Commit 0d55d9e2 authored by 18김민수's avatar 18김민수

Event occurence / Main town UI update

parent e33c955e
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using System;
using System.Collections.Generic;
using System.Linq;
namespace ISEKAI_Model
{
public enum EventStatus
{
Completed, Ready, Visible
}
public abstract class Event // Every future event must inherit this.
{
private bool _isActivatedAlready;
public List<(int, int)> choiceHistory = new List<(int, int)>(); // <item1>th choice, selected <item2>th branch. (0-based)
public abstract int forcedEventPriority {get;} // 0 if the event is not forced event.
public abstract string eventName {get;}
public EventStatus status {get; set;}
public abstract int givenMaxTurn {get;}
public abstract int turnsLeft {get; protected set;} // how many turns left for this event to be gone.
public abstract int cost {get;} // how many AP this event takes.
public abstract Season availableSeason {get;} // when this event is available.
protected abstract bool exclusiveCondition(Game game); // exclusive emergence condition of each event.
public static void InitEvents() // should add EVERY events when new event plan comes.
{
_activatedEvents.Add(new ExampleEvent1());
}
public static void OccurEvents(Game game) // Not recommended to call manually. Only called by Proceed().
{
foreach (Event e in _activatedEvents)
{
if (e.IsFirstVisible(game) && e.status == EventStatus.Ready && !e._isActivatedAlready)
{
e.turnsLeft = e.givenMaxTurn;
e.status = EventStatus.Visible;
e._isActivatedAlready = true;
}
else if (e._isActivatedAlready)
{
if (e.seasonCheck(game) && e.turnsLeft > 0)
e.status = EventStatus.Visible;
else
e.status = EventStatus.Ready;
}
}
}
protected Event()
{
status = EventStatus.Ready;
}
private static List<Event> _activatedEvents = new List<Event>(); // list of all activated events.
public static List<Event> GetAllEvents() // MOST IMPORTANT FUNCTION!
{
return _activatedEvents;
}
public static void ReduceTurnsLeft() // Not recommended to call manually. Only called by Proceed().
{
foreach (Event e in _activatedEvents)
{
if(e._isActivatedAlready)
e.turnsLeft--;
if (e.turnsLeft <= 0 && e._isActivatedAlready)
{
e.status = EventStatus.Ready;
e._isActivatedAlready = false;
}
}
}
public bool IsFirstVisible(Game game)
{
return exclusiveCondition(game) && seasonCheck(game);
}
public bool seasonCheck(Game game)
{
bool seasonCheck;
if (availableSeason == Season.None)
seasonCheck = true;
else
seasonCheck = availableSeason == game.turn.season;
return seasonCheck;
}
public abstract List<Command> script {get;}
}
}
...@@ -6,7 +6,7 @@ namespace ISEKAI_Model ...@@ -6,7 +6,7 @@ namespace ISEKAI_Model
{ {
public enum EventStatus public enum EventStatus
{ {
Completed, Ready, Visible Completed, Ready, Visible, ForcedVisible
} }
public enum EventLocation public enum EventLocation
...@@ -27,7 +27,7 @@ namespace ISEKAI_Model ...@@ -27,7 +27,7 @@ namespace ISEKAI_Model
public abstract class EventCore // Every future event must inherit this. public abstract class EventCore // Every future event must inherit this.
{ {
public bool isNew => (_seasonMadeIn == game.turn.season) && (turnsLeft == givenMaxTurn); public bool isNew => (_seasonMadeIn == game.turn.season) && (turnsLeft == givenMaxTurn);
public bool isForcedEvent => forcedEventPriority > 0;
public bool isActivatedAlready; public bool isActivatedAlready;
public List<(int, int)> choiceHistory = new List<(int, int)>(); // <item1>th choice, selected <item2>th branch. (0-based) public List<(int, int)> choiceHistory = new List<(int, int)>(); // <item1>th choice, selected <item2>th branch. (0-based)
public abstract int forcedEventPriority {get;} // 0 if the event is not forced event. public abstract int forcedEventPriority {get;} // 0 if the event is not forced event.
...@@ -60,7 +60,7 @@ namespace ISEKAI_Model ...@@ -60,7 +60,7 @@ namespace ISEKAI_Model
} }
public bool IsFirstVisible() // if this returns true, event is set to Visible. public bool IsFirstVisible() // if this returns true, event is set to Visible. (or ForcedVisible)
{ {
bool result; bool result;
result = exclusiveCondition() && seasonCheck(); result = exclusiveCondition() && seasonCheck();
......
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using System;
using System.Collections.Generic;
namespace ISEKAI_Model
{
class ExampleEvent1 : Event
{
public override string eventName {get {return "ExampleEvent1";}}
public override int givenMaxTurn {get {return 4;}}
public override int turnsLeft {get; protected set;}
public override int cost {get {return 2;}}
public override Season availableSeason {get {return Season.Summer;}}
public override int forcedEventPriority {get {return 0;}}
public override List<Command> script {get {return Parser.ParseScript("Scripts/ExampleEvent1.txt");}} // command list.
protected override bool exclusiveCondition(Game game)
{
bool chanceCheck;
Random r = new Random();
int cond = r.Next(0, 10);
if (cond >= 0 && cond < 3)
chanceCheck = true;
else
chanceCheck = false;
bool foodCheck;
if (game.town.remainFoodAmount >= 100)
foodCheck = true;
else
foodCheck = false;
return chanceCheck && foodCheck;
}
public ExampleEvent1()
{
turnsLeft = 0;
}
}
}
\ No newline at end of file
...@@ -19,7 +19,12 @@ namespace ISEKAI_Model ...@@ -19,7 +19,12 @@ namespace ISEKAI_Model
public Turn turn {get; private set;} // indicating season, turn number, etc. see Turn class. public Turn turn {get; private set;} // indicating season, turn number, etc. see Turn class.
public List<EventCore> allEventsList = new List<EventCore>(); public List<EventCore> allEventsList = new List<EventCore>();
public List<EventCore> forcedVisibleEventList { get
{
var lst = allEventsList.FindAll(e => e.status == EventStatus.ForcedVisible);
_SortForcedEventList(lst);
return lst;
} }
public List<EventCore> visibleEventsList => allEventsList.FindAll(e => e.status == EventStatus.Visible); public List<EventCore> visibleEventsList => allEventsList.FindAll(e => e.status == EventStatus.Visible);
public void Proceed() // if you want to move on (next season, or next turn), just call it. public void Proceed() // if you want to move on (next season, or next turn), just call it.
