Commit 17fb68f3 authored by 18김민수's avatar 18김민수

First proto build ver.

parent 346921a8
...@@ -97,6 +97,8 @@ namespace ISEKAI_Model ...@@ -97,6 +97,8 @@ namespace ISEKAI_Model
*/ */
for (int i = 0; i < HowManySeasonsHavePassed(beforeSeason, game.turn.season); i++) for (int i = 0; i < HowManySeasonsHavePassed(beforeSeason, game.turn.season); i++)
game.Proceed(); game.Proceed();
game.OccurEvents();
} }
private int HowManySeasonsHavePassed(Season before, Season after) private int HowManySeasonsHavePassed(Season before, Season after)
......
...@@ -12,6 +12,7 @@ namespace ISEKAI_Model ...@@ -12,6 +12,7 @@ namespace ISEKAI_Model
turn = new Turn(); turn = new Turn();
town = new Town(); town = new Town();
_InitEvents(); _InitEvents();
OccurEvents();
Proceed(); Proceed();
} }
public int remainAP => 3 - ((turn.monthNumber + 1) % 3); // remaining AP of the game. public int remainAP => 3 - ((turn.monthNumber + 1) % 3); // remaining AP of the game.
...@@ -25,7 +26,7 @@ namespace ISEKAI_Model ...@@ -25,7 +26,7 @@ namespace ISEKAI_Model
public bool isBowActivated = false; public bool isBowActivated = false;
public bool isRifleActivated = false; public bool isRifleActivated = false;
public int castleHealth = -1; // -1 if castle is not activated. public int castleHP = 0;
public Dictionary<string, List<(int, int)>> choiceHistories = new Dictionary<string, List<(int, int)>>(); // <item1>th choice, selected <item2>th branch. (0-based) public Dictionary<string, List<(int, int)>> choiceHistories = new Dictionary<string, List<(int, int)>>(); // <item1>th choice, selected <item2>th branch. (0-based)
public List<EventCore> allEventsList = new List<EventCore>(); public List<EventCore> allEventsList = new List<EventCore>();
...@@ -87,7 +88,7 @@ namespace ISEKAI_Model ...@@ -87,7 +88,7 @@ namespace ISEKAI_Model
if (turn.IsFormerSeason()) if (turn.IsFormerSeason())
{ {
//turn.MoveToNextSeason(); //turn.MoveToNextSeason();
_OccurEvents(); //OccurEvents();
} }
else else
{ {
...@@ -109,7 +110,7 @@ namespace ISEKAI_Model ...@@ -109,7 +110,7 @@ namespace ISEKAI_Model
//remainAP = maxAP; //remainAP = maxAP;
town.AddFoodProduction(); town.AddFoodProduction();
town.ApplyResourcesChange(); town.ApplyResourcesChange();
_OccurEvents(); //OccurEvents();
_SetAllEventActivable(); _SetAllEventActivable();
} }
private void _DoPostTurnBehavior() private void _DoPostTurnBehavior()
...@@ -205,7 +206,7 @@ namespace ISEKAI_Model ...@@ -205,7 +206,7 @@ namespace ISEKAI_Model
e.isRemovedLastTurn = false; e.isRemovedLastTurn = false;
} }
private void _OccurEvents() // Not recommended to call manually. Only called by Proceed(). public void OccurEvents()
{ {
foreach (EventCore e in allEventsList) foreach (EventCore e in allEventsList)
{ {
......
