Cozy Wather + buld systeme

This commit is contained in:
2026-07-07 16:43:51 +02:00
parent 031ac42e5d
commit 6b26ae3376
2140 changed files with 3482825 additions and 2252 deletions
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using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace DistantLands.Cozy.EditorScripts
{
public class LinkIntegrations : EditorWindow
{
// [MenuItem("Tools/Cozy: Stylized Weather 3/Check Link Integrations", false, 1500)]
[MenuItem("Window/Cozy: Stylized Weather 3/Check Link Integrations", false, 1021)]
public static void Init()
{
LinkIntegrations window = (LinkIntegrations)EditorWindow.GetWindow(typeof(LinkIntegrations), false, "Setup LINK");
window.minSize = new Vector2(400, 500);
window.Show();
}
private void OnGUI()
{
EditorGUILayout.LabelField("LINK Integrations");
EditorGUILayout.HelpBox("Thank you for your purchase of LINK: COZY Multiplayer Module! Select your multiplayer solution from the dropdown and allow your scripts to reload to get started.", MessageType.Info);
string[] integrations = new string[6] { "None", "PUN", "FishNetworking", "Netcode for Gameobjects", "Mirror", "Purrnet" };
int i = EditorGUILayout.Popup(new GUIContent("Multiplayer Type"), EditorPrefs.GetInt("LINK_Integration"), integrations);
EditorGUILayout.Space();
if (i != EditorPrefs.GetInt("LINK_Integration"))
{
SetupIntegration(i);
EditorPrefs.SetInt("LINK_Integration", i);
}
EditorGUILayout.HelpBox("Then in a scene setup for multiplayer, setup your scene for COZY and add the LINK module to the COZY weather sphere in the settings/modules tab. If you are using Mirror, be sure to click the Ensure Setup button.", MessageType.Info);
}
void SetupIntegration(int integration)
{
switch (integration)
{
case (0):
RemoveDefine("LINK_PUN");
RemoveDefine("LINK_FISHNET");
RemoveDefine("LINK_NETCODE");
RemoveDefine("LINK_MIRROR");
RemoveDefine("LINK_PURRNET");
break;
case (1):
AddDefine("LINK_PUN");
RemoveDefine("LINK_FISHNET");
RemoveDefine("LINK_NETCODE");
RemoveDefine("LINK_MIRROR");
RemoveDefine("LINK_PURRNET");
break;
case (2):
RemoveDefine("LINK_PUN");
AddDefine("LINK_FISHNET");
RemoveDefine("LINK_NETCODE");
RemoveDefine("LINK_MIRROR");
RemoveDefine("LINK_PURRNET");
break;
case (3):
RemoveDefine("LINK_PUN");
RemoveDefine("LINK_FISHNET");
AddDefine("LINK_NETCODE");
RemoveDefine("LINK_MIRROR");
RemoveDefine("LINK_PURRNET");
break;
case (4):
RemoveDefine("LINK_PUN");
RemoveDefine("LINK_FISHNET");
RemoveDefine("LINK_NETCODE");
AddDefine("LINK_MIRROR");
RemoveDefine("LINK_PURRNET");
break;
case (5):
RemoveDefine("LINK_PUN");
RemoveDefine("LINK_FISHNET");
RemoveDefine("LINK_NETCODE");
RemoveDefine("LINK_MIRROR");
AddDefine("LINK_PURRNET");
break;
}
}
static void AddDefine(string define)
{
string definesString = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
List<string> allDefines = definesString.Split(';').ToList();
allDefines.Add(define);
PlayerSettings.SetScriptingDefineSymbolsForGroup(
EditorUserBuildSettings.selectedBuildTargetGroup,
string.Join(";", allDefines.ToArray()));
}
static void RemoveDefine(string define)
{
string definesString = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
List<string> allDefines = definesString.Split(';').ToList();
if (allDefines.Contains(define))
allDefines.Remove(define);
PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, string.Join(";", allDefines.ToArray()));
}
}
}
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using UnityEngine;
using UnityEditor;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
using System.Linq;
using System.Collections.Generic;
using DistantLands.Cozy.Data;
namespace DistantLands.Cozy.EditorScripts
{
[CustomEditor(typeof(LinkModule))]
public class CozyLinkModuleEditor : CozyModuleEditor