...@@ -57,8 +62,8 @@ namespace ISEKAI_Model ...@@ -57,8 +62,8 @@ namespace ISEKAI_Model
remainAP = maxAP; remainAP = maxAP;
town.AddFoodProduction(); town.AddFoodProduction();
town.ApplyPleasantChange(); town.ApplyPleasantChange();
_SetAllEventActivable();
_OccurEvents(); _OccurEvents();
_SetAllEventActivable();
} }
private void _DoPostTurnBehavior() private void _DoPostTurnBehavior()
{ {
...@@ -153,6 +158,11 @@ namespace ISEKAI_Model ...@@ -153,6 +158,11 @@ namespace ISEKAI_Model
{ {
foreach (EventCore e in allEventsList) foreach (EventCore e in allEventsList)
{ {
if (e.isForcedEvent && e.IsFirstVisible())
{
e.status = EventStatus.ForcedVisible;
continue;
}
if (e.IsFirstVisible() && if (e.IsFirstVisible() &&
e.status == EventStatus.Ready && e.status == EventStatus.Ready &&
!e.isActivatedAlready) !e.isActivatedAlready)
...@@ -172,6 +182,13 @@ namespace ISEKAI_Model ...@@ -172,6 +182,13 @@ namespace ISEKAI_Model
private void _InitEvents() // should add EVERY events when new event plan comes. private void _InitEvents() // should add EVERY events when new event plan comes.
{ {
allEventsList.Add(new ExampleEvent1(this)); allEventsList.Add(new ExampleEvent1(this));
allEventsList.Add(new Prolog_1(this));
allEventsList.Add(new Prolog_2(this));
}
private void _SortForcedEventList(List<EventCore> lst)
{
lst.Sort(delegate (EventCore e1, EventCore e2) { return e2.forcedEventPriority.CompareTo(e1.forcedEventPriority); });
} }
} }
} }
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using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
namespace ISEKAI_Model namespace ISEKAI_Model
{ {
...@@ -12,7 +13,7 @@ namespace ISEKAI_Model ...@@ -12,7 +13,7 @@ namespace ISEKAI_Model
public override Season availableSeason {get {return Season.Summer;}} public override Season availableSeason {get {return Season.Summer;}}
public override int forcedEventPriority {get {return 0;}} public override int forcedEventPriority {get {return 0;}}
public override EventLocation location { get { return EventLocation.Field; } } public override EventLocation location { get { return EventLocation.Field; } }
public override List<Command> script {get {return Parser.ParseScript("Scripts/ExampleEvent1.txt");}} // command list. public override List<Command> script {get {return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/ExampleEvent1.txt");}} // command list.
protected override bool exclusiveCondition() protected override bool exclusiveCondition()
{ {
bool chanceCheck; bool chanceCheck;
......
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using System.Collections;
using System.Collections.Generic;
namespace ISEKAI_Model
{
public class Prolog_1 : EventCore
{
public override int forcedEventPriority { get { return 1000; } }
public override string eventName { get { return "프롤로그 이벤트-1"; } }
public override EventLocation location { get { return EventLocation.None; } }
public override int givenMaxTurn { get { return 10; } }
public override int turnsLeft { get; protected set; }
public override int cost { get { return 0; } }
public override Season availableSeason { get { return Season.None; } }
public override List<Command> script { get { return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/Prolog_1.txt"); } } // command list.
protected override bool exclusiveCondition()
{
return true;
}
public Prolog_1(Game game) : base(game)
{
turnsLeft = 0;
}
}
}
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using System.Collections;
using System.Collections.Generic;
namespace ISEKAI_Model
{
public class Prolog_2 : EventCore
{
public override int forcedEventPriority { get { return 999; } }
public override string eventName { get { return "프롤로그 이벤트-2"; } }
public override EventLocation location { get { return EventLocation.None; } }
public override int givenMaxTurn { get { return 10; } }
public override int turnsLeft { get; protected set; }
public override int cost { get { return 0; } }
public override Season availableSeason { get { return Season.None; } }
public override List<Command> script { get { return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/Prolog_2.txt"); } } // command list.
protected override bool exclusiveCondition()
{
return true;
}
public Prolog_2(Game game) : base(game)
{
turnsLeft = 0;
}
}
}
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using System.Collections.Generic;
namespace ISEKAI_Model
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public class EndingGameCore
{
}
}
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Load Background "Assets\Background\Blackbackground.png" // 검은색 배경
# "「 ━━ 」"
# "익숙하지 않은 천장이다。"
## "나" "「 후아━━ 」"
VFX Sound "Assets\VFX\Breath.mp3" // 숨소리
# "쑤시는 온몸에서 느껴지는 이 『감각』을 참으며, 나는 목이 굉장히 마르네, 이라던가, 이 어두운 곳은 어디지, 따위의 이런저런 생각을 하며, 일단 상체를 일으켜 세우기로 했던 것이다。"
## "나" "「 여긴, 어디━━? 」"
# "점차 눈이 어둠에 적응을 하자 나는 내 주변을 둘러보기로 했었다。"
Load Background "Assets\Background\Mine.png" // 어두운 갱도
# "일단, 이 칠흙 같은 어둠 속에서 어렴풋이 보이는 첫번째 광경은 돌과 흙로 된 천장이다。인간의 가공을 거쳤다고 한다면 믿을 수 없을 만큼 거친 질감을 띄고 있었던 것이다。"
# "눈을 비비고 다시 한번 바라보니, 아아, 확실했다。나는 『동굴』안에 누워있었다。"
# "하지만, 뭔가가, 확실히 이상했었다。이 곳이 동굴 이라면 종유석과 석순들이 보여야 한다。하지만 아무리 보아도 그러한 모양들은 보이지가 않는, 그런 상황이란 것이다。"
# "의아해 하며 나는 고개를 돌려, 동굴 안을 아주 희미하게 비추고 있는 빛의 근원을 찾는다던가, 내가 정확히 어디 있는 건가, 라 하기로 했던 것이다。"
VFX Load Sprite "Assets\VFX\Light.gif" -0 -0 // 0,0이 화면 정중앙되게 하면 좋을듯.
