
namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IServiceLocator
{
void RegisterService(Type serviceType, object service);
object GetService(Type serviceType);
void Inject(object target);
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IServiceProvider
{
void RegisterServices(IServiceLocator serviceLocator);
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IUpdatable
{
void Update();
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IUpdateFilter
{
bool CanUpdate(IUpdatable updatable);
}
}

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using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class ServiceLocator : IServiceLocator
{
private Dictionary<Type, object> _services = new();
public void RegisterService(Type serviceType, object service)
{
_services.Add(serviceType, service);
}
public object GetService(Type serviceType)
{
_services.TryGetValue(serviceType, out var service);
return service;
}
public void Inject(object target)
{
var type = target.GetType();
while (type != typeof(object))
{
var bindingAttr = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
var fields = type.GetFields(bindingAttr);
foreach (var field in fields)
{
var serviceAttribute = field.GetCustomAttribute<InjectServiceAttribute>();
if (serviceAttribute == null) continue;
var serviceType = serviceAttribute.ServiceType ?? field.FieldType;
var service = GetService(serviceType);
if (service == null)
{
Debug.LogError($"Could not resolve service of type {serviceType} when injecting {type}");
continue;
}
field.SetValue(target, service);
}
type = type.BaseType;
}
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public static class ServiceLocatorExtensions
{
public static void RegisterService<T>(this IServiceLocator serviceLocator, T service)
{
serviceLocator.RegisterService(typeof(T), service);
}
public static T GetService<T>(this IServiceLocator serviceLocator)
{
return (T)serviceLocator.GetService(typeof(T));
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class SystemSorter
{
public static DependencySorter<InitializeBeforeAttribute, InitializeAfterAttribute, IInitializable> InitializableSorter { get; } = new();
public static DependencySorter<UpdateBeforeAttribute, UpdateAfterAttribute, IUpdatable> UpdatableSorter { get; } = new();
public static DependencySorter<DisposeBeforeAttribute, DisposeAfterAttribute, IDisposable> DisposableSorter { get; } = new();
public static void InitializeSorters(List<Type> types)
{
InitializableSorter.Initialize(types);
UpdatableSorter.Initialize(types);
DisposableSorter.Initialize(types);
}
}
public class DependencySorter<TBeforeAttr, TAfterAttr, TObj> where TBeforeAttr : SortingAttribute where TAfterAttr : SortingAttribute
{
private Dictionary<Type, int> _indexLookup = new();
private Dictionary<Type, List<Type>> _dependencyLookup = new();
private Comparison<TObj> _comparison;
public DependencySorter()
{
_comparison = (lhs, rhs) => _indexLookup[lhs.GetType()].CompareTo(_indexLookup[rhs.GetType()]);
}
public void Initialize(List<Type> types)
{
var dependencies = new ListMultiDictionary<Type, Type>();
foreach (var type in types)
{
var beforeAttributes = type.GetCustomAttributes<TBeforeAttr>(true);
foreach (var beforeAttribute in beforeAttributes) dependencies.Add(beforeAttribute.SystemType, type);
var afterAttributes = type.GetCustomAttributes<TAfterAttr>(true);
foreach (var afterAttribute in afterAttributes) dependencies.Add(type, afterAttribute.SystemType);
}
_dependencyLookup = types.ToDictionary(type => type, type => dependencies.TryGetValues(type, out var d) ? d : new List<Type>());
_indexLookup.Clear();
var sortedTypes = TopologicalSort<Type>.Default.Sort(types, t => dependencies.TryGetValues(t, out var d) ? d : null);
var index = 0;
foreach (var type in sortedTypes) _indexLookup.Add(type, index++);
}
public void Sort(List<TObj> list)
{
list.Sort(_comparison);
}
public List<List<TObj>> CreateExecutionBatches(List<TObj> list)
{
var batches = new List<List<TObj>>();
if (list.Count == 0) return batches;
var remainingTypes = new HashSet<Type>(list.Select(item => item.GetType()));
while (remainingTypes.Count > 0)
{
var batch = new List<TObj>();
foreach (var item in list)
{
var itemType = item.GetType();
if (!remainingTypes.Contains(itemType)) continue;
if (_dependencyLookup.TryGetValue(itemType, out var dependencies) && dependencies.Exists(remainingTypes.Contains)) continue;
batch.Add(item);
}
if (batch.Count == 0) throw new InvalidOperationException($"Unable to build execution batch for {typeof(TObj).Name}");
batches.Add(batch);
foreach (var item in batch) remainingTypes.Remove(item.GetType());
}
return batches;
}
}
}

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using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
public abstract class GameDataAsset : ScriptableObject, IGameDataRuntimeId
{
public int RuntimeId { get; set; }
}
}

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using System;
using System.Collections.Generic;
using System.Reflection;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class GameDatabase : IGameDatabase
{
private Dictionary<int, object> _idLookup = new();
private Dictionary<Type, object> _typeLookup = new();
public void Add<T>(int id, T asset) where T : class
{
_idLookup.Add(id, asset);
InvokeAddToTypeLookupWithType(asset, asset.GetType());
if (asset is IGameDataRuntimeId runtimeId) runtimeId.RuntimeId = id;
}
private void InvokeAddToTypeLookupWithType(object asset, Type type)
{
var bindingAttr = BindingFlags.Instance | BindingFlags.NonPublic;
var method = GetType().GetMethod(nameof(AddToTypeLookup), bindingAttr)!.MakeGenericMethod(type);
method.Invoke(this, new[] { asset });
}
private void AddToTypeLookup<T>(T asset)
{
var type = typeof(T);
if (!_typeLookup.TryGetValue(type, out var list))
{
list = new List<T>();
_typeLookup.Add(type, list);
}
((List<T>)list).Add(asset);
var nextType = type.BaseType;
if (nextType == typeof(object)) return;
InvokeAddToTypeLookupWithType(asset, nextType);
}
public T WithId<T>(int id) where T : class
{
return _idLookup.TryGetValue(id, out var asset) ? (T)asset : null;
}
public List<T> OfType<T>() where T : class
{
if (!_typeLookup.TryGetValue(typeof(T), out var assets))
{
assets = new List<T>();
_typeLookup.Add(typeof(T), assets);
}
return (List<T>)assets;
}
}
}

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using Cysharp.Threading.Tasks;
using UnityEngine.AddressableAssets;
using Object = UnityEngine.Object;
namespace DanieleMarotta.RiversongCodeShowcase
{
[GameSystemGroup(typeof(EarlyGameSystemGroup))]
public class GameDatabaseSystem : GameSystem, IInitializable, IServiceProvider
{
public const string GameDataAddressablesKey = "GameData";
private GameDatabase _gameDatabase;
public GameDatabaseSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public void RegisterServices(IServiceLocator serviceLocator)
{
_gameDatabase = new GameDatabase();
ServiceLocator.RegisterService<IGameDatabase>(_gameDatabase);
}
public async UniTask InitializeAsync()
{
await Addressables.LoadAssetsAsync<Object>(GameDataAddressablesKey, OnAssetLoaded);
}
private void OnAssetLoaded(Object asset)
{
var id = asset.GetInstanceID();
id = unchecked(id + 0x40000000);
_gameDatabase.Add(id, asset);
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IGameDataRuntimeId
{
int RuntimeId { get; set; }
}
}

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using System.Collections.Generic;
namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IGameDatabase
{
void Add<T>(int id, T asset) where T : class;
T WithId<T>(int id) where T : class;
List<T> OfType<T>() where T : class;
}
}

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using Cysharp.Threading.Tasks;
using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class AsyncBudget
{
private int _max;
private int _counter;
public AsyncBudget(int max)
{
_max = max;
}
public async UniTask TickAsync()
{
if (++_counter > _max)
{
_counter = 0;
await UniTask.NextFrame();
}
}
public void Reset(int max)
{
_max = max;
_counter = 0;
}
}
}

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using System;
using System.Collections.Generic;
using System.Text;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class TopologicalSort<T>
{
private HashSet<T> _currentDependencies;
private HashSet<T> _closed;
public TopologicalSort(IEqualityComparer<T> comparer)
{
_currentDependencies = new HashSet<T>(comparer);
_closed = new HashSet<T>(comparer);
}
public TopologicalSort() : this(EqualityComparer<T>.Default)
{
}
public static TopologicalSort<T> Default { get; } = new();
public IEnumerable<T> Sort(IEnumerable<T> source, Func<T, List<T>> dependenciesGetter, ICollection<T> sorted = null)
{
sorted ??= new List<T>();
try
{
foreach (var item in source) Visit(item, dependenciesGetter, sorted);
}
finally
{
_currentDependencies.Clear();
_closed.Clear();
}
return sorted;
}
private void Visit(T item, Func<T, List<T>> dependenciesGetter, ICollection<T> sorted)
{
if (!_currentDependencies.Add(item))
{
var ex = new StringBuilder();
ex.AppendLine(item.ToString());
foreach (var dependency in _currentDependencies) ex.AppendLine(dependency.ToString());
throw new InvalidOperationException(ex.ToString());
}
var dependencies = dependenciesGetter.Invoke(item);
if (dependencies != null)
foreach (var dependency in dependencies)
Visit(dependency, dependenciesGetter, sorted);
_currentDependencies.Remove(item);
if (_closed.Add(item)) sorted.Add(item);
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public static class AppLinks
{
public const string DemoFeedbackUrl = "https://forms.gle/vA5owahuh8AUMbf87";
}
}

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using Sirenix.OdinInspector;
using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
[CreateAssetMenu(fileName = "BuildVersion", menuName = "Riversong Code Showcase/Build Version")]
public class BuildVersionAsset : ScriptableObject
{
public string CurrentVersion;
[ReadOnly]
public string LastBuildDate;
[ReadOnly]
public int LastBuildCounter;
}
}