{
LinkModule module;
public override ModuleCategory Category => ModuleCategory.integration;
public override string ModuleTitle => "Link";
public override string ModuleSubtitle => "Multiplayer Module";
public override string ModuleTooltip => "Manage multiplayer integrations with a number of server/client multiplayer solutions.";
public Button IntegrationSelection => root.Q<Button>("integration-selection");
public Label SelectedIntegration => root.Q<Label>("selected-integration");
Button widget;
VisualElement root;
void OnEnable()
{
if (!target)
return;
module = (LinkModule)target;
}
public override Button DisplayWidget()
{
widget = SmallWidget();
Label status = widget.Q<Label>("dynamic-status");
status.style.fontSize = 8;
status.text = LinkModule.SelectedIntegrationName;
return widget;
}
public override VisualElement DisplayUI()
{
root = new VisualElement();
VisualTreeAsset asset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(
"Packages/com.distantlands.cozy.link/Editor/UI/UXML/link-module-editor.uxml"
);
root.Bind(serializedObject);
asset.CloneTree(root);
SelectedIntegration.text = LinkModule.SelectedIntegrationName;
IntegrationSelection.RegisterCallback((ClickEvent evt) =>
{
LinkIntegrations.Init();
});
return root;
}
public override void OpenDocumentationURL()
{
Application.OpenURL("https://distant-lands.gitbook.io/cozy-stylized-weather-documentation/how-it-works/modules/link-module");
}
}
}
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<Style src="project://database/Packages/com.distantlands.cozy.core/Editor/UI/Globals.uss?fileID=7433441132597879392&amp;guid=60b39676bc45100478c0c8a083850788&amp;type=3#Globals" />
<ui:Label tabindex="-1" text="Selected Integration" parse-escape-sequences="true" display-tooltip-when-elided="true" class="h1" />
<ui:VisualElement name="selection-container" class="section-bg flex-row" style="justify-content: space-between; align-items: center;">
<ui:Label tabindex="-1" text="Label" parse-escape-sequences="true" display-tooltip-when-elided="true" name="selected-integration" />
<ui:Button text="Swap Integration" parse-escape-sequences="true" display-tooltip-when-elided="true" name="integration-selection" />
</ui:VisualElement>
<ui:Label tabindex="-1" text="Links" parse-escape-sequences="true" display-tooltip-when-elided="true" class="h1" />
<ui:VisualElement name="selection-container" class="section-bg" style="flex-grow: 0;">
<uie:PropertyField binding-path="linkTime" />
<uie:PropertyField binding-path="linkWeather" />
<uie:PropertyField binding-path="linkAmbience" name="PropertyField" />
</ui:VisualElement>
<ui:Label tabindex="-1" text="Settings" parse-escape-sequences="true" display-tooltip-when-elided="true" class="h1" />
<ui:VisualElement name="settings-container" class="section-bg" style="flex-grow: 0;">
<uie:PropertyField binding-path="timeSettingSensitivity" />
<uie:PropertyField binding-path="updateDelay" />
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Licensed under the Unity Asset Store EULA for Unity Asset Store Packages -- see [Unity Asset Store Terms](https://unity.com/legal/as-terms).
Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.
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# ✅ Thank You!
Thank you for purchasing COZY: Link - Multiplayer Module!
**CONNECT WITH US:**<br>
[Website](https://distantlands.wixsite.com/distantlands) | [Email](mailto:distantlands.productions@gmail.com) | [Discord](https://discord.gg/HWGU4hj) | [Documentation](https://distant-lands.gitbook.io/cozy-stylized-weather-documentation/how-it-works/modules/link-module) | [Roadmap](https://trello.com/b/hKDB8M7f/cozy-weather)
# 📖 Overview
Connect your players skies across the network.