## "나" "「 ━━! 」"
VFX Unload Sprite
# "저 멀리 이 어둠 속에서 갑자기 밝은 섬광이 번쩍였다。"
# "비록 찰나의 한 순간에 불과했지만, 그 순간 보였던 광경 만으로 여러가지 의문점에 대한 해답이 찾아졌다。"
## "나" "「 동굴이 아니라면 ━━ 」"
# "이곳은『동굴』은 아니다。"
# "동굴이라 하기엔 너무 곧 바르고, 종유석과 석순들도 없으며 벽이 석회암도 아니다。일직선으로 땅속에 구멍이 생긴 것은 누군가 인위적으로 파냈다는 것이다。"
# "그것은 오직 단 한가지 만을 의미할 수 있었다。"
# "『 갱도━━ 라는 것인가。』"
# "그렇다면 방금 섬광이 친 곳은 아마 출구일 것이다。"
# "그곳을 향해 걸어가며, 투덜거리는 생각 같은 것, 라던 지의 생각을 하며 어떻게 이곳에 왔는지 알기 위해 기억을 더듬어 본다。"
VFX Transition
Load Background "Assets\Background\Timechange1.png"
VFX Pause -2000
VFX Transition
Load Background "Assets\Background\University.png"
Play Music "Assets\BGM\Memory.mp3"
Load Character "Assets\Sprites\Professor.png" -center
## "교수" "「 ━━【쟝∙피에르∙라∙로셸】이 이름이었지 학생? 내가 과제로 준 부분을 읽어왔겠지? 그 부분을 이 강의를 듣는 모든 이들을 위해 요약 해주게나。」" -center
# "그렇다。"
# "내 이름은【쟝∙피에르∙라∙로셸】이다。"
# "파리 대학의 교수 밑에서 지혜의『도Truth』 를 배우는 평범한 18살의 대학생이다。"
# "제일 먼저 떠오르는 기억은 바로 한 교수의 천체자연철학 강의였다。그렇다, 분명 몇 시간 전만 해도 나는 파리대학 천체학의 으뜸인 분에게 직접 강의를 듣고 있었을 터━━"
## "나" "「 네,【데De∙까Ca엘e로lo】∙『천체에 대하여』라는【아리철스토학텔레자스】의 저서에서, 이 『천Celestial계Sphere』와『지Terres상trial계Sphere』의【우U니ni타ta스s】∙『하나됨』을 증명하는 내용입니다。여기서 『철학자』는━━ 」
## "교수" "「 그 정도면 충분하니 자리에 다시 앉게나。위대한【아리철스토학텔레자스】는 안타깝게도 『이거교도짓』 였기 때문에, 이러한 문제들에 한해서 전지전능한 『신DEUS』의 능력을 자주 망각하여 이러한 오류들을 범하지。」-center
## "교수" "【아리철스토학텔레자스】에 의하면 우리가 살고 있는 이 세계는 오직 하나 밖에 없으며 다수의 세계가 있는 것은 논리적으로 허용되지 않는다네。」" -center
## "나" "「 질문이 있습니다。그렇다면, 이 난제에 대해선 【아리철스토학텔레자스】가 거짓을 말했다는 것인가요? 」"
## "교수" "「 『거짓』을 말했다는 건 너무 심한 말이지。그저 『원죄』를 지닌 인간이기에 실수를 범할 뿐이라네。」 -center
## "교수" "## "" "「다행이 반세기 전 『주An님no의 해Domini』1277 에 우리 파리의 대주교 【에É티ti엔en느ne∙딴Tem삐pi에er】성하 께서 『신DEUS』의『다Mul른ti 세Mun계di』를 만들 능력을 부정하는 것을 『이Diab단olos』으로 규정하였지。 」" -center
# "갑자기 수업의 이 부분만 떠오르는 이유는 무엇, 라던지의 생각을 하며 나는 현 상황에 더 도움이 될만한 기억을 찾아 본다 던지, 를 해본다。"
VFX Transition
VFX Load Background "Assets\Background\MedievalStreet.png"
## "나" "「 ━━후, 하, 후, 하 」
VFX Sound "Assets\VFX\Breath.mp3"
# "분명 나는 천체자연학 강의를 마치고 나서 『대지농자연업학 실습』수업에 늦지 않기 위해 『점토심스빵트』을 입에 물고 달려가고 있었다。"
# "━━그랬어야 할 터인데, 어째서━━?!"
## "???" "「 앗 학생━━!! 」
VFX Transition
Load Background "Assets\Background\MedievalStreetHorse.png"
VFX CameraShake
## "말" "「 히이이잉━━━━━━」
VFX Transition
Load Background "Assets\Background\Blackbackground.png"
# "아아━━━━"
# "그랬다, 나는 지나가던 마차에 치였던 것이다。"
# "하지만 분명 지금의 나는 살아있다。확실히 이곳은 지옥이나 천국은 아니기 때문이다。"
# "어째서━━?"
Load CG "Assets\CG\Outside1.png"
VFX Sound "Assets\VFX\thunder.mp3"
VFX Camerashake
Play Music "Assets/BGM/Rainfall.mp3" -r
#『 ━━━━콰쾅 』
# "『 ━━━━?! 』"
# "이러한 나의 고민은 갑작스런 섬광과 선명하게 들리는 굉음으로 인해 끊겼다。주변을 둘러보니 내가 기억을 더듬으며 걸어가는 동안 이미 나는 갱도에서 나와있었던 것이다。"
# "광산의 밖에선 엄청난 폭우가 쏟아지고 있었다。"
VFX Transition
Load Background "Assets\Background\Blackbackground.png"
## "???" "「 꺄아아악━━ 」
## "????" "「 ━━꾸에에에엑 」
# "그 순간, 더 이상 생각을 할 여유도 없이 저 멀리서 비명 소리와 돼지의 울음이 들렸다。"
# "사람이 위험에 처해 있다니, 나는 본능적으로 이를 두고 볼 수는 없었다。"
# "━━하지만 도대체, 어디에? 먹구름으로 별과 달이 가려진 이 밤엔 아무것도 보이지 않았기에, 나는 그저 소리가 난 방향을 찾으며 두리번 거릴 수 밖에 없었다。"
VFX Load Sprite "Assets\VFX\Light.gif" --300 -0
# "━━그때, 보였다。자칫하면 놓칠 수 있는, 이 심야에서 있던 작은 『불신의빛인도』을。"
VFX Unload Sprite
VFX Transition
VFX Load Sprite "Assets\VFX\Lightning.gif" -0 -0
VFX Pause -1000
VFX Unload Sprite
Load CG "Assets\CG\Firstmeeting.png"
# "그 순간과 동시에 번개가 치며 어둠의 장막을 들쳐냈고, 그 아래 상황이 적나라하게 그 실태를 들어냈다。"
# "한 여성이 진흙에 넘어져, 다리에선 붉은 혈흔이 보이고, 그 반대편엔 한 성난 멧돼지가 위협적으로 노려보고 있었던 것이다。"
# "여자가 위험에 처해진 모습에 난 황급히 내 【랭Lang∙메Mes서ser】∙『호신용 검』을 꺼내어 멧돼지의 뒤쪽으로 달려들 수 밖에 없었다。"
# "나는 어릴 적 뒷산에서 아버지와 같이 사냥하던 때를 회상하며, 급소로 날을 집어 넣었다。"
VFX Transition
Load Background "Assets\Background\Blackbackground.png"
VFX Load Sprite "Assets\VFX\Swordstrike.gif"
VFX Sound "Assets\VFX\Swordstrike.mp3"
VFX Pause -1000
VFX Unload Sprite
# 차가운 금속이 뜨거운 살을 가르며 깊숙이 파고든다。
Load Background "Assets\Background\Darkforest.png"
## "" "「 꾸에에에에에에에에에에에엑━━━━━━!!! 」
# "갑작스런 상황변화를 받아들이지 못하고, 멧돼지는 그 분노를 격렬한 몸부림을 통해 배출한다。하지만 이미 이 성난 괴수의 운명은 정해져 있었다。"
# "나는 멧돼지의 등을 온 힘 다해 잡으며 검을 더 깊숙이 심장을 향해 찔러 넣는다。"
VFX Load Sprite "Assets\VFX\Blood.png"