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using System;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.TextCore.Text;
namespace DanieleMarotta.RiversongCodeShowcase
{
[CreateAssetMenu(fileName = "GameConfig", menuName = "Riversong Code Showcase/Game Config")]
[Searchable]
public class GameConfig : ScriptableObject
{
[FoldoutGroup("General Settings")]
[InlineProperty]
[HideLabel]
public GeneralSettingsConfig GeneralSettings;
[FoldoutGroup("Audio")]
[InlineProperty]
[HideLabel]
public AudioConfig Audio;
[FoldoutGroup("Camera")]
[InlineProperty]
[HideLabel]
public CameraConfig Camera;
[FoldoutGroup("World Generation")]
[InlineProperty]
[HideLabel]
public WorldGenConfig WorldGen;
[FoldoutGroup("Time")]
[InlineProperty]
[HideLabel]
public TimeConfig Time;
[FoldoutGroup("Terrain")]
[InlineProperty]
[HideLabel]
public TerrainConfig Terrain;
[FoldoutGroup("Buildings")]
[InlineProperty]
[HideLabel]
public BuildingsConfig Buildings;
[FoldoutGroup("Roads")]
[InlineProperty]
[HideLabel]
public RoadsConfig Roads;
[FoldoutGroup("Agents")]
[InlineProperty]
[HideLabel]
public AgentsConfig Agents;
[FoldoutGroup("Population")]
[InlineProperty]
[HideLabel]
public PopulationConfig Population;
[FoldoutGroup("Economy")]
[InlineProperty]
[HideLabel]
public EconomyConfig Economy;
[FoldoutGroup("Onboarding")]
[InlineProperty]
[HideLabel]
public OnboardingConfig Onboarding;
[FoldoutGroup("UI")]
[InlineProperty]
[HideLabel]
public UIConfig UI;
[FoldoutGroup("VFX")]
[InlineProperty]
[HideLabel]
public VfxConfig Vfx;
[Serializable]
public class GeneralSettingsConfig
{
public float TileSize = 1;
public int BaseElevation = 2;
[TitleGroup("Demo Only")]
public int PopulationGoal = 50;
[Range(0, 1)]
public float HappinessGoal = 1;
}
[Serializable]
public class AudioConfig
{
public AssetReferenceT<AudioClip> MainThemeClip;
[Range(0, 1)]
public float MainThemeVolume = 1;
public AssetReferenceT<AudioClip> GameplayClip;
[Range(0, 1)]
public float GameplayVolume = 1;
public AssetReferenceT<SystemSoundLibrary> SystemSoundLibrary;
public AssetReferenceGameObject AudioSourcePrefab;
[TitleGroup("Spatial Audio")]
[LabelText("Horizontal Distance Range")]
public Vector2 SpatialAudioHorizontalDistanceRange = new(10, 20);
[LabelText("Zoom Range")]
public Vector2 SpatialAudioZoomRange = new(0, 0.3f);
}
[Serializable]
public class CameraConfig
{
[TitleGroup("Movement")]
public Vector2 MoveSpeed = new(10, 30);
[TitleGroup("Rotation")]
public Vector2 MouseRotationSpeed = new(70, 70);
public Vector2 KeyboardRotationSpeed = new(70, 70);
public Vector2 PitchRange = new(30, 70);
[TitleGroup("Zoom")]
public float ZoomSensitivity = 10;
public float ZoomSpeed = 40;
public Vector2 ZoomRange = new(10, 150);
}
[Serializable]
public class WorldGenConfig
{
public int ChunkSize = 16;
public int ChunkGenerationBatchCount = 16;
public int ChunksPerThread = 16;
public List<AssetReferenceT<Texture2D>> MapTextures = new();
public TreesConfig Trees = new();
public StoneConfig Stone = new();
public GrassConfig Grass = new();
public GrassConfig Crops = new();
public ProductStacksConfig ProductStacks = new();
[Serializable]
public class TreesConfig
{
public AssetReferenceT<ResourceNodeDefinition> TreeDefinition;
public float NoiseScale = 0.05f;
[Range(0, 1)]
public float Coverage = 0.3f;
public float Spacing = 2.5f;
public Vector2 OffsetRange = new(0, 0.25f);
[Range(0, 1)]
public float RandomTreeChance = 0.03f;
}
[Serializable]
public class StoneConfig
{
public AssetReferenceT<ResourceNodeDefinition> StoneDefinition;
public Vector2Int Count = new(3, 5);
public int Spacing = 10;
}
[Serializable]
public class GrassConfig
{
public float NoiseScale = 0.1f;
public float NoiseDiscardThreshold = 0.1f;
public float BladeWidth = 0.05f;
public float2 BladeHeightRange = new(0.3f, 1);
}
[Serializable]
public class ProductStacksConfig
{
public List<AssetReferenceT<ProductDefinition>> EligibleProducts;
[Range(0, 1)]
public float Chance = 0.05f;
public int ProductAmount = 1;
}
}
[Serializable]
public class TimeConfig
{
public float WeekDuration = 15;
[TitleGroup("Day Night Cycle")]
public float DayDuration = 120;
public float NightDuration = 30;
public float DayToNightDuration = 5;
public float NightToDayDuration = 5;
public DayNightLightingConfig DayLighting;
public DayNightLightingConfig NightLighting;
[MinMaxSlider(0, 1, true)]
public Vector2 WarmTintRampUp;
[MinMaxSlider(0, 1, true)]
public Vector2 WarmTintRampDown;
[Serializable]
public class DayNightLightingConfig
{
public Color AmbientColor = Color.black;
[Range(0, 1)]
public float ShadowStrength = 1;
}
}
[Serializable]
public class TerrainConfig
{
[TitleGroup("Materials")]
public Material GroundMaterial;
public Material CliffMaterial;
public Material GrassMaterial;
public Material CropsMaterial;
[TitleGroup("Grass and Crops")]
[LabelText("Growth Rate")]
public float GrassGrowthRate = 0.2f;
[LabelText("Grass LODs")]
public GrassLOD[] GrassLODs;
[LabelText("Crops LODs")]
public GrassLOD[] CropsLODs;
public float FertilityRegenarationRate = 0.05f;
[TitleGroup("Wind")]
[InlineProperty]
[HideLabel]
public WindConfig Wind;
[Serializable]
public class GrassLOD
{
public float Threshold = 1000;
public int Density = 16;
}
[Serializable]
public class WindConfig
{
public AssetReferenceT<Texture2D> Map;
public Vector3 BendDirection = Vector3.right;
public float MapScale = 0.1f;
public float Speed = 1;
}
}
[Serializable]
public class BuildingsConfig
{
public Material ConstructionSiteMaterial;
public int WeeksWithNeedsMetToUpgrade = 2;
}
[Serializable]
public class RoadsConfig
{
public float PlaceTileInterval = 0.2f;
public List<AssetReferenceT<GameObject>> Tiles;
public AssetReferenceT<GameObject> PlacementVfxPrefab;
}
[Serializable]
public class AgentsConfig
{
public AssetReferenceT<AgentDefinition> GenericAgent;
public AssetReferenceT<AgentDefinition> HunterAgent;
public AssetReferenceT<AgentDefinition> FarmerAgent;
public float MoveSpeed = 5;
public float RotationSpeed = 180;
}
[Serializable]
public class PopulationConfig
{
public AssetReferenceT<BuildingDefinition> TentBuilding;
[TitleGroup("Grace Period")]
[LabelText("Number of Weeks")]
public int GraceWeekCount = 3;
[LabelText("Min Happiness during Grace")]
[Range(0, 1)]
public float GraceMinHappiness = 0.8f;
[TitleGroup("Overall Happiness")]
[LabelText("Initial Value")]
[Range(0, 1)]
public float InitialeOverallHappiness = 0.8f;
[LabelText("Change Rate")]
public float OverallHappinessChangeRate = 0.5f;
[TitleGroup("Houses Happiness")]
[LabelText("Initial Value")]
[Range(0, 1)]
public float InitialHouseHappiness = 0.8f;
[LabelText("Weight Ramp Up (Weeks)")]
public int HouseWeightRampUpWeekCount = 3;
[TitleGroup("Growth Rate")]
[LabelText("Peak")]
public float GrowthRatePeakValue = 1;
[LabelText("Curve")]
public AnimationCurve GrowthRateCurve = AnimationCurve.Linear(0, -1, 1, 1);
}
[Serializable]
public class EconomyConfig
{
public float ProductionTickInterval = 0.1f;
public float RestedWorkersEfficiencyModifier = 0.5f;
public int RestedWorkersHouseMaxStepCount = 10;
public float PopulationToLaborFactor = 1;
public int PopulationPerMinLaborTierStep = 8;
public List<LaborTierConfig> LaborTiers = new()
{
new LaborTierConfig
{
Threshold = 0,
EfficiencyModifier = -0.3f
},
new LaborTierConfig
{
Threshold = 0.6f,
EfficiencyModifier = -0.15f
},
new LaborTierConfig
{
Threshold = 0.85f,
EfficiencyModifier = -0.05f
},
new LaborTierConfig
{
Threshold = 1,
EfficiencyModifier = 0
}
};
}
[Serializable]
public class LaborTierConfig
{
[Range(0, 1)]
public float Threshold;
public float EfficiencyModifier;
}
[Serializable]
public class OnboardingConfig
{
public int PopulationMilestone = 20;
public float MessageDuration = 30;
public OnboardingMessages Messages;
}
[Serializable]
public class UIConfig
{
public AssetReferenceT<GameObject> RootPrefab;
public AssetReferenceT<UITemplateLibrary> TemplateLibrary;
public DayNightUITheme Theme;
public AssetReferenceT<FontAsset> DebugFont;
public Material HighlightedGameObjectsMaterial;
public Material DeletedGameObjectsMaterial;
[TitleGroup("Tile Highlight")]
[InlineProperty]
[HideLabel]
public TileHighlightConfig TileHighlight;
[TitleGroup("Build Tool")]
[InlineProperty]
[HideLabel]
public BuildToolConfig BuildTool;
[Serializable]
public class TileHighlightConfig
{
public AssetReferenceT<GameObject> Prefab;
public Color ValidColor = Color.cyan;
public Color InvalidColor = Color.red;
public Color DeletePreviewColor = Color.red;
}
[Serializable]
public class BuildToolConfig
{
public float Height = 5;
public float LerpFactor = 10;
public float ImpulseScale = 1;
public float MaxTilt = 5;
public float MaxTiltAngle = 30;
public float Elasticity = 25;
[Range(0, 1)]
public float Damping = 0.9f;
}
}
[Serializable]
public class VfxConfig
{
[LabelText("AoE Material")]
public Material AoEMaterial;
}
}
}

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using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UIElements;
namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IScene
{
Camera MainCamera { get; }
CinemachineCamera CinemachineCamera { get; }
SceneFolders SceneFolders { get; }
UIDocument LoadingOverlay { get; }
Transform LightRig { get; }
Light MainLight { get; }
Light NightLight { get; }
Volume NightVolume { get; }
Volume BloomVolume { get; }
Volume WarmTintVolume { get; }
}
}

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using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class SceneFolders : MonoBehaviour
{
public Transform AudioSources;
public Transform TerrainChunks;
public Transform RawResources;
public Transform Buildings;
public Transform RoadTiles;
public Transform ProductStacks;
public Transform Agents;
}
}

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using Sirenix.OdinInspector;
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UIElements;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class UnityObjectInjector : MonoBehaviour, IScene, IServiceProvider
{
[field: TitleGroup("Config")]
[field: SerializeField]
public GameConfig GameConfig { get; private set; }
[field: SerializeField] public BuildVersionAsset BuildVersion { get; private set; }
[field: TitleGroup("Scene")]
[field: SerializeField]
public Camera MainCamera { get; private set; }
[field: TitleGroup("Scene")]
[field: SerializeField]
public CinemachineCamera CinemachineCamera { get; private set; }
[field: TitleGroup("Scene")]
[field: SerializeField]
public SceneFolders SceneFolders { get; private set; }
[field: TitleGroup("Scene")]
[field: SerializeField]
public UIDocument LoadingOverlay { get; private set; }
[field: FoldoutGroup("Scene/Day Night Cycle")]
[field: SerializeField]
public Transform LightRig { get; private set; }
[field: FoldoutGroup("Scene/Day Night Cycle")]
[field: SerializeField]
public Light MainLight { get; private set; }
[field: FoldoutGroup("Scene/Day Night Cycle")]
[field: SerializeField]
public Light NightLight { get; private set; }
[field: FoldoutGroup("Scene/Day Night Cycle")]
[field: SerializeField]
public Volume NightVolume { get; private set; }
[field: FoldoutGroup("Scene/Day Night Cycle")]
[field: SerializeField]
public Volume BloomVolume { get; private set; }
[field: FoldoutGroup("Scene/Day Night Cycle")]
[field: SerializeField]
public Volume WarmTintVolume { get; private set; }
public void RegisterServices(IServiceLocator serviceLocator)
{
serviceLocator.RegisterService(GameConfig);
serviceLocator.RegisterService(BuildVersion);
serviceLocator.RegisterService<IScene>(this);
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
[InitializeAfter(typeof(DebugSystemGroup))]
public class FinalizeInitializationSystemGroup : GameSystemGroup
{
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public struct GameInitializationCompletedSignal
{
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public struct GameStartedSignal
{
}
}