...@@ -15,6 +15,7 @@ public class EndingGameManager : MonoBehaviour ...@@ -15,6 +15,7 @@ public class EndingGameManager : MonoBehaviour
{ {
game = GameManager.instance.game; game = GameManager.instance.game;
/* /*
game = new Game();
game.town.remainFoodAmount += 1000; game.town.remainFoodAmount += 1000;
game.isIronActivated = true; game.isIronActivated = true;
game.isHorseActivated = true; game.isHorseActivated = true;
...@@ -23,6 +24,7 @@ public class EndingGameManager : MonoBehaviour ...@@ -23,6 +24,7 @@ public class EndingGameManager : MonoBehaviour
game.isArrowWeaponActivated = true; game.isArrowWeaponActivated = true;
game.isBowActivated = false; game.isBowActivated = false;
game.isRifleActivated = true; game.isRifleActivated = true;
game.castleHP = 300;
*/ */
InitGameInfo(); InitGameInfo();
UpdatePanel(); UpdatePanel();
...@@ -34,6 +36,10 @@ public class EndingGameManager : MonoBehaviour ...@@ -34,6 +36,10 @@ public class EndingGameManager : MonoBehaviour
public bool isInWave = false; public bool isInWave = false;
public bool isCastleExists = false;
public GameObject castle;
public Transform castlePrefab;
public Transform unitPrefab; public Transform unitPrefab;
public Game game; public Game game;
public Queue<string> productionQueue = new Queue<string>(); public Queue<string> productionQueue = new Queue<string>();
...@@ -108,6 +114,25 @@ public class EndingGameManager : MonoBehaviour ...@@ -108,6 +114,25 @@ public class EndingGameManager : MonoBehaviour
if (!game.isIronActivated || !game.isHorseActivated) if (!game.isIronActivated || !game.isHorseActivated)
knightButton.gameObject.SetActive(false); knightButton.gameObject.SetActive(false);
if (game.castleHP > 0)
{
castle = Instantiate(castlePrefab, new Vector2(-10, 0), Quaternion.identity).gameObject;
castle.GetComponent<EndingGameUnit>().endingGame = this;
castle.GetComponent<EndingGameUnit>().endingGameManager = this;
Debug.Log(castle.name);
castle.GetComponent<EndingGameUnit>().hp = game.castleHP;
switch (archerUnit)
{
case "궁병": castle.GetComponent<EndingGameUnit>().attackPower = 6; break;
case "석궁병": castle.GetComponent<EndingGameUnit>().attackPower = 10; break;
case "석궁병(철)": castle.GetComponent<EndingGameUnit>().attackPower = 20; break;
default: castle.GetComponent<EndingGameUnit>().attackPower = 0; break;
}
isCastleExists = true;
}
_InitWaves(); _InitWaves();
} }
...@@ -138,6 +163,7 @@ public class EndingGameManager : MonoBehaviour ...@@ -138,6 +163,7 @@ public class EndingGameManager : MonoBehaviour
{ {
var unitObject = Instantiate(unitPrefab.GetChild(_GetUnitNumber(unitName)), new Vector3(AllyStartPosition, -4f, 0), Quaternion.identity); var unitObject = Instantiate(unitPrefab.GetChild(_GetUnitNumber(unitName)), new Vector3(AllyStartPosition, -4f, 0), Quaternion.identity);
unitObject.GetComponent<EndingGameUnit>().endingGame = this; unitObject.GetComponent<EndingGameUnit>().endingGame = this;
unitObject.GetComponent<EndingGameUnit>().endingGameManager = this;
unitObject.GetComponent<EndingGameUnit>().frontUnit = _justMadeAllyUnit; unitObject.GetComponent<EndingGameUnit>().frontUnit = _justMadeAllyUnit;
unitObject.gameObject.SetActive(true); unitObject.gameObject.SetActive(true);
unitObject.GetChild(0).GetComponent<TextMesh>().text = "HP: " + unitObject.GetComponent<EndingGameUnit>().hp; unitObject.GetChild(0).GetComponent<TextMesh>().text = "HP: " + unitObject.GetComponent<EndingGameUnit>().hp;
......
