Added task stations rendering

This commit is contained in:
2026-04-26 13:12:21 +02:00
parent 43a3434e97
commit 556fdb6090
2 changed files with 186 additions and 1 deletions

View File

@@ -2,6 +2,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
using static UnityEngine.Rendering.RayTracingAccelerationStructure;
@@ -24,6 +25,7 @@ namespace Subsystems
private float _range;
private List<TaskData> _availableTasks;
public List<GameObject> Stations { get; private set; }
public List<GameObject> TaskStations { get; private set; } = new List<GameObject>();
private StationSettings _stationSettings;
public GameManager_Game(GameClient client, GameObject player, GameObject map, List<TaskData> availableTasks, float range = 20f, StationSettings stationSettings = null)
{
@@ -52,7 +54,16 @@ namespace Subsystems
}
}
public void InitializeStation(Position pos, StationType type)
public void InitializeTaskStations()
{
for(int i = 0; i < _gameClient.MyTasks.Count; i++)
{
System.Random rnd = new System.Random();
var task = _availableTasks[rnd.Next(0,_availableTasks.Count)];
CreateStation(_gameClient.MyTasks[i].Location, StationType.Task, _gameClient.MyTasks[i]);
}
}
private void CreateStation(Position pos, StationType type)
{
GameObject stationPrefab = null;
PlayerRole? reqRole = null;
@@ -61,6 +72,7 @@ namespace Subsystems
case StationType.Task:
stationPrefab = _stationSettings.TaskStationPrefab;
reqRole = PlayerRole.Crew;
Debug.LogError("Task station creation not fully implemented, using task station prefab as placeholder");
break;
case StationType.Sabotage:
stationPrefab = _stationSettings.SabotageStationPrefab;
@@ -96,6 +108,18 @@ namespace Subsystems
Stations.Add(station);
}*/
}
private void CreateStation(Position pos, StationType type, GameTask taskInfo)
{
GameObject stationPrefab = _stationSettings.TaskStationPrefab;
var station = UnityEngine.Object.Instantiate(stationPrefab);
station.transform.position = pos.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
Stations.Add(station);
TaskStation interactable = station.GetComponent<TaskStation>();
interactable.Location = pos;
interactable.InteractionRange = _range;
interactable.TaskID = taskInfo.TaskId;
}
void CheckForPlayers()