VFX Pause -1000
# "몇 분 동안의 의미 없는 몸부림과 괴성을 지르던 야수는, 결국 체액이 빠지며 힘을 잃어가다 결국에는 쓰러진다。"
Load Character "Assets\Sprites\Heroine\a\normal.png" -center
## "???" "「 저, 저기━━ 」-center
# "옆을 돌아보니 아까 전의 그 여자가 다시 일어서려 하며 말을 걸어오고 있었다。하지만 한눈에 보기에도 그녀는 발목에 큰 부상을 입은 상태였다。"
# "혼자서 일어서는 것, 그런 일은 앞으로 한동안 없을 것이다。"
# "그녀의 오른쪽을 바라보니 내가 처음에 봤었던 그 작은 불빛의 정체가 보였다。참으로 희한하게 생긴 램프였다。"
# "그녀를 바라보며 나는 대답했다。"
## "나" "「 어디 다치진 않았나? 이런 험난 날씨의 야밤에 산속을 돌아다니다니, 겁이 없구먼。」"
Load Character "Assets\Sprites\Heroine\a\blush.png" -center
# "그 말에 여자의 얼굴에 붉은 기운이 도는 것이 희미하게 보였다。"
## "???" "「 아니, 그, 그게━━ 」" -center
Load Character "Assets\Sprites\Heroine\a\embarassed.png" -center
# "그녀는 다시 땅으로 고개를 숙이며 나를 바라보지 못한다。"
# "그녀가 뭔가를 말하기 기다리다,그에 지쳐 내가 말을 꺼내려는 찰나━━"
## "???" "「 그, 어, 정말로 고맙다우 동무! 」-center
## "???" "「 그, 동무는 정말, 그, 그걸 아주, 자, 잘 다루는 거만 기래! 」-center
# "그녀는 내 검을 가리키며 무엇이라 부를지 고민하는 듯 하였다。"
## "나" "「 흠━━ 」"
## "나" "「 이것 말인가? 아아━━ 이것은 【팔Fau숀chon】∙『호신용 검』라는 것이다。내가 있던 곳에서 다들 하나씩 들고 다니던 것이지。」"
VFX Transition
Load Background "Assets\Background\Timechange2.png"
VFX Transition
Load Background "Assets\Background\Darkforest.png"
# "다친 여자를 등 뒤에 없고, 그 해괴한 램프를 들어 산 길을 헤매 나갔다。"
# "아니, 사실 산이라 부르기도 애매했다。나무가 없는 민둥산이었기 때문이다。"
# "그것보다, 파리에 결코 민둥산이던 숲이 우거진 산이던 따위 있을 수가 없었다。"
# "이미 이 시점부터 나의 이성의 어느 한 부분은 무언가가 잘못 되었다 외치고 있었다。나는 그 아우성을 계속해 내리던 빗소리 속에 묻혀 무시해버렸다。"
# "지금은 그것보다 더 긴급한 상황이다, 나의 도움을 필요로 하는 사림이 지금 내 등에 업혀 나를 믿고 있다, 같은 판단을 하면서 말이다。"
# "비를 맞으며 몰래 둘러보면 들키지 않겠지, 라던지를 생각하며 고개를 조금 숙여보았다。이 산의 비탈길을 따라서는 명백하게 나무꾼이 잘라낸, 한때는 『나무』였던 것들의 흔적들이 남아있었다。"
## "???" "「 ━━그, 동무? 」"
# "이러저러한 생각에 잠긴 나에게 등에 업힌 여자가 먼저 말을 걸어오자, 잠시 그 동안의 생각을 머리 저 뒤편으로 날리며 나는 다시 귀를 기울여 봤다。"
## "???" "「 마을은 저쪽이요 동무。길을 못 찾는 것 같아서━━ 」"
# "아아, 『파capi리tale』가 아니라 『마을』이라면, 내가 현재 있는 곳은 성내가 아니라 파리 외곽의 마을 이었던 것인가, 과 같은 생각을 하며 나는 조용히 여자가 가리키던 방향으로 진로를 바꾸었다。"
# "내가 날강도라도 당한 것인가, 란 가설을 세워보며 잠시 걷다 보니, 실제로 바닥에 가도의 흔적들이 보이기 시작했다。"
# "이때쯤이 되자 서서히 비도 그쳐가기 시작했는데, 아마 그 동안의 거센 비 때문에 길의 존재를 눈치를 못 채고 있었던 것이었을 것이다。"
Stop Music
## "???" "「 그, 음, 말이 별로 없는 동무로구먼! 혹시 동무 이름이 어떻게 되나? 이래 봐도 내래 생명의 은인인데, 성명도 모르는 건 도리가 아니지 기래。」"
## "나" "「 나는 【쟝∙피에르∙라∙로셸】이라고 하네。」"
# "성이 있다는 사실에 놀랐는지, 잠시 여자가 조용해 진다。아마 귀족을 대하는 줄은 몰랐을 것이다。"
## "???" "「 기, 기래? 참 특이한 이름이구먼 동무。누가 잘못 들으면 【미제】놈들 느낌이라 하겠스메。」
# "【미United 제States】, 모르는 어휘다。
# "합주국? 주군들이 합쳐진 나라라니, 신성로마제국을 말하는 것인가? "
# "비록 발로와 왕가랑 게르만 놈들이 친하진 않지만, 대게 일반적인 평민들은 그것보단 잉글랜드를 더 의식하고 있었을 것이다。"
# "그런데 『합주국』을 비하적 표현으로 쓰다니━━。아까 전부터 무시하고 있었던 이성의 울부짖음이 다시 들리기 시작한다。"
# "더 이상 쌓아 두고 있다간 서로 오해가 생길 수도, 와 같은 생각이 들기 시작하자 나는 이제 참을 수 없다라는 마음으로 빨리 궁금증들을 해결하기로 결정했다。"
## "나" "「 그, 여긴 어느 마을 근처인가? 파리까지 가려면 얼마나 걸어야 하지━━? 」
# 또 다시 여자가 즉각 대답을 하지 않는다。이상하다, 아니, 수상하다。무언가가 잘못 된 것이 거의 확실하다。
# 때 마침 비가 완전히 그쳐, 구름이 물러나고 있었다。밝은 달 빛이 칠흑의 어둠을 들추고 밤의 이 산 풍경을 비추기 시작했고, 동시에 들리는 건 진흙을 밟으며 걸어가는 내 발소리뿐이었다。
## "???" "「 ━━━━거, 동무, 술을 많이 마셨나봐, 내래 함경도를 뜨락또르를 타고 려행해봤지만 기억하기론『팔이』란 마을은 없었어」
# "순간 등골이 싸늘해진다。달빛이 비추는 풍경을 바라보자 심장이 철렁 가라앉는 듯한 느낌이 든다。"
# "주변은 온통 산이다。파리 근처 일주일 여행치 거리 안에 이러한 지형은 없다。"
# "나는 멈춰서 잠시 여자를 땅바닥에 앉혀준다。그리고 숨을 고르며 침착해지려 노력하지만 실패한다。"
Load Character "Assets\Sprites\Heroine\a\surprised.png" -center
# "가까스로 안정을 되찾자, 나는 갈라지는 목소리로 여자를 바라보며 물어보지만 높아지는 언성을 주제하지 못한다。"
## "나" "「 이보게 그게 무슨 말인가? 여기가 【도Dom맹aine∙로Ro얄yal】∙『왕국령』이 아니라면 어느 곳, 무슨 나라란 말인가━━? 」"
# "여자는 도통 뭔지 모르겠다는, 의아해하는 표정으로 나를 바라보며 대답한다。"
Load Character "Assets\Sprites\Heroine\a\confused.png" -center
## "???" "「 나라가 어디긴 어디야━━ 」-center
## "???" "「 ━━━━━━━━여긴 조선인민민주주의공화국이라! 」-center
Load Video "Assets\Videos\Opening.mp4"
\ No newline at end of file
fileFormatVersion: 2
guid: c410dc52809f5594e8289fcdeb1fbf9d
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Load Background "Assets\Background\Darkforest.png"
Play Music "Assets\BGM\Silentforest.mp3"
# "마음이 같아서는 당장 여자를 붓잡고 무슨 말이냐 물어보고 싶었지만, 대신 나는 침묵을 유지한채 다시 여자를 등에 엎고 길을 걸어가기 시작했다。"
# "내가 모르는 상황일 수록 침착해지지 않으면 안됬다。냉정하게 상황을 파악한 뒤 행동을 취해야 했다。"
VFX Transition
Load Background "Assets\Background\VillageNight.png"