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using Cysharp.Threading.Tasks;
namespace DanieleMarotta.RiversongCodeShowcase
{
[GameSystemGroup(typeof(FinalizeInitializationSystemGroup))]
public class GameInitializationCompletedSignalSystem : GameSystem, IInitializable
{
[InjectService]
private ISignalBus _signalBus;
[InjectService]
private IScene _scene;
public GameInitializationCompletedSignalSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public async UniTask InitializeAsync()
{
await UniTask.NextFrame();
_signalBus.Raise(new GameInitializationCompletedSignal());
await UniTask.NextFrame();
_scene.LoadingOverlay.enabled = false;
}
}
}

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using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine.AddressableAssets;
using Object = UnityEngine.Object;
namespace DanieleMarotta.RiversongCodeShowcase
{
[GameSystemGroup(typeof(EarlyGameSystemGroup))]
[InitializeAfter(typeof(GameDatabaseSystem))]
public class PreLoadAssetsSystem : GameSystem, IInitializable, IDisposable
{
[InjectService]
private GameConfig _config;
[InjectService]
private IGameDatabase _gameDatabase;
private readonly HashSet<AssetReference> _loadedReferences = new();
public PreLoadAssetsSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public async UniTask InitializeAsync()
{
var tasks = new List<UniTask>();
PreLoadAgents(tasks);
PreLoadProducts(tasks);
PreLoadBuildings(tasks);
await UniTask.WhenAll(tasks);
}
private void PreLoadAgents(List<UniTask> tasks)
{
Load(_config.Agents.GenericAgent, tasks);
Load(_config.Agents.HunterAgent, tasks);
Load(_config.Agents.FarmerAgent, tasks);
}
private void PreLoadProducts(List<UniTask> tasks)
{
foreach (var product in _gameDatabase.OfType<ProductDefinition>())
{
Load(product.ProductStackVisualization, tasks);
Load(product.CarriedVisualization, tasks);
}
}
private void PreLoadBuildings(List<UniTask> tasks)
{
Load(_config.Population.TentBuilding, tasks);
foreach (var building in _gameDatabase.OfType<BuildingDefinition>()) Load(building.Visualization, tasks);
}
private void Load<T>(AssetReferenceT<T> assetReference, List<UniTask> tasks) where T : Object
{
if (!assetReference.RuntimeKeyIsValid() || !_loadedReferences.Add(assetReference)) return;
tasks.Add(assetReference.LoadAssetAsync().ToUniTask());
}
public void Dispose()
{
foreach (var assetReference in _loadedReferences) assetReference.ReleaseAsset();
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
[GameSystemGroup(typeof(EarlyGameSystemGroup))]
public class AudioSystemGroup : GameSystemGroup
{
}
}

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using System;
using Cysharp.Threading.Tasks;
using PrimeTween;
using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
[GameSystemGroup(typeof(AudioSystemGroup))]
public class BackgroundMusicSystem : GameSystem, IInitializable, IDisposable
{
[InjectService]
private GameConfig _config;
[InjectService]
private IScene _scene;
[InjectService]
private ISignalBus _signalBus;
private AudioSource _audioSource;
private AudioClip _mainThemeClip;
private AudioClip _gameplayClip;
public BackgroundMusicSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public async UniTask InitializeAsync()
{
_audioSource = new GameObject("BGM").AddComponent<AudioSource>();
_audioSource.transform.SetParent(_scene.SceneFolders.AudioSources);
_audioSource.playOnAwake = false;
_audioSource.loop = true;
_mainThemeClip = await _config.Audio.MainThemeClip.LoadAssetAsync<AudioClip>();
_gameplayClip = await _config.Audio.GameplayClip.LoadAssetAsync<AudioClip>();
_signalBus.Subscribe<GameInitializationCompletedSignal>(OnGameInitializationCompleted);
_signalBus.Subscribe<GameStartedSignal>(OnGameStarted);
_signalBus.Subscribe<WorldReadySignal>(OnWorldReady);
}
public void Dispose()
{
_signalBus.Unsubscribe<GameInitializationCompletedSignal>(OnGameInitializationCompleted);
_signalBus.Unsubscribe<GameStartedSignal>(OnGameStarted);
_signalBus.Unsubscribe<WorldReadySignal>(OnWorldReady);
}
private void OnGameInitializationCompleted(GameInitializationCompletedSignal signal)
{
Play(_mainThemeClip, _config.Audio.MainThemeVolume);
}
private void OnGameStarted(GameStartedSignal signal)
{
_ = FadeOutAsync(2);
}
private async UniTask FadeOutAsync(float duration)
{
await Tween.Custom(_audioSource.volume, 0, duration, value => _audioSource.volume = value, Ease.Linear);
}
private void OnWorldReady(WorldReadySignal signal)
{
Play(_gameplayClip, _config.Audio.GameplayVolume);
}
private void Play(AudioClip clip, float volume)
{
_audioSource.Stop();
_audioSource.clip = clip;
_audioSource.volume = volume;
_audioSource.Play();
}
}
}

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using Unity.Mathematics;
using UnityEngine.Audio;
namespace DanieleMarotta.RiversongCodeShowcase
{
public interface ISoundPlayer
{
void Play(AudioResource resource);
void PlayAt(AudioResource resource, float3 position);
void PlayAt(AudioResource resource, int2 tile);
AudioResource GetSystemSound(SystemSoundId soundId);
}
public static class SoundPlayerExtensions
{
public static void Play(this ISoundPlayer soundPlayer, SystemSoundId soundId)
{
soundPlayer.Play(soundPlayer.GetSystemSound(soundId));
}
public static void PlayAt(this ISoundPlayer soundPlayer, SystemSoundId soundId, float3 position)
{
soundPlayer.PlayAt(soundPlayer.GetSystemSound(soundId), position);
}
public static void PlayAt(this ISoundPlayer soundPlayer, SystemSoundId soundId, int2 tile)
{
soundPlayer.PlayAt(soundPlayer.GetSystemSound(soundId), tile);
}
}
}

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using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using Unity.Mathematics;
using Time = UnityEngine.Time;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class PlaySoundOnEventSystem : GameSystem, IInitializable, IDisposable
{
[InjectService]
private ISoundPlayer _soundPlayer;
[InjectService]
private ISignalBus _signalBus;
[InjectService]
private IGameDatabase _gameDatabase;
[InjectService]
private ITileSpace _tileSpace;
private Dictionary<int, float> _soundPlayedTimestamps = new();
public PlaySoundOnEventSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public UniTask InitializeAsync()
{
_signalBus.Subscribe<BuildingPlacementAnimationCompletedSignal>(OnBuildingPlacementAnimationCompleted);
_signalBus.Subscribe<ConstructionSiteDeletedSignal>(OnConstructionSiteDeleted);
_signalBus.Subscribe<BuildingDeletedSignal>(OnBuildingDeleted);
_signalBus.Subscribe<BuildingUpgradedSignal>(OnBuildingUpgraded);
_signalBus.Subscribe<RawResourcesRemovedSignal>(OnRawResourcesRemoved);
_signalBus.Subscribe<RoadTileUpdatedSignal>(OnRoadTileUpdated);
_signalBus.Subscribe<BuildMenuButtonUnlockAnimationStartedSignal>(OnBuildMenuButtonUnlockAnimationStarted);
return UniTask.CompletedTask;
}
public void Dispose()
{
_signalBus.Unsubscribe<BuildingPlacementAnimationCompletedSignal>(OnBuildingPlacementAnimationCompleted);
_signalBus.Unsubscribe<ConstructionSiteDeletedSignal>(OnConstructionSiteDeleted);
_signalBus.Unsubscribe<BuildingDeletedSignal>(OnBuildingDeleted);
_signalBus.Unsubscribe<BuildingUpgradedSignal>(OnBuildingUpgraded);
_signalBus.Unsubscribe<RawResourcesRemovedSignal>(OnRawResourcesRemoved);
_signalBus.Unsubscribe<RoadTileUpdatedSignal>(OnRoadTileUpdated);
_signalBus.Unsubscribe<BuildMenuButtonUnlockAnimationStartedSignal>(OnBuildMenuButtonUnlockAnimationStarted);
}
private bool UpdatePlayedTimestamp(int key)
{
var timestamp = _soundPlayedTimestamps.GetValueOrDefault(key);
const float minInterval = 0.1f;
if (Time.unscaledTime - timestamp < minInterval) return false;
_soundPlayedTimestamps[key] = Time.unscaledTime;
return true;
}
private void OnBuildingPlacementAnimationCompleted(BuildingPlacementAnimationCompletedSignal signal)
{
PlaySystemSound(SystemSoundId.BuildingPlaced);
}
private void OnConstructionSiteDeleted(ConstructionSiteDeletedSignal signal)
{
PlaySystemSound(SystemSoundId.BuildingDeleted);
}
private void OnBuildingDeleted(BuildingDeletedSignal signal)
{
if (signal.Options == DeleteBuildingOptions.Silent) return;
PlaySystemSound(SystemSoundId.BuildingDeleted);
}
private void OnBuildingUpgraded(BuildingUpgradedSignal signal)
{
if (!signal.Building.Definition.IsHouse || !UpdatePlayedTimestamp((int)SystemSoundId.HouseUpgraded)) return;
var position = (float3)_tileSpace.GetRectWorldCenter(signal.Building.Rect);
_soundPlayer.PlayAt(SystemSoundId.HouseUpgraded, position);
}
private void OnRawResourcesRemoved(RawResourcesRemovedSignal signal)
{
foreach (var resourceNode in signal.ResourceNodes)
{
var definition = _gameDatabase.WithId<ResourceNodeDefinition>(resourceNode.DefinitionId);
if (!UpdatePlayedTimestamp(definition.RuntimeId)) continue;
if (signal.Reason == RawResourcesRemovedSignal.RemovalReason.Harvested)
_soundPlayer.PlayAt(definition.DeleteAudio, resourceNode.Tile);
else
_soundPlayer.Play(definition.DeleteAudio);
}
}
private void OnRoadTileUpdated(RoadTileUpdatedSignal signal)
{
PlaySystemSound(signal.RoadTileAdded ? SystemSoundId.RoadTilePlaced : SystemSoundId.RoadTileDeleted);
}
private void OnBuildMenuButtonUnlockAnimationStarted(BuildMenuButtonUnlockAnimationStartedSignal signal)
{
PlaySystemSound(SystemSoundId.UnlockNotification);
}
private void PlaySystemSound(SystemSoundId soundId)
{
if (UpdatePlayedTimestamp((int)soundId)) _soundPlayer.Play(soundId);
}
}
}

