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Integrating the functionality to fully create a Reflexion City independently. #819
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…esponding dialog. The use of strings for type selection will be improved.
…ig menu for the universal tables. These initally do not have a city component.
…versal tables, not every object with the tag CodeCity has a component of the AbstractSEECity (or subclass).
… selection for the empty table.
…need to be adjusted and made more initial. It's only the first version.
…ettings still need to be made to the types.
…es from the inital config.
…onfigurations from the initial city.
…e initial nodes (soon).
… is on the right and the implementation root is on the left. Additionally, the nodes are scaled so that the architecture root occupies 60% and the implementation 40% of the table.
… being changed. When adding a new node, ensure that a root type cannot be assigned.
…reation. Otherwise, the key was never updated and the metric color was calculated incorrectly. In the future, it must be checked whether additional keys need to be updated.
…ation root if it hasn't been loaded yet. An upload icon has been introduced for this purpose. The loading functionality has not yet been implemented.
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There are only a few more issues that need to be fixed.
The progressState should not be maintained by the called method CreateReflexionCity() but rather by Update(). One would not expect this kind of side effect for a method named CreateReflexionCity(). Swapping via tuple (suggested by Visual Studio).
…rovement # Conflicts: # Assets/StreamingAssets/SEE/BranchCity.cfg
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I am still not convinced that the creation of cities will work in a multi-player setting. Please see my notes.
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There are a few bad patterns I found which you should check.
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
…gst/SEE into reflexion-table-improvement
…gst/SEE into reflexion-table-improvement
…ncountered. Otherwise the error message will loop forever.
Improved comments.
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Only one more clarification questions.
I fixed the issue for AddCityNetAction
myself. Its Execute()
method just called the overridden method and didn't do anything else. The override is then unnecessary.
This pull request enables the creation of initial reflexion cities, which can then load various implementations or architectures. Alternatively, the architecture can also be created completely independently.
The loaded sub-graphes are merged into a single graph as usual. Additionally, a new NodeType
ROOT
has been introduced for the root node of the cities.Sub-roots for the architecture graph receive the type
ARCHITECTURE
while those for the implementation graph receiveIMPLEMENTATION
.Nodes of these types cannot be added again via the
AddNode
action, and can't changed their type viaEditNode
.Therefore, the
Delete
action for this sub-root-types has been modified toclear
the nodes - this means deleting only their existing children.The colors for these root nodes have also been updated.
The
MetricLevel
key had to be updated inMetricMaxima
to ensure that dynamically nested nodes are created and displayed correctly without triggering an error. (Previously, new nodes had a higherMetricLevel
than the maximum allowed level, and this was not corrected even when re-triggering the maximum level. Refer to commitd02a97e
from November 1, 2024.)The
RuntimeConfigMenu
is rebuilt every time a city is added or deleted.Cities added during runtime are assigned a name to distinguish them in the
RuntimeConfigMenu
.To achieve this, the
StringProperty
class has been enhanced with form validation.It is important to note that the new
CitySelectionManager
component must be added to all tables for them to be managed in theRuntimeConfigMenu
. This component manages a list of all tables, including their associated cities, which avoids potentially expensiveGameObject.Find
calls.The
Re-Draw
functionality has also been integrated into theRuntimeConfigMenu
.Several smaller fixes were also implemented, such as restoring network functionality for the
Delete
action and resolving an issue with theContexMenu
that occured due to the XR merge.