# "계속 조용히 걷다 보니 여자가 말하던 마을이 멀리서 보이기 시작했다。"
# "마을로 향하는 제일 넓은 길 앞쪽에는 여러 어린 아이들이 뭉쳐 있었다。다들 여자와 비슷한 그 이상한 램프 같은것을 들고 있었다。"
# "내가 여자를 등에 업고 있는 상태로 다가가자, 처음에 그들은 나를 보고 수상쩍어 했지만 여자가 다친 것을 알아차리자 먼저 우리 쪽으로 달려왔다。"
# "그들이 가까이 다가왔을때 나는 그제야 이들이 어린 아이들이 아니라 어른들이란 것을 알아차렸다。키가 너무 작아 헷갈렸던 것이다。"
Load Character "Assets\Sprites\Smith\a\normal.png" -left
Load Character "Assets\Sprites\Father\a\surprised.png" -center
Load Character "Assets\Sprites\Rancher\a\normal.png" -right
## "???" "아니, 선녀야, 어디 다친거여? 어쩌다 이렇게 됬습메?" -center
## "선녀" "아이구 아바지, 산길을 올라가다 웬 『산멧도돼티지』가 덮쳐왔는데, 이 쟝-피에르 ... 음, 이 동지가 절 구해줬수다。"
# "제일 늙어 보이던 어르신이 말하자, 여자가 내 뒤에서 대답했다。선녀가 이 여자의 이름이고, 이 노인이 그녀의 아버지인것 같았다。"
# "그녀가 산길에서 있었던 일을 짤막하게 정리해 설명하자, 노인은 마을 의사를 먼저 부르고 나더니 나에게 굽신거리며 말했다。"
## "선녀의 아버지" "아이고 우리 딸내미를 구해줘서 정말 고맙수다。" -center
Load Character "Assets\Sprites\Father\a\normal.png" -center
## "선녀의 아버지" "그런데 어찌 이리 늦은 시각에 이런 누추한 마을에... 혹시 『당평양』에서 오신 동지습메?" -center
# "나는 『당평양』이 뭔지 알지 못했기 때문에 아니라 대답했다。"
# "하지만 다른 사람들이 노인을 대하는 자세를 보니 이 마을에서 적당히 권위 있는 직책을 가진 사람 같았다。그렇다면 ━━ "
## "나" "━━아닙니다。안타깝게도 여기 주변에 익숙치 않아 길을 잃은것 같은데, 혹시 잠시동안 이 마을에 머물러도 되겠습니까?"
# "노인이 대답하기 전에 옆에 조용히 있던 한 남자가 중간에 끼어들었다。"
Load Character "Assets\Sprites\Smith\a\frown.png" -left
## "???" "━━━━ 이보쇼 『작마업을반이장장』 동지, 어디서 온지도 모르는 리방인을 그냥 마을에 들어들여도 되겠소?" -left
## "???" "이름도 해괴한것이, 혹시【미제】놈들의 첩자일지도 모르는것 아니지비?" -left
Load Character "Assets\Sprites\Rancher\a\frown.png" -right
## "???" "맞소, 게다가 가뜩이나 작년의 흉작으로 음식이 남아돌지를 않게 생겼는데 『당평양』과의 연락도 끊겼으니, 우리 다 굶어 죽을 위기에 처했수다。" -right
## "???" "한 쓰나이를 더 먹여살릴수 있겠소?" -right
# "이 노인은 정확히는 아예 이 다른 한 남자도 자신의 의견을 말했다。"
# "상황이 안 좋아 보였다。최근에 흉년이 들었다면 먹을 입이 하나 더 생기는 것은 분명 꺼려할 것이다。"
# "하지만 내가 나를 받아달라 호소하기 전에, 다행히도 선녀이 먼저 나를 구해주었다。"
## "선녀" "아니 동물들, 지금 진말하지비? 제 목숨을 구해준 생명의 은인이 되시는 동지 앞에서 그게 뭔 말이오? 길을 잃었다 하니 며칠 쯤은 재워줄 수 있는것 아니오?"
Load Character "Assets\Sprites\Smith\a\embarassed.png" -left
Load Character "Assets\Sprites\Rancher\a\embarassed.png" -right
## "???" "으으음..." -left
Load Character "Assets\Sprites\Father\a\comtemplating.png" - center
## "작업반장 동지(선녀의 아버지)" "━━━━ 동무들, 이런 늦은 시각에 성난 『산멧도돼티지』에 덤벼들어 생전 처음 본 새기를 구해준거 보면 나쁜 쓰나이인것 같지는 않소다。" -center
## "작업반장 동지(선녀의 아버지)" "내래 집에 방 하나를 마련해 줄 수 있으니 며칠 재워주고 봅시다。" -center#
## "???" "뭐 작업반장 동지가 그렇다면야━━" -right
## "???" "그렇게 합시다。" -left
Unload Character -left
Unload Character -center
Unload Character -right
VFX Transition
Load Background "Assets\Background\Darkroom.png"
# "그렇게 나는 [히로인]의 아버지이자 이 마을의 이장인 노인을 따라 마을 안쪽에 있는 집으로 들어갔다。"
# "신기하게도 이 마을의 대부분 집들은 다 돌로 건축이 되어있었고, 벽돌 선이 보이지를 않았다。적당히 부유한 마을에 오게 된것 같다。"
# "집에 들어가 선녀을 이장과 함께 침대에 눕힌 후 다친 발을 더 자세히 살펴 보았다。"
Load CG "Assets\CG\Heroinehurt.png"
# "어두컴컴한 밤이라 잘 보이진 않았지만, 다행이도 이 마을 사람들의 이상한 램프가 매우 밝아 자세히 상처를 살펴볼 수 있었다。"
## "나" "흠━━다행이 뼈가 부러진것 같지는 않네요。"
# "나는 의과수술 수업들에서 배웠던 모든 내용들을 최대한으로 떠올리며, 천천히 선녀의 무릅과 정아리를 다듬어 툭 튀어나온 부분을 찾았다。"
# "피나던 부분은 간단한 타박상으로 보였고, 대신 무릅 쪽의 관절이 탈골된 것으로 보였다。"
# "이런 나를 신기한 눈으로 보던 노인은 물었다。"
## "작업반장 동지" "━━오이오이, 자네 설마 의학에 능하나?"
## "나" "조금 배운것이 있긴 합니다。"
# "나는 선녀의 무릅 부근을 잡고, 기억을 되세기며 힘을 세게 주었다。"
## "선녀" "아━━아앗!"
# "━━우드득。"
# "마법 처럼 똑 하며 관절들은 제자리로 돌아갔다。다행이도 내 기억이 올바른것 같았다。"
# "어리둥절하며 쳐다보던 이장에게 난 설명을 했다。"
## "나" "아, 이것은 『접Bon골eset술ting』이란 것입니다。어렸을때 마상경기에서 기사들이 어디 관절이 탈골될 때마다 이를 고쳐주던 분이 계셨는데, 그분께 조금 배웠을 뿐입니다。"
## "작업반장 동지" "오오━━!"
# "이후 의사가 오기 전까지 타박상을 적신 수건으로 닦고 천으로 감쌌다。피는 한참 전에 멎은듯 했다。"
# "의사가 한참 뒤에 도착했을 때는 사실 상 치료를 다 끝냈었다。내가 탈골된 뼈를 제자리로 돌려놓았다는 말을 듣자 굉장히 곤란한 표정을 지었지만, 선녀을 직접 살펴보고 나더니 나를 칭찬했다。"
Unload CG
Load Background "Assets\Background\Blackbackground.png"
# "그렇게 모든 것이 끝나고 나자 드디어 여분 방으로 안내를 받았다。"
# "하지만 자기 전에 확인할 것이 최종적으로 딱 하나가 남아있었다。그 어두운 갱도에서 천체학 교수의 강의 기억이 갑자기 생각난 이유。이곳들의 지명과 이름들이 다 이상한 이유。"
# "강하게 의심하는 바가 하나 있었지만 확인을 해야지 맘 편이 잠들수 있을것 같았다。"
# "나는 선녀의 아버지에게 이 나라 주변을 묘사한 가장 큰 지도가 혹시 있냐 물어보았다。그는 어리둥절한 표정으로 나를 쳐다보았지만 친절하게 지도 한개를 가져다 주었다。"
VFX Transition