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using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Audio;
using Object = UnityEngine.Object;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace DanieleMarotta.RiversongCodeShowcase
{
[Service(typeof(ISoundPlayer))]
[GameSystemGroup(typeof(AudioSystemGroup))]
[InitializeAfter(typeof(BackgroundMusicSystem))]
public class SoundPlayerSystem : GameSystem, IInitializable, IUpdatable, ISoundPlayer, IDrawGizmos
{
private const int ChannelCount = 16;
[InjectService]
private ITileSpace _tileSpace;
[InjectService]
private IScene _scene;
[InjectService]
private ICameraProperties _cameraProperties;
[InjectService]
private GameConfig _config;
private AudioSourcePool _poolNonSpatial;
private AudioSourcePool _poolSpatial;
private SystemSoundLibrary _systemSoundLibrary;
public SoundPlayerSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public async UniTask InitializeAsync()
{
var systemSoundLibraryTask = _config.Audio.SystemSoundLibrary.LoadAssetAsync<SystemSoundLibrary>().ToUniTask();
var audioSourcePrefabTask = _config.Audio.AudioSourcePrefab.LoadAssetAsync().ToUniTask();
_systemSoundLibrary = await systemSoundLibraryTask;
var audioSourcePrefab = (await audioSourcePrefabTask).GetComponent<AudioSource>();
await InitializePoolAsync(audioSourcePrefab);
}
private async UniTask InitializePoolAsync(AudioSource audioSourcePrefab)
{
_poolNonSpatial = InitializePool(audioSourcePrefab, "Sound_{0:00} (2D)");
await UniTask.NextFrame();
_poolSpatial = InitializePool(audioSourcePrefab, "Sound_{0:00} (3D)");
await UniTask.NextFrame();
}
private AudioSourcePool InitializePool(AudioSource audioSourcePrefab, string nameFormat)
{
var audioSources = new AudioSource[ChannelCount];
for (var i = 0; i < ChannelCount; i++)
{
var source = Object.Instantiate(audioSourcePrefab, _scene.SceneFolders.AudioSources);
source.name = string.Format(nameFormat, i);
audioSources[i] = source;
}
return new AudioSourcePool(audioSources);
}
public void Update()
{
UpdateSpatialAudioSources();
}
private void UpdateSpatialAudioSources()
{
var cameraPosition = ((float3)_scene.MainCamera.transform.position).xz;
var horizontalDistanceRange = _config.Audio.SpatialAudioHorizontalDistanceRange;
var zoomRange = _config.Audio.SpatialAudioZoomRange;
foreach (var audioSource in _poolSpatial.AudioSources)
{
#if !UNITY_EDITOR
if (!audioSource.isPlaying) continue;
#endif
var p = ((float3)audioSource.transform.position).xz;
var horizontalDistance = math.distance(cameraPosition, p);
var t = math.saturate(math.unlerp(horizontalDistanceRange.x, horizontalDistanceRange.y, horizontalDistance));
var attenuation = 1 - t * t;
var zoomFactor = 1 - math.unlerp(zoomRange.x, zoomRange.y, _cameraProperties.Zoom);
audioSource.volume = attenuation * zoomFactor;
}
}
public void Play(AudioResource resource)
{
var source = _poolNonSpatial.GetAudioSource();
source.resource = resource;
source.Play();
}
public void PlayAt(AudioResource resource, float3 position)
{
var source = _poolSpatial.GetAudioSource();
source.resource = resource;
source.transform.position = position;
source.Play();
}
public void PlayAt(AudioResource resource, int2 tile)
{
PlayAt(resource, _tileSpace.TileToWorld(tile));
}
public AudioResource GetSystemSound(SystemSoundId soundId)
{
return _systemSoundLibrary.Sounds.GetValueOrDefault(soundId);
}
public void DrawGizmos(bool selected)
{
#if UNITY_EDITOR
const int width = 60;
const int height = 8;
var camera = _scene.MainCamera;
foreach (var audioSource in _poolSpatial.AudioSources)
{
var screenPoint = camera.WorldToScreenPoint(audioSource.transform.position);
if (screenPoint.z < 0) continue;
var p = new Vector2(screenPoint.x - width * 0.5f, camera.pixelHeight - screenPoint.y);
Handles.BeginGUI();
EditorGUI.DrawRect(new Rect(p.x, p.y, width, height), new Color(0, 0, 0, 0.6f));
var volume = audioSource.volume;
var color = Color.Lerp(Color.red, Color.green, volume);
EditorGUI.DrawRect(new Rect(p.x + 0.5f * (width * (1 - volume)), p.y, width * volume, height), color);
Handles.EndGUI();
}
#endif
}
private class AudioSourcePool
{
private int _nextChannel;
public AudioSourcePool(AudioSource[] audioSources)
{
AudioSources = audioSources;
}
public AudioSource[] AudioSources { get; }
public AudioSource GetAudioSource()
{
var source = AudioSources[_nextChannel];
_nextChannel = (_nextChannel + 1) % ChannelCount;
return source;
}
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public enum SystemSoundId
{
UIClick,
BuildingPlaced,
BuildingDeleted,
HouseUpgraded,
RoadTilePlaced,
RoadTileDeleted,
UnlockNotification,
OnboardingMessage
}
}

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using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Audio;
namespace DanieleMarotta.RiversongCodeShowcase
{
[CreateAssetMenu(fileName = "SystemSoundLibrary", menuName = "Riversong Code Showcase/System Sound Library")]
public class SystemSoundLibrary : SerializedScriptableObject
{
public Dictionary<SystemSoundId, AudioResource> Sounds;
}
}

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using Cysharp.Threading.Tasks;
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.InputSystem;
namespace DanieleMarotta.RiversongCodeShowcase
{
[Service(typeof(ICameraProperties))]
public class CameraSystem : GameSystem, IInitializable, IUpdatable, ICameraProperties
{
[InjectService]
private GameConfig _gameConfig;
[InjectService]
private IScene _scene;
private GameConfig.CameraConfig _cameraConfig;
private CinemachineBrain _cinemachineBrain;
private CinemachineFollow _cinemachineFollow;
private Transform _target;
private float _targetZoom;
private Vector3? _terrainDragAnchor;
public CameraSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public float Zoom { get; private set; }
public UniTask InitializeAsync()
{
_cameraConfig = _gameConfig.Camera;
_cinemachineBrain = _scene.MainCamera.GetComponent<CinemachineBrain>();
_cinemachineFollow = (CinemachineFollow)_scene.CinemachineCamera.GetCinemachineComponent(CinemachineCore.Stage.Body);
_target = _cinemachineFollow.FollowTarget;
Zoom = _targetZoom = _cinemachineFollow.FollowOffset.magnitude;
return UniTask.CompletedTask;
}
public void Update()
{
var dt = Time.unscaledDeltaTime;
UpdateZoom(dt);
UpdatePosition(dt);
UpdateRotation(dt);
_cinemachineBrain.ManualUpdate();
}
private void UpdateZoom(float dt)
{
var zoomInput = -1 * Mouse.current.scroll.y.ReadValue();
_targetZoom += zoomInput * _cameraConfig.ZoomSensitivity;
_targetZoom = Mathf.Clamp(_targetZoom, _cameraConfig.ZoomRange.x, _cameraConfig.ZoomRange.y);
Zoom = Mathf.Lerp(Zoom, _targetZoom, _cameraConfig.ZoomSpeed * dt);
_cinemachineFollow.FollowOffset = _cinemachineFollow.FollowOffset.normalized * Zoom;
}
private void UpdatePosition(float dt)
{
var moveInput = Vector3.zero;
moveInput.x += Keyboard.current.dKey.isPressed ? 1 : 0;
moveInput.x += Keyboard.current.aKey.isPressed ? -1 : 0;
moveInput.z += Keyboard.current.wKey.isPressed ? 1 : 0;
moveInput.z += Keyboard.current.sKey.isPressed ? -1 : 0;
var right = _target.right;
var forward = _target.forward;
forward.y = 0;
forward.Normalize();
var normalizedZoom = Mathf.InverseLerp(_cameraConfig.ZoomRange.x, _cameraConfig.ZoomRange.y, Zoom);
var moveSpeed = Mathf.Lerp(_cameraConfig.MoveSpeed.x, _cameraConfig.MoveSpeed.y, normalizedZoom);
var delta = moveSpeed * dt;
_target.position += right * (moveInput.x * delta);
_target.position += forward * (moveInput.z * delta);
UpdateDraggingTerrain();
}
private void UpdateDraggingTerrain()
{
if (!Mouse.current.middleButton.isPressed)
{
_terrainDragAnchor = null;
return;
}
var plane = new Plane(Vector3.up, new Vector3(0, _gameConfig.GeneralSettings.BaseElevation, 0));
var ray = _scene.MainCamera.ScreenPointToRay(Mouse.current.position.ReadValue());
if (!plane.Raycast(ray, out var enter)) return;
var hit = ray.GetPoint(enter);
if (_terrainDragAnchor == null)
{
_terrainDragAnchor = hit;
return;
}
_target.position += _terrainDragAnchor.Value - hit;
}
private void UpdateRotation(float dt)
{
var keyboard = Keyboard.current;
var rotation = _target.rotation.eulerAngles;
var keyboardRotationDelta = Vector2.zero;
keyboardRotationDelta.x += keyboard.eKey.isPressed ? 1 : 0;
keyboardRotationDelta.x += keyboard.qKey.isPressed ? -1 : 0;
keyboardRotationDelta.y += keyboard.rKey.isPressed ? 1 : 0;
keyboardRotationDelta.y += keyboard.fKey.isPressed ? -1 : 0;
rotation.y += keyboardRotationDelta.x * _cameraConfig.KeyboardRotationSpeed.x * dt;
rotation.x -= keyboardRotationDelta.y * _cameraConfig.KeyboardRotationSpeed.y * dt;
if (keyboard.leftAltKey.isPressed)
{
var mouseDelta = Mouse.current.delta;
rotation.x += mouseDelta.y.ReadValue() * _cameraConfig.MouseRotationSpeed.y * dt;
rotation.y += mouseDelta.x.ReadValue() * _cameraConfig.MouseRotationSpeed.x * dt;
}
rotation.x = Mathf.Clamp(rotation.x, _cameraConfig.PitchRange.x, _cameraConfig.PitchRange.y);
_target.forward = Quaternion.Euler(rotation) * Vector3.forward;
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public interface ICameraProperties
{
float Zoom { get; }
}
}

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using System;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Mathematics;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class NativeGrid<T> : IDisposable where T : struct
{
private NativeArray<T> _data;
public NativeGrid(int2 size, Allocator allocator)
{
Size = size;
_data = new NativeArray<T>(Size.x * Size.y, allocator);
}
public int2 Size { get; }
protected int GetIndex(int2 point)
{
return math.mad(point.y, Size.x, point.x);
}
public T GetValue(int index)
{
return _data[index];
}
public T GetValue(int2 point)
{
return GetValue(GetIndex(point));
}
public unsafe ref T GetValueRW(int index)
{
return ref UnsafeUtility.ArrayElementAsRef<T>(_data.GetUnsafePtr(), index);
}
public ref T GetValueRW(int2 point)
{
return ref GetValueRW(GetIndex(point));
}
public void SetValue(int index, T value)
{
_data[index] = value;
}
public void SetValue(int2 point, T value)
{
SetValue(GetIndex(point), value);
}
public NativeArray<T> GetNativeArray()
{
return _data;
}
public void Dispose()
{
_data.Dispose();
}
}
}