...@@ -33,8 +33,22 @@ public abstract class EndingGameUnit : MonoBehaviour ...@@ -33,8 +33,22 @@ public abstract class EndingGameUnit : MonoBehaviour
public EndingGameUnit attackTarget { get public EndingGameUnit attackTarget { get
{ {
GameObject potentialTarget; //= endingGame.deployedEnemyUnits.FirstOrDefault(); GameObject potentialTarget; //= endingGame.deployedEnemyUnits.FirstOrDefault();
if (isAllyUnit) potentialTarget = endingGame.deployedEnemyUnits.FirstOrDefault(); if (isAllyUnit)
else potentialTarget = endingGame.deployedAllyUnits.FirstOrDefault(); potentialTarget =
endingGame.deployedEnemyUnits.FirstOrDefault();
else
{
if (endingGame.isCastleExists)
{
var maybeFirstUnit = endingGame.deployedAllyUnits.FirstOrDefault();
if (maybeFirstUnit != null && maybeFirstUnit.transform.position.x > -10)
potentialTarget = maybeFirstUnit;
else
potentialTarget = endingGame.castle;
}
else
potentialTarget = endingGame.deployedAllyUnits.FirstOrDefault();
}
if (potentialTarget == null) if (potentialTarget == null)
return null; return null;
...@@ -46,6 +60,8 @@ public abstract class EndingGameUnit : MonoBehaviour ...@@ -46,6 +60,8 @@ public abstract class EndingGameUnit : MonoBehaviour
} }
public virtual void Update() public virtual void Update()
{
if (endingGame.isInWave)
{ {
if (attackTarget != null && !isInBattleState) if (attackTarget != null && !isInBattleState)
{ {
...@@ -79,7 +95,14 @@ public abstract class EndingGameUnit : MonoBehaviour ...@@ -79,7 +95,14 @@ public abstract class EndingGameUnit : MonoBehaviour
else else
{ {
moveSpeed = -speed; moveSpeed = -speed;
if (endingGame.deployedAllyUnits.FirstOrDefault() != null) var maybeFirstUnit = endingGame.deployedAllyUnits.FirstOrDefault();
if (endingGame.isCastleExists)
{
if (transform.position.x > -5)
transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
}
else if (endingGame.deployedAllyUnits.FirstOrDefault() != null)
{ {
if (-endingGame.deployedAllyUnits.First().transform.position.x + transform.position.x if (-endingGame.deployedAllyUnits.First().transform.position.x + transform.position.x
>= unitSize + endingGame.deployedAllyUnits.First().GetComponent<EndingGameUnit>().unitSize) >= unitSize + endingGame.deployedAllyUnits.First().GetComponent<EndingGameUnit>().unitSize)
...@@ -89,7 +112,7 @@ public abstract class EndingGameUnit : MonoBehaviour ...@@ -89,7 +112,7 @@ public abstract class EndingGameUnit : MonoBehaviour
transform.Translate(moveSpeed * Time.deltaTime, 0, 0); transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
} }
} }
}
} }
public void Attack() public void Attack()
...@@ -105,17 +128,25 @@ public abstract class EndingGameUnit : MonoBehaviour ...@@ -105,17 +128,25 @@ public abstract class EndingGameUnit : MonoBehaviour
if (isAllyUnit) if (isAllyUnit)
{ {
endingGame.deployedEnemyUnits.Dequeue(); endingGame.deployedEnemyUnits.Dequeue();
if (endingGameManager.isInWave && endingGame.deployedEnemyUnits.Count == 0) if (endingGame.isInWave && endingGame.deployedEnemyUnits.Count == 0)
{ {
endingGameManager.isInWave = false; endingGame.isInWave = false;
endingGameManager.TurnOnAndOffNextWaveButton(); endingGame.TurnOnAndOffNextWaveButton();
endingGameManager.CleanUp(); endingGame.CleanUp();
} }
} }
else else
{
if(attackTarget.unitName == "성벽")
{
Destroy(attackTarget);
endingGame.isCastleExists = false;
}
else
endingGame.deployedAllyUnits.Dequeue(); endingGame.deployedAllyUnits.Dequeue();
} }
} }
}
} }
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Castle : EndingGameUnit
{
public override int unitNumber => 12;
public override string unitName { get { return "성벽"; } }
public override int attackSpeed { get {
switch(endingGameManager.archerUnit)
{
case "궁병": return 1;
case "석궁병": return 3;
case "석궁병(철)": return 4;
default: return 99999;
}
} }
public override int attackRange { get {
switch (endingGameManager.archerUnit)
{
case "궁병": return 15;
case "석궁병": return 5;
case "석궁병(철)": return 15;
default: return 0;
}
} }
public override bool isAllyUnit => true;
public override void Update()
{
if (endingGame.isInWave)
{
if (attackTarget != null && !isInBattleState)
{
InvokeRepeating("Attack", 0.5f, attackSpeed);
isInBattleState = true;
}
if (attackTarget == null)
{
isInBattleState = false;
CancelInvoke("Attack");
}
}
}
}
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...@@ -29,7 +29,13 @@ public class NKSoldier : EndingGameUnit ...@@ -29,7 +29,13 @@ public class NKSoldier : EndingGameUnit
if (!isTooCloseFrontUnit) if (!isTooCloseFrontUnit)
{ {
moveSpeed = -speed; moveSpeed = -speed;
if (endingGame.deployedAllyUnits.FirstOrDefault() != null) if (endingGame.isCastleExists)
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......