Load CG "Assets\CG\Map.png"
# "내가 전혀 알아볼 수 없는 지도였다。심지어 문자 조차 읽을 수가 없었다。"
# "아무리 봐도, 난 【이Anot세her W계orld】로 온것 같다。"
# "도대체 무슨 이유로 『신DEUS』이 나에게 이런 시련을 주는지를 몰랐지만, 필요할 때에 딱 적당한 기억이 떠오르고 이렇게 친절한 마을 주변에 떨어진것을 고려하면 분명 무슨 목적으로 이곳에 보내준 것일 것이라 생각했다。
# "이곳으로 전이해주신 목적을 달성하기 위한 용기를 달라고 기도한뒤, 난 잠에 들었다。"
VFX Transition
Load Background "Assets\Background\NextDay.png"
VFX Transition
Load Background "Assets\Background\Townmorning.png"
# "다음 날 아침 일찍 일어나 나는 마을 주변을 둘러보며, 『신DEUS』이 나를 이세계로 보낸 목적을 찾아 다니려고 했다。"
# "그러다가 나는 하나의 이상한 점을 눈치챘다。바로 이 마을의 논밭들 이었다。"
# "간단한게 둘러 보기만 해도 땅의 상태는 심각해 보였다。"
VFX Transition
Load Background "Assets\Background\Cornfields.png"
# "생전 처음 보는 작물을 기르고 있었지만, 누가봐도 지력을 많이 소모할 것으로 보이는 거대한 식물들을 너무나 촘촘히 심고 있었다。"
# "마을 주민들에게 물어봤더니 심지어 이모작을 한다는 이야기를 듣고는, 나는 경악을 금치 못했다。"
# "비록 내가 직접 밭에서 일한지는 꽤 됬었지만, 누가봐도 상식적으로 말이 안되는 농사법이었다。"
# "어제 마을 이장 옆에 있던 한 사람이 작년 부터 흉작이란것을 보면 딱 봐도 이 마을은 굶을 위기해 쳐해있었다。아니, 비정상적으로 작은 키를 고려하면 어쩌면 이미 굶고 있을지도 모르겠다。"
# "자라나고 있는 이 이름 모를 작물의 상태로 봐선 올해도 흉작일 것이다。빨리 뭔가를 하면 안되었다。"
# "━━아, 설마 신DEUS』은, 이 마을을 구하기 위해 나를 이세계로 보낸 것인가。"
Load Character "Assets\Sprites\Heroine\a\happy.png" -left
Load Character "Assets\Sprites\Father\a\happy.png" -center
Load Character "Assets\Sprites\Rancher\a\frown.png" -right
## "작업반장 동지" "허허 쟝 동무, 역시 젊어서 그런지 아침 일찍 일어나는슴메。" -center
## "작업반장 동지" "근데 얼굴 표정이 안좋아 보이는 구먼。무슨 걱정이라도 있습메?" -center
# "나는 이 마을의 현 농업적 상황에 대한 나의 솔직한 평을 말했다。내가 말을 계속하면 할 수록 선녀의 아버지 오른쪽의 사내는 표정이 더 어두워져 갔지만, 정작 이장 자체는 설명을 들으며 천천히 고개를 끄덕일 뿐이였다。"
## "나" "...그렇기에 지금 당장이라도 어서 농사를 다시하지 않으면 정말 큰일이 날 수 있습니다。제가 도와줄수 있게 해주십시오。"
## "작업반장 동지" "흐음....쟝 동무, 자네는 원래 이 작업반 사람이 아니지 않소? 어서 고향으로 돌아가야지 않겠소?" -center
## "나" "안타깝게도 산길이 험하고 고향이 멀어 이곳에 한동안 머무르며 신세를 져야 할것 같습니다。대신 농사를 도와 조금이라도 이 은혜를 갚게 해주시길 바랍니다。"
## "작업반장 동지" "흐음....조금만 의논할 시간을 주게나。" -center
# "그러면서 선녀의 아버지는 옆에 있던 사내와 조용히 수근수근 대화를 나누기 시작했다。"
# "몇 분이 지난후, 나를 다시 바라보며 선녀의 아버지는 입을 열었다。"
## "작업반장 동지" "우리가 밭에서 일하는 법은 『당평양』에서 정해주는 거라 원래라면 맘대로 바꿀수 있는게 아니긴 하지만..." -center
## "작업반장 동지" "...어제 우레 비로 생긴 산사태가 길도 막아버리고 전화선도 끊어버린 이상, 내래 작업반장으로써 좀 관용을 베풀수 있슴메。" -center
## "작업반장 동지" "하지만 이래뵈도 농사란게 허슨하게 하단 마을 모두가 저 세상갈수 있는 심각한 문제니, 쟝 동무가 농사에 능한지를 우리가 파악해야 겠슴메。" -center
## "작업반장 동지" "내래 작은 땅을 하나 좀 때서 할당해 줄테니 한번 올해 동안 열심히 갈궈보라우 쟝 동무。" -center
## "나" "정말 감사합니다。"
## "작업반장 동지" "허허, 어차피 쟝 동무 같은 건장한 쓰나이 한명이면 일손이 느니 좋은거지메。나랑 통계원 동무가 필요한 서류 같은 걸 준비를 하는 동안 여기 내 딸내미에게 부락에 대한 설명이나 들어보기오。" -center
Load Character "Assets\Sprites\Heroine\a\embarassed.png" -left
## "선녀" "아, 알겠슴메, 아바이! 쟝 동무, 어서 따라오습세다!"
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using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
using ISEKAI_Model; using ISEKAI_Model;
public class EventLoader : MonoBehaviour // This script is attatched to event SD for them to load EventScene when clicked. public class EventLoader : MonoBehaviour // This script is attatched to event SD for them to load EventScene when clicked.
{ {
void OnMouseDown() public static EventLoader instance;
void Awake()
{
if (instance == null)
{
instance = this;
DontDestroyOnLoad(gameObject);
}
else
Destroy(gameObject);
}
void OnMouseUpAsButton()
{
LoadEventScene();
}
public void LoadEventScene()
{
EventCore eventCore = UITownManager.instance.GetEventCoreFromEventSd(gameObject.transform);
SceneManager.LoadScene("EventScene", LoadSceneMode.Single);
GameManager.instance.currentEventName = eventCore.eventName;
}
public void LoadEventScene(EventCore eventCore)
{ {
Debug.Log("asdf"); SceneManager.LoadScene("EventScene", LoadSceneMode.Single);
GameManager.instance.currentEventName = eventCore.eventName;
} }
} }
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...@@ -10,6 +10,10 @@ public class EventManager : MonoBehaviour ...@@ -10,6 +10,10 @@ public class EventManager : MonoBehaviour