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using System;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine.Pool;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class SpatialLookup<T>
{
private static readonly Predicate<T> NoopFilter = _ => true;
private int _cellSize;
private ListMultiDictionary<int2, Item> _lookup = new();
public SpatialLookup(int cellSize)
{
_cellSize = cellSize;
}
public void Add(T obj, TileRect rect, int key)
{
foreach (var cell in CellRange(rect)) _lookup.Add(cell, new Item(obj, rect, key));
}
public void Remove(TileRect rect, int key)
{
foreach (var cell in CellRange(rect)) _lookup.Remove(cell, new Item(key));
}
private TileRange CellRange(TileRect rect)
{
return TileRange.From(rect.Min / _cellSize, rect.Max / _cellSize);
}
public void RemoveAll(TileRect rect, Predicate<T> filter = null, List<T> result = null)
{
filter ??= NoopFilter;
using var closedScope = HashSetPool<int>.Get(out var closed);
using var toRemoveScope = ListPool<(int2, Item)>.Get(out var toRemove);
var cellMin = rect.Min / _cellSize;
var cellMax = rect.Max / _cellSize;
int2 cell;
for (cell.x = cellMin.x; cell.x <= cellMax.x; cell.x++)
for (cell.y = cellMin.y; cell.y <= cellMax.y; cell.y++)
{
if (!_lookup.TryGetValues(cell, out var list)) continue;
if (cell.x == cellMin.x || cell.x == cellMax.x || cell.y == cellMin.y || cell.y == cellMax.y)
{
foreach (var item in list)
{
if (!closed.Add(item.EqualityKey) || !rect.Intersects(item.Rect) || !filter.Invoke(item.Obj)) continue;
toRemove.Add((cell, item));
result?.Add(item.Obj);
}
}
else
{
if (result != null)
foreach (var item in list)
if (closed.Add(item.EqualityKey) || !filter.Invoke(item.Obj))
result.Add(item.Obj);
_lookup.Clear(cell);
}
}
foreach (var (key, value) in toRemove) _lookup.Remove(key, value);
}
public void Find(TileRect rect, List<T> result)
{
using var closedScope = HashSetPool<int>.Get(out var closed);
var cellMin = rect.Min / _cellSize;
var cellMax = rect.Max / _cellSize;
int2 cell;
for (cell.x = cellMin.x; cell.x <= cellMax.x; cell.x++)
for (cell.y = cellMin.y; cell.y <= cellMax.y; cell.y++)
{
if (!_lookup.TryGetValues(cell, out var list)) continue;
if (cell.x == cellMin.x || cell.x == cellMax.x || cell.y == cellMin.y || cell.y == cellMax.y)
foreach (var item in list)
{
if (!rect.Intersects(item.Rect) || !closed.Add(item.EqualityKey)) continue;
result.Add(item.Obj);
}
else
foreach (var item in list)
if (closed.Add(item.EqualityKey))
result.Add(item.Obj);
}
}
public bool FindMax(TileRect rect, Func<T, int> scoreFunc, out T max)
{
using var resultScope = ListPool<T>.Get(out var result);
Find(rect, result);
max = default;
var maxScore = int.MinValue;
foreach (var item in result)
{
var score = scoreFunc.Invoke(item);
if (score > maxScore)
{
maxScore = score;
max = item;
}
}
return maxScore > int.MinValue;
}
private struct Item : IEquatable<Item>
{
public T Obj;
public TileRect Rect;
public int EqualityKey;
public Item(T obj, TileRect rect, int equalityKey)
{
Obj = obj;
Rect = rect;
EqualityKey = equalityKey;
}
public Item(int equalityKey) : this(default, default, equalityKey)
{
}
public bool Equals(Item other)
{
return EqualityKey == other.EqualityKey;
}
}
}
}

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using Cysharp.Threading.Tasks;
using IServiceProvider = DanieleMarotta.RiversongCodeShowcase.IServiceProvider;
namespace DanieleMarotta.RiversongCodeShowcase
{
[GameSystemGroup(typeof(CommonServicesSystemGroup))]
[InitializeAfter(typeof(CommonServicesSystem))]
public class AnalyticsInitializationSystem : GameSystem, IServiceProvider, IInitializable
{
private IAnalyticsService _analyticsService;
public AnalyticsInitializationSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public void RegisterServices(IServiceLocator serviceLocator)
{
_analyticsService = AnalyticsServiceFactory.Create();
serviceLocator.RegisterService(_analyticsService);
}
public async UniTask InitializeAsync()
{
await _analyticsService.InitializeAsync();
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public static class AnalyticsServiceFactory
{
public static IAnalyticsService Create()
{
#if UNITY_EDITOR && !ENABLE_EDITOR_ANALYTICS
return new NoOpAnalyticsService();
#else
return new UnityAnalyticsService();
#endif
}
}
}

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using System;
using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class AnalyticsSessionState
{
private SessionStatus _status;
public string SessionId { get; private set; }
public float StartRealtimeSeconds { get; private set; }
public int HeartbeatIndex { get; private set; }
public int TotalBuildingsPlaced { get; private set; }
public bool Started => _status != SessionStatus.NotStarted;
public bool DemoCompleted => _status == SessionStatus.DemoCompleted;
public void Begin(float realtimeSeconds)
{
_status = SessionStatus.Started;
SessionId = Guid.NewGuid().ToString("N");
StartRealtimeSeconds = realtimeSeconds;
HeartbeatIndex = 0;
TotalBuildingsPlaced = 0;
}
public bool TryRecordBuildingConstruction(BuildingDefinition definition)
{
if (!Started || !definition) return false;
TotalBuildingsPlaced++;
return true;
}
public bool CanRecordHouseUpgrade(Building building)
{
return Started && building.Definition.IsHouse;
}
public bool TryAdvanceHeartbeat(float realtimeSeconds, float heartbeatIntervalSeconds, out int heartbeatIndex, out float playtimeSeconds)
{
heartbeatIndex = 0;
playtimeSeconds = 0;
if (!Started || DemoCompleted) return false;
var nextHeartbeatTime = StartRealtimeSeconds + (HeartbeatIndex + 1) * heartbeatIntervalSeconds;
if (realtimeSeconds < nextHeartbeatTime) return false;
heartbeatIndex = ++HeartbeatIndex;
playtimeSeconds = GetPlaytimeSeconds(realtimeSeconds);
return true;
}
public bool TryMarkDemoCompleted()
{
if (!Started || DemoCompleted) return false;
_status = SessionStatus.DemoCompleted;
return true;
}
public float GetPlaytimeSeconds(float realtimeSeconds)
{
if (!Started) return 0;
return Mathf.Max(realtimeSeconds - StartRealtimeSeconds, 0);
}
private enum SessionStatus
{
NotStarted,
Started,
DemoCompleted
}
}
}

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using System;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
[GameSystemGroup(typeof(CommonServicesSystemGroup))]
[InitializeAfter(typeof(AnalyticsInitializationSystem))]
public class DemoAnalyticsSystem : GameSystem, IInitializable, IDisposable, IUpdatable
{
private const float HeartbeatIntervalSeconds = 300;
[InjectService]
private IAnalyticsService _analyticsService;
[InjectService]
private ISignalBus _signalBus;
[InjectService]
private World _world;
private AnalyticsSessionState _sessionState = new();
public DemoAnalyticsSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public UniTask InitializeAsync()
{
_signalBus.Subscribe<WorldReadySignal>(OnWorldReady);
_signalBus.Subscribe<BuildingCreatedSignal>(OnBuildingCreated);
_signalBus.Subscribe<BuildingUpgradedSignal>(OnBuildingUpgraded);
_signalBus.Subscribe<DemoCompletedSignal>(OnDemoCompleted);
return UniTask.CompletedTask;
}
public void Dispose()
{
_signalBus.Unsubscribe<WorldReadySignal>(OnWorldReady);
_signalBus.Unsubscribe<BuildingCreatedSignal>(OnBuildingCreated);
_signalBus.Unsubscribe<BuildingUpgradedSignal>(OnBuildingUpgraded);
_signalBus.Unsubscribe<DemoCompletedSignal>(OnDemoCompleted);
}
public void Update()
{
var realtimeSeconds = Time.realtimeSinceStartup;
while (_sessionState.TryAdvanceHeartbeat(realtimeSeconds, HeartbeatIntervalSeconds, out var heartbeatIndex, out var playtimeSeconds))
_analyticsService.RecordHeartbeat(_sessionState.SessionId, heartbeatIndex, playtimeSeconds, _sessionState.TotalBuildingsPlaced, _world.PopulationState.Population);
}
private void OnWorldReady(WorldReadySignal signal)
{
_sessionState.Begin(Time.realtimeSinceStartup);
_analyticsService.RecordSessionStarted(_sessionState.SessionId);
}
private void OnBuildingCreated(BuildingCreatedSignal signal)
{
var definition = signal.Building?.Definition;
if (!_sessionState.TryRecordBuildingConstruction(definition)) return;
_analyticsService.RecordBuildingConstructionCompleted(_sessionState.SessionId, definition.name);
}
private void OnBuildingUpgraded(BuildingUpgradedSignal signal)
{
var building = signal.Building;
if (!_sessionState.CanRecordHouseUpgrade(building)) return;
_analyticsService.RecordHouseUpgraded(_sessionState.SessionId, building.Definition.name, building.TierIndex, building.TierIndex + 1);
}
private void OnDemoCompleted(DemoCompletedSignal signal)
{
if (!_sessionState.TryMarkDemoCompleted()) return;
var playtimeSeconds = _sessionState.GetPlaytimeSeconds(Time.realtimeSinceStartup);
_analyticsService.RecordDemoCompleted(
_sessionState.SessionId,
playtimeSeconds,
_world.TimeState.TotalWeeks,
_world.PopulationState.Population,
_world.PopulationState.Happiness);
}
}
}

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using Unity.Services.Analytics;
namespace DanieleMarotta.RiversongCodeShowcase
{
public sealed class BuildingConstructionCompletedAnalyticsEvent : Event
{
public BuildingConstructionCompletedAnalyticsEvent() : base("building_construction_completed")
{
}
public string SessionId
{
set => SetParameter("session_id", value);
}
public string BuildingName
{
set => SetParameter("building_name", value);
}
}
}

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using Unity.Services.Analytics;
namespace DanieleMarotta.RiversongCodeShowcase
{
public sealed class DemoCompletedAnalyticsEvent : Event
{
public DemoCompletedAnalyticsEvent() : base("demo_completed")
{
}
public string SessionId
{
set => SetParameter("session_id", value);
}
public float PlaytimeSeconds
{
set => SetParameter("playtime_seconds", value);
}
public int TotalWeeks
{
set => SetParameter("total_weeks", value);
}
public int Population
{
set => SetParameter("population", value);
}
public float Happiness
{
set => SetParameter("happiness", value);
}
}
}

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using Unity.Services.Analytics;
namespace DanieleMarotta.RiversongCodeShowcase
{
public sealed class HouseUpgradedAnalyticsEvent : Event
{
public HouseUpgradedAnalyticsEvent() : base("house_upgraded")
{
}
public string SessionId
{
set => SetParameter("session_id", value);
}
public string BuildingName
{
set => SetParameter("building_name", value);
}
public int FromTier
{
set => SetParameter("from_tier", value);
}
public int ToTier
{
set => SetParameter("to_tier", value);
}
}
}

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using Unity.Services.Analytics;
namespace DanieleMarotta.RiversongCodeShowcase
{
public sealed class SessionHeartbeatAnalyticsEvent : Event
{
public SessionHeartbeatAnalyticsEvent() : base("session_heartbeat")
{
}
public string SessionId
{
set => SetParameter("session_id", value);
}
public int HeartbeatIndex
{
set => SetParameter("heartbeat_index", value);
}
public float PlaytimeSeconds
{
set => SetParameter("playtime_seconds", value);
}
public int TotalBuildingsPlaced
{
set => SetParameter("total_buildings_placed", value);
}
public int Population
{
set => SetParameter("population", value);
}
}
}