Supports the 4 major networking solutions for Unity:
- [Photon PUN 2](https://assetstore.unity.com/packages/tools/network/pun-2-free-119922)
- [Fish-Net: Networking Evolved](https://assetstore.unity.com/packages/tools/network/fish-net-networking-evolved-207815)
- [Netcode for GameObjects](https://docs-multiplayer.unity3d.com/netcode/current/about/index.html)
- [Mirror](https://assetstore.unity.com/packages/tools/network/mirror-129321)
# 📐 Setup Guide
For detailed documentation, see the page for Blocks in the [COZY: Stylized Weather documentation](https://distant-lands.gitbook.io/cozy-stylized-weather-documentation/how-it-works/modules/link-module)
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#if LINK_FISHNET
using System.Collections.Generic;
using FishNet.CodeGenerating;
using FishNet.Object;
using FishNet.Object.Synchronizing;
using UnityEngine;
namespace DistantLands.Cozy
{
public class FishnetView : NetworkBehaviour
{
[HideInInspector]
[AllowMutableSyncType]
public SyncVar<float> time;
[HideInInspector]
[AllowMutableSyncType]
public SyncVar<float> serverTime;
[HideInInspector]
[AllowMutableSyncType]
public SyncVar<int> day;
[HideInInspector]
[AllowMutableSyncType]
public SyncVar<int> year;
[HideInInspector]
[AllowMutableSyncType]
public SyncVar<int> ambience;
[HideInInspector]
[AllowMutableSyncType]
public SyncVar<string> weatherCacheString;
[HideInInspector]
[AllowMutableSyncType]
public SyncVar<string> weatherValuesString;
public bool isMaster { get { return IsHostInitialized || IsServerInitialized; } }
}
}
#endif
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#if LINK_MIRROR
using System.Collections.Generic;
using Mirror;
using UnityEngine;
namespace DistantLands.Cozy
{
public class MirrorView : NetworkBehaviour
{
[SyncVar]
[HideInInspector]
public float time;
[SyncVar]
[HideInInspector]
public float serverTime;
[HideInInspector]
[SyncVar]
public int day;
[HideInInspector]
[SyncVar]
public int year;
[HideInInspector]
[SyncVar]
public int ambience;
[HideInInspector]
[SyncVar]
public string weatherCacheString;
[HideInInspector]
[SyncVar]
public string weatherValuesString;
public bool isMaster { get { return isServer; } }
}
}
#endif
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#if LINK_NETCODE
using Unity.Netcode;
using UnityEngine;
namespace DistantLands.Cozy
{
public class NetcodeView : NetworkBehaviour
{
[HideInInspector]
public NetworkVariable<float> ticks = new NetworkVariable<float>();
[HideInInspector]
public NetworkVariable<int> day = new NetworkVariable<int>();
[HideInInspector]
public NetworkVariable<int> year = new NetworkVariable<int>();
[HideInInspector]
public NetworkVariable<int> ambience = new NetworkVariable<int>();
[HideInInspector]
public NetworkList<int> weatherCache;
[HideInInspector]
public NetworkList<float> weatherValues;
void Awake()
{
weatherCache = new NetworkList<int>();
weatherValues = new NetworkList<float>();
}
}
}
#endif
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#if LINK_PURRNET
using PurrNet;
using UnityEngine;
namespace DistantLands.Cozy
{
public class PurrNetView : NetworkBehaviour
{
[HideInInspector]
public SyncVar<float> time;
[HideInInspector]
public SyncVar<float> serverTime;
[HideInInspector]
public SyncVar<int> day;
[HideInInspector]
public SyncVar<int> year;
[HideInInspector]
public SyncVar<int> ambience;
[HideInInspector]
public SyncVar<string> weatherCacheString;
[HideInInspector]
public SyncVar<string> weatherValuesString;
public bool isMaster { get { return isHost || isServer; } }
}
}
#endif
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