public GameObject containerChoice; public GameObject containerChoice;
public GameObject containerConversation; public GameObject containerConversation;
public GameObject spritePeopleLeft;
public GameObject spritePeopleCenter;
public GameObject sprtiePeopleRight;
public Text textCharacterInfo; public Text textCharacterInfo;
public Text textScript; public Text textScript;
public Text textFullScript; public Text textFullScript;
...@@ -18,16 +22,17 @@ public class EventManager : MonoBehaviour ...@@ -18,16 +22,17 @@ public class EventManager : MonoBehaviour
public EventManager(EventCore eventCore) // when playing new event, this instance should be made. public EventManager(EventCore eventCore) // when playing new event, this instance should be made.
{ {
currentEvent = eventCore; this.eventCore = eventCore;
scriptEnumerator = eventCore.script.GetEnumerator(); scriptEnumerator = eventCore.script.GetEnumerator();
} }
public EventCore currentEvent { get; private set; } // when event SD is clicked and scene changed, it should be set to that event. public EventCore eventCore { get; private set; } // when event SD is clicked and scene changed, it should be set to that event.
public List<Command>.Enumerator scriptEnumerator; public List<Command>.Enumerator scriptEnumerator;
public void ExecuteOneScript() public void ExecuteOneScript()
{ {
Debug.Log("asdf");
// TODO: // TODO:
// when MoveNext() returns false, it must go back to TownScene. // when MoveNext() returns false, it must go back to TownScene.
scriptEnumerator.MoveNext(); scriptEnumerator.MoveNext();
......
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...@@ -8,8 +8,7 @@ using System.Linq; ...@@ -8,8 +8,7 @@ using System.Linq;
public class GameManager : MonoBehaviour public class GameManager : MonoBehaviour
{ {
public static GameManager instance; public static GameManager instance;
public EventManager currentEvent; public string currentEventName;
void Awake() void Awake()
{ {
if (instance == null) if (instance == null)
......
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIConversationManager : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
...@@ -3,27 +3,43 @@ using System.Collections.Generic; ...@@ -3,27 +3,43 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using ISEKAI_Model; using ISEKAI_Model;
using UnityEngine.UI; using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class UIEventManager : MonoBehaviour public class UIEventManager : MonoBehaviour
{ {
public GameObject containerFullScript;
public GameObject containerChoice;
public GameObject containerConversation;
public GameObject spritePeopleLeft;
public GameObject spritePeopleCenter;
public GameObject sprtiePeopleRight;
public Button buttonSkip; public Button buttonSkip;
public Button buttonAuto; public Button buttonAuto;
public Button buttonNext; public Button buttonNext;
private EventManager _eventManager; private EventManager _eventManager;
// Start is called before the first frame update void OnEnable()
void Start()
{ {
_eventManager = GameManager.instance.currentEvent; SceneManager.sceneLoaded += _InitEventManager;
} }
// Update is called once per frame private void _InitEventManager(Scene s, LoadSceneMode m)
void Update()
{ {
Game game = GameManager.instance.game;
var eventList = game.allEventsList;
_eventManager = new EventManager(eventList.Find(e => e.eventName.Equals(GameManager.instance.currentEventName)));
} containerChoice.SetActive(false);
containerConversation.SetActive(false);
containerFullScript.SetActive(false);
spritePeopleLeft.SetActive(false);
spritePeopleCenter.SetActive(false);
sprtiePeopleRight.SetActive(false);
}
public void OnClickSkipButton() public void OnClickSkipButton()
{ {
......