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using Unity.Services.Analytics;
namespace DanieleMarotta.RiversongCodeShowcase
{
public sealed class SessionStartedAnalyticsEvent : Event
{
public SessionStartedAnalyticsEvent() : base("session_started")
{
}
public string SessionId
{
set => SetParameter("session_id", value);
}
}
}

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using Cysharp.Threading.Tasks;
namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IAnalyticsService
{
UniTask InitializeAsync();
void RecordSessionStarted(string sessionId);
void RecordBuildingConstructionCompleted(string sessionId, string buildingName);
void RecordHouseUpgraded(string sessionId, string buildingName, int fromTier, int toTier);
void RecordHeartbeat(string sessionId, int heartbeatIndex, float playtimeSeconds, int totalBuildingsPlaced, int population);
void RecordDemoCompleted(string sessionId, float playtimeSeconds, int totalWeeks, int population, float happiness);
}
}

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using Cysharp.Threading.Tasks;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class NoOpAnalyticsService : IAnalyticsService
{
public UniTask InitializeAsync()
{
return UniTask.CompletedTask;
}
public void RecordSessionStarted(string sessionId)
{
}
public void RecordBuildingConstructionCompleted(string sessionId, string buildingName)
{
}
public void RecordHouseUpgraded(string sessionId, string buildingName, int fromTier, int toTier)
{
}
public void RecordHeartbeat(string sessionId, int heartbeatIndex, float playtimeSeconds, int totalBuildingsPlaced, int population)
{
}
public void RecordDemoCompleted(string sessionId, float playtimeSeconds, int totalWeeks, int population, float happiness)
{
}
}
}

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using System;
using Cysharp.Threading.Tasks;
using Unity.Services.Analytics;
using Unity.Services.Core;
using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class UnityAnalyticsService : IAnalyticsService
{
private bool _canRecord;
public async UniTask InitializeAsync()
{
if (_canRecord) return;
try
{
if (UnityServices.State == ServicesInitializationState.Uninitialized) await UnityServices.InitializeAsync();
AnalyticsService.Instance.StartDataCollection();
_canRecord = true;
}
catch (Exception exception)
{
Debug.LogError($"Failed to initialize analytics. Analytics will be disabled.\n{exception}");
}
}
public void RecordSessionStarted(string sessionId)
{
if (!_canRecord) return;
var analyticsEvent = new SessionStartedAnalyticsEvent { SessionId = sessionId };
AnalyticsService.Instance.RecordEvent(analyticsEvent);
}
public void RecordBuildingConstructionCompleted(string sessionId, string buildingName)
{
if (!_canRecord) return;
var analyticsEvent = new BuildingConstructionCompletedAnalyticsEvent
{
SessionId = sessionId,
BuildingName = buildingName
};
AnalyticsService.Instance.RecordEvent(analyticsEvent);
}
public void RecordHouseUpgraded(string sessionId, string buildingName, int fromTier, int toTier)
{
if (!_canRecord) return;
var analyticsEvent = new HouseUpgradedAnalyticsEvent
{
SessionId = sessionId,
BuildingName = buildingName,
FromTier = fromTier,
ToTier = toTier
};
AnalyticsService.Instance.RecordEvent(analyticsEvent);
}
public void RecordHeartbeat(string sessionId, int heartbeatIndex, float playtimeSeconds, int totalBuildingsPlaced, int population)
{
if (!_canRecord) return;
var analyticsEvent = new SessionHeartbeatAnalyticsEvent
{
SessionId = sessionId,
HeartbeatIndex = heartbeatIndex,
PlaytimeSeconds = playtimeSeconds,
TotalBuildingsPlaced = totalBuildingsPlaced,
Population = population
};
AnalyticsService.Instance.RecordEvent(analyticsEvent);
}
public void RecordDemoCompleted(string sessionId, float playtimeSeconds, int totalWeeks, int population, float happiness)
{
if (!_canRecord) return;
var analyticsEvent = new DemoCompletedAnalyticsEvent
{
SessionId = sessionId,
PlaytimeSeconds = playtimeSeconds,
TotalWeeks = totalWeeks,
Population = population,
Happiness = Mathf.Clamp01(happiness)
};
AnalyticsService.Instance.RecordEvent(analyticsEvent);
AnalyticsService.Instance.Flush();
}
}
}

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using System;
using Cysharp.Threading.Tasks;
using IServiceProvider = DanieleMarotta.RiversongCodeShowcase.IServiceProvider;
namespace DanieleMarotta.RiversongCodeShowcase
{
[GameSystemGroup(typeof(CommonServicesSystemGroup))]
public class CommonServicesSystem : GameSystem, IServiceProvider, IInitializable, IDisposable
{
[InjectService]
private GameConfig _config;
[InjectService]
private World _world;
private SignalBus _signalBus;
private TileSpace _tileSpace;
private MaterialReplacementCache _materialReplacementCache;
public CommonServicesSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public void RegisterServices(IServiceLocator serviceLocator)
{
serviceLocator.RegisterService<IEntityCollection>(new EntityCollection());
serviceLocator.RegisterService<IEntityCache>(new EntityCache());
_signalBus = new SignalBus();
serviceLocator.RegisterService<ISignalBus>(_signalBus);
_tileSpace = new TileSpace();
serviceLocator.RegisterService<ITileSpace>(_tileSpace);
serviceLocator.RegisterService<IPoolingService>(new PoolingService());
_materialReplacementCache = new MaterialReplacementCache();
serviceLocator.RegisterService(_materialReplacementCache);
}
public UniTask InitializeAsync()
{
_tileSpace.TileSize = _config.GeneralSettings.TileSize;
_tileSpace.World = _world;
return UniTask.CompletedTask;
}
public void Dispose()
{
_signalBus?.Dispose();
_signalBus = null;
_materialReplacementCache = null;
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
[InitializeBefore(typeof(EarlyGameSystemGroup))]
public class CommonServicesSystemGroup : GameSystemGroup
{
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public class Entity
{
public const int InvalidId = 0;
public int Id { get; private set; }
public static T Create<T>(int id) where T : Entity, new()
{
return new T { Id = id };
}
}
}

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using System;
using System.Collections.Generic;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class EntityCache : IEntityCache
{
private Dictionary<int, Cache> _caches = new();
public void CreateCache<T>(int key, Predicate<T> filter) where T : Entity
{
if (!_caches.TryGetValue(key, out var cache))
{
cache = new Cache<T>();
_caches.Add(key, cache);
}
((Cache<T>)cache).Filter = filter;
}
public List<T> Get<T>(int key) where T : Entity
{
if (!_caches.TryGetValue(key, out var cache))
{
cache = new Cache<T>();
_caches.Add(key, cache);
}
return ((Cache<T>)cache).Entities;
}
public void OnAdded(Entity entity)
{
foreach (var cache in _caches.Values) cache.TryAdd(entity);
}
public void OnRemoved(Entity entity)
{
foreach (var cache in _caches.Values) cache.TryRemove(entity);
}
private abstract class Cache
{
public void TryAdd(Entity entity)
{
if (FilterEntity(entity)) Add(entity);
}
public void TryRemove(Entity entity)
{
if (FilterEntity(entity)) Remove(entity);
}
protected abstract bool FilterEntity(Entity entity);
protected abstract void Add(Entity entity);
protected abstract void Remove(Entity entity);
}
private class Cache<T> : Cache where T : Entity
{
public Predicate<T> Filter { get; set; }
public List<T> Entities { get; } = new();
protected override bool FilterEntity(Entity entity)
{
return entity is T typedEntity && Filter.Invoke(typedEntity);
}
protected override void Add(Entity entity)
{
Entities.Add((T)entity);
}
protected override void Remove(Entity entity)
{
Entities.Remove((T)entity);
}
}
}
}

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using System.Collections.Generic;
namespace DanieleMarotta.RiversongCodeShowcase
{
public static class EntityCacheExtensions
{
public static List<Building> GetHarvesterBuildings(this IEntityCache entityCache)
{
return entityCache.Get<Building>((int)EntityCacheKeys.HarvesterBuildings);
}
public static List<Building> GetHunterBuildings(this IEntityCache entityCache)
{
return entityCache.Get<Building>((int)EntityCacheKeys.HunterBuildings);
}
public static List<Building> GetFarmBuildings(this IEntityCache entityCache)
{
return entityCache.Get<Building>((int)EntityCacheKeys.FarmBuildings);
}
public static List<Building> GetProducers(this IEntityCache entityCache)
{
return entityCache.Get<Building>((int)EntityCacheKeys.ProducerBuildings);
}
public static List<Building> GetProviders(this IEntityCache entityCache)
{
return entityCache.Get<Building>((int)EntityCacheKeys.ProviderBuildings);
}
public static List<Building> GetBuildingsWithWorkers(this IEntityCache entityCache)
{
return entityCache.Get<Building>((int)EntityCacheKeys.BuildingsWithWorkers);
}
public static List<Building> GetHouses(this IEntityCache entityCache)
{
return entityCache.Get<Building>((int)EntityCacheKeys.HouseBuildings);
}
public static List<Building> GetTentBuildings(this IEntityCache entityCache)
{
return entityCache.Get<Building>((int)EntityCacheKeys.TentBuildings);
}
public static List<Building> GetStorageBuildings(this IEntityCache entityCache)
{
return entityCache.Get<Building>((int)EntityCacheKeys.StorageBuildings);
}
public static List<Building> GetStorageRequestBuildings(this IEntityCache entityCache)
{
return entityCache.Get<Building>((int)EntityCacheKeys.StorageRequestBuildings);
}
public static List<Agent> GetHunterAgents(this IEntityCache entityCache)
{
return entityCache.Get<Agent>((int)EntityCacheKeys.HunterAgents);
}
public static List<Agent> GetCritterAgents(this IEntityCache entityCache)
{
return entityCache.Get<Agent>((int)EntityCacheKeys.CritterAgents);
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public enum EntityCacheKeys
{
Invalid,
#region Buildings
HarvesterBuildings,
HunterBuildings,
FarmBuildings,
ProducerBuildings,
ProviderBuildings,
BuildingsWithWorkers,
HouseBuildings,
StorageBuildings,
StorageRequestBuildings,
TentBuildings,
#endregion
#region Agents
HunterAgents,
CritterAgents
#endregion
}
}