...@@ -5,10 +5,11 @@ using UnityEngine; ...@@ -5,10 +5,11 @@ using UnityEngine;
public class Block : MonoBehaviour public class Block : MonoBehaviour
{ {
float lastFall = 0; float lastFall = 0;
public TetrisGameManager tetrisGameManager;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
tetrisGameManager = FindObjectOfType<TetrisGameManager>();
if (!isValidGridPos()) if (!isValidGridPos())
{ {
Debug.Log("GAME OVER"); Debug.Log("GAME OVER");
...@@ -85,7 +86,7 @@ public class Block : MonoBehaviour ...@@ -85,7 +86,7 @@ public class Block : MonoBehaviour
Grid.deleteFullRows(); Grid.deleteFullRows();
// Spawn next Group // Spawn next Group
FindObjectOfType<TetrisGameManager>().makeNextBlock(); tetrisGameManager.makeNextBlock();
// Disable script // Disable script
enabled = false; enabled = false;
...@@ -131,4 +132,5 @@ public class Block : MonoBehaviour ...@@ -131,4 +132,5 @@ public class Block : MonoBehaviour
} }
} }
...@@ -41,7 +41,7 @@ public class Grid : MonoBehaviour ...@@ -41,7 +41,7 @@ public class Grid : MonoBehaviour
{ {
Destroy(grid[x, y].gameObject); Destroy(grid[x, y].gameObject);
grid[x, y] = null; grid[x, y] = null;
TetrisGameManager.score++; GameManager.instance.game.castleHP += 10;
GameObject.Find("Score").GetComponent<Text>().text = "Score: " + TetrisGameManager.score; GameObject.Find("Score").GetComponent<Text>().text = "Score: " + TetrisGameManager.score;
} }
} }
......
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
public class TetrisGameManager : MonoBehaviour public class TetrisGameManager : MonoBehaviour
{ {
public GameObject[] blockPrefabs; public GameObject[] blockPrefabs;
public GameObject gameOverScreen;
public EventManager eventManager;
public static int score = 0; public static int score = 0;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
eventManager = GameObject.Find("EventManager").GetComponent<EventManager>();
makeNextBlock(); makeNextBlock();
} }
...@@ -19,4 +22,15 @@ public class TetrisGameManager : MonoBehaviour ...@@ -19,4 +22,15 @@ public class TetrisGameManager : MonoBehaviour
int i = Random.Range(0, blockPrefabs.Length); int i = Random.Range(0, blockPrefabs.Length);
Instantiate(blockPrefabs[i], transform.position, Quaternion.identity); Instantiate(blockPrefabs[i], transform.position, Quaternion.identity);
} }
private IEnumerator _StartGameClosingProcess()
{
eventManager.ExecuteOneScript();
gameOverScreen.SetActive(true);
yield return new WaitForSeconds(3f);
eventManager.SetActiveEventSceneThings(true);
SceneManager.SetActiveScene(eventManager.gameObject.scene);
SceneManager.UnloadSceneAsync(gameObject.scene);
}
} }
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