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...@@ -12,6 +12,9 @@ public class UITownManager : MonoBehaviour ...@@ -12,6 +12,9 @@ public class UITownManager : MonoBehaviour
Outskirts, Town Outskirts, Town
} }
public static UITownManager instance;
public Transform eventPrefab; public Transform eventPrefab;
public GameObject moveBtnLocation; public GameObject moveBtnLocation;
...@@ -20,6 +23,8 @@ public class UITownManager : MonoBehaviour ...@@ -20,6 +23,8 @@ public class UITownManager : MonoBehaviour
public Text textPleasant; public Text textPleasant;
public Text textFood; public Text textFood;
public Text textTurn; public Text textTurn;
public Text textAP;
public Text textLocation;
private Button _moveBtnLocation; private Button _moveBtnLocation;
private Text _moveTxtlocation; private Text _moveTxtlocation;
...@@ -31,6 +36,19 @@ public class UITownManager : MonoBehaviour ...@@ -31,6 +36,19 @@ public class UITownManager : MonoBehaviour
public Sprite[] seasonSprites; public Sprite[] seasonSprites;
public Sprite[] numberSprites; public Sprite[] numberSprites;
public Transform town, outskirts;
void Awake()
{
if (instance == null)
{
instance = this;
DontDestroyOnLoad(gameObject);
}
else
Destroy(gameObject);
}
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
...@@ -39,6 +57,7 @@ public class UITownManager : MonoBehaviour ...@@ -39,6 +57,7 @@ public class UITownManager : MonoBehaviour
_moveBtnLocation = moveBtnLocation.GetComponent<Button>(); _moveBtnLocation = moveBtnLocation.GetComponent<Button>();
_moveTxtlocation = moveBtnLocation.GetComponentInChildren<Text>(); _moveTxtlocation = moveBtnLocation.GetComponentInChildren<Text>();
_moveBtnLocation.onClick.AddListener(OnMoveBtnClick); _moveBtnLocation.onClick.AddListener(OnMoveBtnClick);
UpdatePanel();
} }
//If button clicked, change location, and replace ui depend on location //If button clicked, change location, and replace ui depend on location
...@@ -49,12 +68,18 @@ public class UITownManager : MonoBehaviour ...@@ -49,12 +68,18 @@ public class UITownManager : MonoBehaviour
case Location.Outskirts: case Location.Outskirts:
_background.sprite = Resources.Load<Sprite>("bg_town"); _background.sprite = Resources.Load<Sprite>("bg_town");
_location = Location.Town; _location = Location.Town;
outskirts.gameObject.SetActive(false);
town.gameObject.SetActive(true);
textLocation.text = "마을";
_moveTxtlocation.text = "마을 외곽으로"; _moveTxtlocation.text = "마을 외곽으로";
break; break;
case Location.Town: case Location.Town:
_background.sprite = Resources.Load<Sprite>("bg_outskirts"); _background.sprite = Resources.Load<Sprite>("bg_outskirts");
_location = Location.Outskirts; _location = Location.Outskirts;
outskirts.gameObject.SetActive(true);
town.gameObject.SetActive(false);
textLocation.text = "마을 외곽";
_moveTxtlocation.text = "마을로"; _moveTxtlocation.text = "마을로";
break; break;
...@@ -67,9 +92,16 @@ public class UITownManager : MonoBehaviour ...@@ -67,9 +92,16 @@ public class UITownManager : MonoBehaviour
{ {
Game _game = GameManager.instance.game; Game _game = GameManager.instance.game;
_game.Proceed(); _game.Proceed();
UpdatePanel();
}
public void UpdatePanel()
{
Game _game = GameManager.instance.game;
textFood.text = _game.town.remainFoodAmount.ToString(); textFood.text = _game.town.remainFoodAmount.ToString();
textPleasant.text = _game.town.totalPleasantAmount + "/" + 200; textPleasant.text = _game.town.totalPleasantAmount + "/" + 200;
textTurn.text = _game.turn.ToString(); textTurn.text = _game.turn.ToString();
textAP.text ="AP: " + _game.remainAP + "/" + 4;
TryInstantiateEventSDs(); TryInstantiateEventSDs();
TryUpdateEventSDs(); TryUpdateEventSDs();
} }
...@@ -86,6 +118,10 @@ public class UITownManager : MonoBehaviour ...@@ -86,6 +118,10 @@ public class UITownManager : MonoBehaviour
{ {
var sd = Instantiate(eventPrefab, new Vector3(0, 0, 0), Quaternion.identity); var sd = Instantiate(eventPrefab, new Vector3(0, 0, 0), Quaternion.identity);
//TODO : set event sprite to the sprite of this event. //TODO : set event sprite to the sprite of this event.
if (_SmallLocationToBigLocation(e.location) == Location.Town)
sd.SetParent(town);
else
sd.SetParent(outskirts);
sd.name = e.eventName; sd.name = e.eventName;
sd.GetChild(2).GetComponent<SpriteRenderer>().sprite = turnsLeftSprites[e.givenMaxTurn - 1]; // sprite array index is 0-based, but starts with sprite of 1, so -1 is needed. sd.GetChild(2).GetComponent<SpriteRenderer>().sprite = turnsLeftSprites[e.givenMaxTurn - 1]; // sprite array index is 0-based, but starts with sprite of 1, so -1 is needed.
sd.GetChild(1).GetChild(0).GetComponent<SpriteRenderer>().sprite = numberSprites[e.cost]; sd.GetChild(1).GetChild(0).GetComponent<SpriteRenderer>().sprite = numberSprites[e.cost];
...@@ -100,7 +136,6 @@ public class UITownManager : MonoBehaviour ...@@ -100,7 +136,6 @@ public class UITownManager : MonoBehaviour
public void TryUpdateEventSDs() public void TryUpdateEventSDs()
{ {
Game game = GameManager.instance.game;
List<Transform> toDestroyList = new List<Transform>(); List<Transform> toDestroyList = new List<Transform>();
foreach(Transform sd in eventSDList) foreach(Transform sd in eventSDList)
{ {
...@@ -136,4 +171,15 @@ public class UITownManager : MonoBehaviour ...@@ -136,4 +171,15 @@ public class UITownManager : MonoBehaviour
Game game = GameManager.instance.game; Game game = GameManager.instance.game;
return game.allEventsList.Find(e => e.eventName.Equals(sd.name)); return game.allEventsList.Find(e => e.eventName.Equals(sd.name));
} }
private Location _SmallLocationToBigLocation(EventLocation l)
{
if (l == 0)
throw new InvalidOperationException("Forced Event can't be located anywhere.");
if ((int)l <= 5 && l > 0)
return Location.Outskirts;
else
return Location.Town;
}
} }
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