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using System;
using Cysharp.Threading.Tasks;
namespace DanieleMarotta.RiversongCodeShowcase
{
[GameSystemGroup(typeof(EarlyGameSystemGroup))]
[InitializeAfter(typeof(PreLoadAssetsSystem))]
public class EntityCacheSystem : GameSystem, IInitializable, IDisposable
{
[InjectService]
private IEntityCollection _entityCollection;
[InjectService]
private IEntityCache _entityCache;
[InjectService]
private GameConfig _config;
public EntityCacheSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public UniTask InitializeAsync()
{
CreateCaches();
foreach (var entity in _entityCollection.GetInternalEntityList(typeof(Entity))) _entityCache.OnAdded(entity);
var callbacks = _entityCollection.On<Entity>();
callbacks.Added += _entityCache.OnAdded;
callbacks.Removed += _entityCache.OnRemoved;
return UniTask.CompletedTask;
}
private void CreateCaches()
{
_entityCache.CreateCache<Building>((int)EntityCacheKeys.HarvesterBuildings, b => b.Definition.HarvestedResource);
_entityCache.CreateCache<Building>((int)EntityCacheKeys.HunterBuildings, b => b.Definition.TargetCritter);
_entityCache.CreateCache<Building>((int)EntityCacheKeys.FarmBuildings, b => b.Definition.IsFarm);
_entityCache.CreateCache<Building>((int)EntityCacheKeys.ProducerBuildings, b => b.Definition.Recipe);
_entityCache.CreateCache<Building>((int)EntityCacheKeys.ProviderBuildings, b => b.Definition.ProvidedProducts.Count > 0);
_entityCache.CreateCache<Building>((int)EntityCacheKeys.BuildingsWithWorkers, b => b.Definition.WorkerCount > 0);
_entityCache.CreateCache<Building>((int)EntityCacheKeys.HouseBuildings, b => b.Definition.IsHouse);
_entityCache.CreateCache<Building>((int)EntityCacheKeys.StorageBuildings, b => b.Definition.IsStorage);
_entityCache.CreateCache<Building>((int)EntityCacheKeys.StorageRequestBuildings, b => b.Definition.IsStorage);
_entityCache.CreateCache<Building>((int)EntityCacheKeys.TentBuildings, b => b.Definition == _config.Population.TentBuilding.Asset);
_entityCache.CreateCache<Agent>(
(int)EntityCacheKeys.HunterAgents,
a =>
{
ref var jobState = ref a.GetJobStateRW();
return jobState.Job == AgentJob.Hunter;
});
_entityCache.CreateCache<Agent>(
(int)EntityCacheKeys.CritterAgents,
a =>
{
ref var critterState = ref a.GetCritterStateRW();
return critterState.IsCritter;
});
}
public void Dispose()
{
var callbacks = _entityCollection.On<Entity>();
callbacks.Added -= _entityCache.OnAdded;
callbacks.Removed -= _entityCache.OnRemoved;
}
}
}

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using System;
using System.Collections.Generic;
namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IEntityCache
{
void CreateCache<T>(int key, Predicate<T> filter) where T : Entity;
List<T> Get<T>(int key) where T : Entity;
void OnAdded(Entity entity);
void OnRemoved(Entity entity);
}
}

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using System;
using System.Collections.Generic;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class EntityCollection : IEntityCollection
{
private static readonly List<Entity> Empty = new();
private int _nextId = Entity.InvalidId + 1;
private Dictionary<int, Entity> _entitiesById = new();
private ListMultiDictionary<Type, Entity> _entitiesByType = new();
private Dictionary<Type, IEntityCollectionCallbacks> _callbacks = new();
public T Create<T>() where T : Entity, new()
{
return Entity.Create<T>(_nextId++);
}
public void Add(Entity entity)
{
_entitiesById.Add(entity.Id, entity);
OnAdded(entity.GetType(), entity);
}
private void OnAdded(Type type, Entity entity)
{
_entitiesByType.Add(type, entity);
if (_callbacks.TryGetValue(type, out var callbacks)) callbacks.OnAdded(entity);
if (type == typeof(Entity)) return;
OnAdded(type.BaseType, entity);
}
public Entity Remove(int id)
{
if (!_entitiesById.Remove(id, out var entity)) return null;
OnRemoved(entity.GetType(), entity);
return entity;
}
private void OnRemoved(Type type, Entity entity)
{
_entitiesByType.Remove(type, entity);
if (_callbacks.TryGetValue(type, out var callbacks)) callbacks.OnRemoved(entity);
if (type == typeof(Entity)) return;
OnRemoved(type.BaseType, entity);
}
public bool Exists(int id)
{
return _entitiesById.ContainsKey(id);
}
public Entity Get(int id)
{
return _entitiesById.TryGetValue(id, out var entity) ? entity : null;
}
public Type GetEntityType(int id)
{
return Get(id)?.GetType();
}
public List<Entity> GetInternalEntityList(Type type)
{
return _entitiesByType.TryGetValues(type, out var entityList) ? entityList : Empty;
}
public IEntityCollectionCallbacks<T> On<T>() where T : Entity
{
if (!_callbacks.TryGetValue(typeof(T), out var callbacks))
{
callbacks = new EntityCollectionCallbacks<T>();
_callbacks.Add(typeof(T), callbacks);
}
return (IEntityCollectionCallbacks<T>)callbacks;
}
}
}

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using System;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class EntityCollectionCallbacks<T> : IEntityCollectionCallbacks<T> where T : Entity
{
public event Action<T> Added;
public event Action<T> Removed;
public void OnAdded(Entity entity)
{
Added?.Invoke((T)entity);
}
public void OnRemoved(Entity entity)
{
Removed?.Invoke((T)entity);
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public static class EntityCollectionExtensions
{
public static T Get<T>(this IEntityCollection entityCollection, int id) where T : Entity
{
return (T)entityCollection.Get(id);
}
public static T CreateAndAdd<T>(this IEntityCollection entityCollection) where T : Entity, new()
{
var entity = entityCollection.Create<T>();
entityCollection.Add(entity);
return entity;
}
public static bool TryGet<T>(this IEntityCollection entityCollection, int id, out T entity) where T : Entity
{
entity = entityCollection.Get(id) as T;
return entity != null;
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IEntity
{
int Id { get; }
}
}

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using System;
using System.Collections.Generic;
namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IEntityCollection
{
T Create<T>() where T : Entity, new();
void Add(Entity entity);
Entity Remove(int id);
bool Exists(int id);
Entity Get(int id);
Type GetEntityType(int id);
public List<Entity> GetInternalEntityList(Type type);
public IEntityCollectionCallbacks<T> On<T>() where T : Entity;
}
}

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using System;
namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IEntityCollectionCallbacks
{
public void OnAdded(Entity entity);
public void OnRemoved(Entity entity);
}
public interface IEntityCollectionCallbacks<out T> : IEntityCollectionCallbacks
{
event Action<T> Added;
event Action<T> Removed;
}
}

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using UnityEngine.Pool;
namespace DanieleMarotta.RiversongCodeShowcase
{
public interface IPoolingService
{
void AddPool<T>(int key, IObjectPool<T> pool) where T : class;
IObjectPool<T> GetPool<T>(int key) where T : class;
}
}

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using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class PooledObject : MonoBehaviour
{
public int PoolKey { get; set; }
}
}

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using System.Collections.Generic;
using UnityEngine.Pool;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class PoolingService : IPoolingService
{
private Dictionary<int, object> _poolLookup = new();
public void AddPool<T>(int key, IObjectPool<T> pool) where T : class
{
_poolLookup.Add(key, pool);
}
public IObjectPool<T> GetPool<T>(int key) where T : class
{
return _poolLookup.TryGetValue(key, out var pool) ? (IObjectPool<T>)pool : null;
}
}
}

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using UnityEngine;
using UnityEngine.Pool;
using Object = UnityEngine.Object;
namespace DanieleMarotta.RiversongCodeShowcase
{
public static class PoolingServiceExtensions
{
public static IObjectPool<GameObject> GetOrCreatePool(this IPoolingService poolingService, GameObject prefab, Transform folder = null)
{
var poolKey = prefab.GetInstanceID();
var pool = poolingService.GetPool<GameObject>(poolKey);
if (pool != null) return pool;
pool = new ObjectPool<GameObject>(
() =>
{
var go = Object.Instantiate(prefab, folder);
OnCreate(go, poolKey);
return go;
},
OnGet,
go => OnRelease(go, folder));
poolingService.AddPool(poolKey, pool);
return pool;
}
public static IObjectPool<T> GetOrCreatePool<T>(this IPoolingService poolingService, T prefab, Transform folder = null) where T : Component
{
var poolKey = prefab.GetInstanceID();
var pool = poolingService.GetPool<T>(poolKey);
if (pool != null) return pool;
pool = new ObjectPool<T>(
() =>
{
var component = Object.Instantiate(prefab, folder);
OnCreate(component.gameObject, poolKey);
return component;
},
component => OnGet(component.gameObject),
component => OnRelease(component.gameObject, folder));
poolingService.AddPool(poolKey, pool);
return pool;
}
private static void OnCreate(GameObject go, int poolKey)
{
go.AddComponent<PooledObject>().PoolKey = poolKey;
go.SetActive(false);
}
private static void OnGet(GameObject go)
{
go.transform.SetParent(null);
go.SetActive(true);
}
private static void OnRelease(GameObject go, Transform folder)
{
go.SetActive(false);
go.transform.SetParent(folder);
}
public static T Get<T>(this IPoolingService poolingService, int poolKey) where T : class
{
return poolingService.GetPool<T>(poolKey).Get();
}
public static void Release(this IPoolingService poolingService, GameObject go)
{
var poolKey = go.GetComponent<PooledObject>().PoolKey;
poolingService.GetPool<GameObject>(poolKey).Release(go);
}
public static void Release<T>(this IPoolingService poolingService, T component) where T : Component
{
var poolKey = component.GetComponent<PooledObject>().PoolKey;
poolingService.GetPool<T>(poolKey).Release(component);
}
}
}

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using Cysharp.Threading.Tasks;
using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
[GameSystemGroup(typeof(EarlyGameSystemGroup))]
[InitializeAfter(typeof(PreLoadAssetsSystem))]
public class PoolsInitializationSystem : GameSystem, IInitializable
{
[InjectService]
private IPoolingService _poolingService;
[InjectService]
private IGameDatabase _gameDatabase;
public PoolsInitializationSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public UniTask InitializeAsync()
{
foreach (var product in _gameDatabase.OfType<ProductDefinition>())
{
_poolingService.GetOrCreatePool((GameObject)product.ProductStackVisualization.Asset);
_poolingService.GetOrCreatePool((GameObject)product.CarriedVisualization.Asset);
}
return UniTask.CompletedTask;
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
[GameSystemGroup(typeof(DefaultGameSystemGroup))]
[UpdateBefore(typeof(EditingStateGameSystem))]
[UpdateBefore(typeof(BuildingSelectionSystem))]
public class RestoreTemporaryMaterialsSystem : GameSystem, IUpdatable
{
[InjectService]
private MaterialReplacementCache _materialReplacementCache;
public RestoreTemporaryMaterialsSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public void Update()
{
_materialReplacementCache.RestoreMaterials();
}
}
}

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using System;
namespace DanieleMarotta.RiversongCodeShowcase
{
public interface ISignalBus
{
void Raise<T>(T signal);
void Subscribe<T>(Action<T> handler);
void Unsubscribe<T>(Action<T> handler);
}
}

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using System;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class SignalBus : ISignalBus, IDisposable
{
private readonly ListMultiDictionary<Type, Delegate> _subscribers = new();
public void Dispose()
{
_subscribers.Clear();
}
public void Raise<T>(T signal)
{
if (!_subscribers.TryGetValues(typeof(T), out var handlers)) return;
foreach (var handler in handlers) ((Action<T>)handler).Invoke(signal);
}
public void Subscribe<T>(Action<T> handler)
{
_subscribers.Add(typeof(T), handler);
}
public void Unsubscribe<T>(Action<T> handler)
{
_subscribers.Remove(typeof(T), handler);
}
}
}

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using Unity.Mathematics;
namespace DanieleMarotta.RiversongCodeShowcase
{
public static class DirectionVectors
{
public static readonly int2[] Directions4 =
{
new(1, 0),
new(-1, 0),
new(0, 1),
new(0, -1)
};
public static readonly int2[] Directions8 =
{
new(1, 0),
new(-1, 0),
new(0, 1),
new(0, -1),
new(1, 1),
new(1, -1),
new(-1, 1),
new(-1, -1)
};
}
}

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using System;
using Unity.Mathematics;
using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
public enum Directions
{
North,
NorthWest,
West,
SouthWest,
South,
SouthEast,
East,
NorthEast
}
public enum DirectionsMask4
{
None = 0,
North = 1 << 0,
West = 1 << 1,
South = 1 << 2,
East = 1 << 3
}
[Flags]
public enum DirectionsMask8
{
None = 0,
North = 1 << 0,
NorthWest = 1 << 1,
West = 1 << 2,
SouthWest = 1 << 3,
South = 1 << 4,
SouthEast = 1 << 5,
East = 1 << 6,
NorthEast = 1 << 7
}
public static class DirectionsExtensions
{
public static int2 ToVector(this Directions direction)
{
switch (direction)
{
case Directions.North:
return new int2(0, 1);
case Directions.NorthWest:
return new int2(-1, 1);
case Directions.West:
return new int2(-1, 0);
case Directions.SouthWest:
return new int2(-1, -1);
case Directions.South:
return new int2(0, -1);
case Directions.SouthEast:
return new int2(1, -1);
case Directions.East:
return new int2(1, 0);
case Directions.NorthEast:
return new int2(1, 1);
default:
throw new ArgumentOutOfRangeException();
}
}
public static Quaternion ToQuaternion(this Directions direction)
{
switch (direction)
{
case Directions.North:
return Quaternion.identity;
case Directions.NorthWest:
return Quaternion.LookRotation(new Vector3(-1, 0, 1));
case Directions.West:
return Quaternion.LookRotation(Vector3.left);
case Directions.SouthWest:
return Quaternion.LookRotation(new Vector3(-1, 0, -1));
case Directions.South:
return Quaternion.LookRotation(Vector3.back);
case Directions.SouthEast:
return Quaternion.LookRotation(new Vector3(1, 0, -1));
case Directions.East:
return Quaternion.LookRotation(Vector3.right);
case Directions.NorthEast:
return Quaternion.LookRotation(new Vector3(1, 0, 1));
default:
throw new ArgumentOutOfRangeException();
}
}
public static int2 Rotate(this Directions direction, int2 v)
{
return TileMath.Rotate(v, direction);
}
}
}

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using Unity.Mathematics;
using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
public interface ITileSpace
{
float TileSize { get; }
int2 WorldToTile(Vector3 position);
Vector3 TileToWorld(int2 tile, float tileX = 0.5f, float tileY = 0.5f);
int GetElevation(float y);
Vector3 GetRectWorldCenter(in TileRect rect);
}
}

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using System;
using System.Runtime.CompilerServices;
using Unity.Mathematics;
namespace DanieleMarotta.RiversongCodeShowcase
{
public static class TileMath
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int2 Rotate(int2 v, Directions direction)
{
switch (direction)
{
case Directions.North:
return new int2(v.x, v.y);
case Directions.West:
return new int2(v.y, -v.x);
case Directions.South:
return new int2(-v.x, -v.y);
case Directions.East:
return new int2(-v.y, v.x);
default:
throw new ArgumentOutOfRangeException();
}
}
public static TileRect GetBuildingRect(int2 rectCenter, Directions direction, int width, int height)
{
int dx;
int dy;
var sx = (width - 1) >> 1;
var sy = (height - 1) >> 1;
if (width == height || direction == Directions.North)
{
dx = -sx;
dy = -sy;
}
else
{
switch (direction)
{
case Directions.West:
dx = sy - (height - 1);
dy = -sx;
(width, height) = (height, width);
break;
case Directions.South:
dx = sx - (width - 1);
dy = sy - (height - 1);
break;
case Directions.East:
dx = -sy;
dy = sx - (width - 1);
(width, height) = (height, width);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
return new TileRect(rectCenter + new int2(dx, dy), width, height);
}
public static void WalkLine(int2 startTile, int2 endTile, Action<int2> tileAction)
{
var dx = endTile.x - startTile.x;
var dy = endTile.y - startTile.y;
if (math.abs(dx) >= math.abs(dy))
endTile.y = startTile.y;
else
endTile.x = startTile.x;
var tile = startTile;
var d = math.sign(endTile - startTile);
while (true)
{
tileAction.Invoke(tile);
if (math.all(tile == endTile)) break;
tile += d;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int StepCount(int2 tile, int2 otherTile)
{
var delta = math.abs(tile - otherTile);
return math.max(delta.x, delta.y);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int StepCount(int2 tile, in TileRect rect)
{
var left = math.max(rect.Min.x - tile.x, 0);
var right = math.max(tile.x - rect.Max.x, 0);
var dx = math.max(left, right);
var bottom = math.max(rect.Min.y - tile.y, 0);
var top = math.max(tile.y - rect.Max.y, 0);
var dy = math.max(bottom, top);
return math.max(dx, dy);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int StepCount(in TileRect rect, int2 tile)
{
return StepCount(tile, rect);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int StepCount(in TileRect rect, in TileRect otherRect)
{
var left = math.max(otherRect.Min.x - rect.Max.x, 0);
var right = math.max(rect.Min.x - otherRect.Max.x, 0);
var dx = math.max(left, right);
var bottom = math.max(otherRect.Min.y - rect.Max.y, 0);
var top = math.max(rect.Min.y - otherRect.Max.y, 0);
var dy = math.max(bottom, top);
return math.max(dx, dy);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
namespace DanieleMarotta.RiversongCodeShowcase
{
public struct TileRange : IEnumerable<int2>
{
public int2 Min;
public int2 Max;
private TileRange(int2 min, int2 max)
{
Min = min;
Max = max;
}
public static TileRange From(in TileRect rect)
{
return new TileRange(rect.Min, rect.Max);
}
public static TileRange From(int2 min, int2 max)
{
return From(new TileRect(min, max));
}
public Enumerator GetEnumerator()
{
return new Enumerator(Min, Max);
}
IEnumerator<int2> IEnumerable<int2>.GetEnumerator()
{
return GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public struct Enumerator : IEnumerator<int2>
{
public int2 Min;
public int2 Max;
public int2 Current { get; private set; }
object IEnumerator.Current => Current;
public Enumerator(int2 min, int2 max) : this()
{
Min = min;
Max = max;
Reset();
}
public bool MoveNext()
{
if (Current.x < Max.x)
{
Current = new int2(Current.x + 1, Current.y);
return true;
}
if (Current.y < Max.y)
{
Current = new int2(Min.x, Current.y + 1);
return true;
}
return false;
}
public void Reset()
{
Current = new int2(Min.x - 1, Min.y);
}
public void Dispose()
{
}
}
}
}

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using Unity.Mathematics;
namespace DanieleMarotta.RiversongCodeShowcase
{
public struct TileRect
{
public static readonly TileRect Empty = new(int2.zero, int2.zero);
public static readonly TileRect Everything = new(int.MinValue, int.MaxValue);
private int2 _min;
private int2 _max;
public int2 Min
{
readonly get => _min;
set
{
_min = value;
_max = math.max(_min, _max);
}
}
public int2 Max
{
readonly get => _max;
set
{
_max = value;
_min = math.min(_min, _max);
}
}
public int Width => _max.x - _min.x + 1;
public int Height => _max.y - _min.y + 1;
public int2 Center => (_min + _max) / 2;
public TileRect(int2 min, int2 max)
{
_min = math.min(min, max);
_max = math.max(min, max);
}
public TileRect(int2 min, int width, int height) : this(min, min + new int2(width - 1, height - 1))
{
}
public readonly bool Contains(int2 tile)
{
return tile.x >= Min.x && tile.x <= Max.x && tile.y >= Min.y && tile.y <= Max.y;
}
public readonly bool Intersects(TileRect other)
{
return !(other.Max.x < Min.x || other.Min.x > Max.x || other.Max.y < Min.y || other.Min.y > Max.y);
}
public readonly TileRect Inflate(int amount)
{
return amount == int.MaxValue ? Everything : new TileRect(Min - amount, Max + amount);
}
public static TileRect OneTile(int2 tile)
{
return new TileRect(tile, 1, 1);
}
}
}

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using Unity.Mathematics;
using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class TileSpace : ITileSpace
{
public float TileSize { get; set; }
public World World { get; set; }
public int2 WorldToTile(Vector3 position)
{
var tileX = Mathf.FloorToInt(position.x / TileSize);
var tileY = Mathf.FloorToInt(position.z / TileSize);
return new int2(tileX, tileY);
}
public Vector3 TileToWorld(int2 tile, float tileX = 0.5f, float tileY = 0.5f)
{
tileX = Mathf.Clamp01(tileX);
tileY = Mathf.Clamp01(tileY);
return new Vector3((tile.x + tileX) * TileSize, World.Heightmap.GetValue(tile), (tile.y + tileY) * TileSize);
}
public int GetElevation(float y)
{
return Mathf.RoundToInt(y);
}
public Vector3 GetRectWorldCenter(in TileRect rect)
{
var worldCenter = TileToWorld(rect.Min, 0, 0);
worldCenter += new Vector3(rect.Width, 0, rect.Height) * (0.5f * TileSize);
return worldCenter;
}
}
}

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using System;
using Cysharp.Threading.Tasks;
using QFSW.QC;
namespace DanieleMarotta.RiversongCodeShowcase
{
[GameSystemGroup(typeof(DebugSystemGroup))]
public class DebugCommandsSystem : GameSystem, IInitializable, IDisposable
{
[InjectService]
private IUnlocksService _unlocksService;
[InjectService]
private ISignalBus _signalBus;
public DebugCommandsSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public UniTask InitializeAsync()
{
QuantumRegistry.RegisterObject(this);
return UniTask.CompletedTask;
}
public void Dispose()
{
QuantumRegistry.DeregisterObject(this);
}
[Command("unlock-all", MonoTargetType.Registry)]
private void UnlockAll()
{
_unlocksService.UnlockAll();
}
[Command("complete-demo", MonoTargetType.Registry)]
private void CompleteDemo(float gameTime = 15 * 60)
{
_signalBus.Raise(new DemoCompletedSignal(gameTime));
}
}
}

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namespace DanieleMarotta.RiversongCodeShowcase
{
[InitializeAfter(typeof(UISystemGroup))]
public class DebugSystemGroup : GameSystemGroup
{
}
}

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using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace DanieleMarotta.RiversongCodeShowcase
{
[GameSystemGroup(typeof(DebugSystemGroup))]
public class DrawGizmosSystem : GameSystem, IInitializable, IDisposable
{
[InjectService]
private IEngine _engine;
private DrawGizmosSceneProxy _sceneProxy;
private List<IDrawGizmos> _callbacks = new();
public DrawGizmosSystem(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public UniTask InitializeAsync()
{
#if DEBUG
_sceneProxy = new GameObject(nameof(DrawGizmosSceneProxy)).AddComponent<DrawGizmosSceneProxy>();
_sceneProxy.DrawGizmos += OnDrawGizmos;
#endif
foreach (var system in _engine.Systems)
if (system is IDrawGizmos callback)
_callbacks.Add(callback);
return UniTask.CompletedTask;
}
public void Dispose()
{
_sceneProxy.DrawGizmos -= OnDrawGizmos;
}
private void OnDrawGizmos(bool selected)
{
foreach (var callback in _callbacks) callback.DrawGizmos(selected);
}
private class DrawGizmosSceneProxy : MonoBehaviour
{
public event Action<bool> DrawGizmos;
private void OnDrawGizmos()
{
DrawGizmos?.Invoke(false);
}
private void OnDrawGizmosSelected()
{
DrawGizmos?.Invoke(true);
}
}
}
}

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