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nippon culture research center
another world in jucheland
Commits
1eec8442
Commit
1eec8442
authored
Jan 02, 2019
by
Chae Ho Shin
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Add Unity for glorious leader.
parent
4a3f110d
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.collabignore
ISEKAI/.collabignore
+33
-0
Event.cs
ISEKAI/Assets/ISEKAI_Model/Core/Event.cs
+86
-0
ExampleEvent1.cs
ISEKAI/Assets/ISEKAI_Model/Core/ExampleEvent1.cs
+35
-0
Game.cs
ISEKAI/Assets/ISEKAI_Model/Core/Game.cs
+77
-0
IMinigamePlayable.cs
ISEKAI/Assets/ISEKAI_Model/Core/IMinigamePlayable.cs
+10
-0
Town.cs
ISEKAI/Assets/ISEKAI_Model/Core/Town.cs
+55
-0
Turn.cs
ISEKAI/Assets/ISEKAI_Model/Core/Turn.cs
+80
-0
SampleScene.unity
ISEKAI/Assets/Scenes/SampleScene.unity
+188
-0
AudioManager.asset
ISEKAI/ProjectSettings/AudioManager.asset
+17
-0
ClusterInputManager.asset
ISEKAI/ProjectSettings/ClusterInputManager.asset
+6
-0
DynamicsManager.asset
ISEKAI/ProjectSettings/DynamicsManager.asset
+30
-0
EditorBuildSettings.asset
ISEKAI/ProjectSettings/EditorBuildSettings.asset
+11
-0
EditorSettings.asset
ISEKAI/ProjectSettings/EditorSettings.asset
+21
-0
GraphicsSettings.asset
ISEKAI/ProjectSettings/GraphicsSettings.asset
+58
-0
InputManager.asset
ISEKAI/ProjectSettings/InputManager.asset
+295
-0
NavMeshAreas.asset
ISEKAI/ProjectSettings/NavMeshAreas.asset
+91
-0
Physics2DSettings.asset
ISEKAI/ProjectSettings/Physics2DSettings.asset
+56
-0
PresetManager.asset
ISEKAI/ProjectSettings/PresetManager.asset
+13
-0
ProjectSettings.asset
ISEKAI/ProjectSettings/ProjectSettings.asset
+591
-0
ProjectVersion.txt
ISEKAI/ProjectSettings/ProjectVersion.txt
+1
-0
QualitySettings.asset
ISEKAI/ProjectSettings/QualitySettings.asset
+191
-0
TagManager.asset
ISEKAI/ProjectSettings/TagManager.asset
+43
-0
TimeManager.asset
ISEKAI/ProjectSettings/TimeManager.asset
+9
-0
UnityConnectSettings.asset
ISEKAI/ProjectSettings/UnityConnectSettings.asset
+34
-0
VFXManager.asset
ISEKAI/ProjectSettings/VFXManager.asset
+11
-0
No files found.
ISEKAI/.collabignore
0 → 100644
View file @
1eec8442
# ===========================
# Default Collab Ignore Rules
# ===========================
# OS Generated
# ============
.DS_Store
._*
.Spotlight-V100
.Trashes
Icon?
ehthumbs.db
[Tt]humbs.db
[Dd]esktop.ini
# Visual Studio / MonoDevelop generated
# =====================================
[Ee]xported[Oo]bj/
*.userprefs
*.csproj
*.pidb
*.suo
*.sln
*.user
*.unityproj
*.booproj
# Unity generated
# ===============
[Oo]bj/
[Bb]uild
sysinfo.txt
*.stackdump
ISEKAI/Assets/ISEKAI_Model/Core/Event.cs
0 → 100644
View file @
1eec8442
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
abstract
bool
isForcedEvent
{
get
;}
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
)
{
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
;
}
}
}
ISEKAI/Assets/ISEKAI_Model/Core/ExampleEvent1.cs
0 → 100644
View file @
1eec8442
using
System
;
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
bool
isForcedEvent
{
get
{
return
false
;}}
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
ISEKAI/Assets/ISEKAI_Model/Core/Game.cs
0 → 100644
View file @
1eec8442
using
System
;
namespace
ISEKAI_Model
{
public
class
Game
{
public
Game
()
// initiallize actual game to play. An instance of Game class is one game.
{
turn
=
new
Turn
();
town
=
new
Town
();
Event
.
InitEvents
();
Proceed
();
}
public
const
int
maxAP
=
4
;
// max AP of the game.
public
int
remainAP
{
get
;
private
set
;}
// remaining AP of the game.
public
Town
town
{
get
;
private
set
;}
// main town of the game. see Town class.
public
Turn
turn
{
get
;
private
set
;}
// indicating season, turn number, etc. see Turn class.
public
void
Proceed
()
// if you want to move on (next season, or next turn), just call it.
{
// this function returns EventType enum value, which indicates that whether bad ending happened or not, and if happend, which kind of it is.
// so when using this function, you should wrap it in <if> block so that view can catch forced events.
switch
(
turn
.
state
)
{
case
State
.
PreTurn
:
_DoPreTurnBehavior
();
turn
.
MoveToNextState
();
if
(
town
.
totalPleasantAmount
<=
0
)
{
// TODO: Make bad ending event and set it to Visible.
}
else
{
}
break
;
case
State
.
InTurn
:
if
(
turn
.
IsFormerSeason
())
{
turn
.
MoveToNextSeason
();
Event
.
OccurEvents
(
this
);
}
else
{
turn
.
MoveToNextState
();
Proceed
();
}
break
;
case
State
.
PostTurn
:
_DoPostTurnBehavior
();
turn
.
MoveToNextState
();
turn
.
MoveToNextSeason
();
turn
.
IncreaseTurnNumber
();
Event
.
ReduceTurnsLeft
();
Proceed
();
break
;
}
}
private
void
_DoPreTurnBehavior
()
{
//Console.WriteLine ("This is PreTurn.");
remainAP
=
maxAP
;
town
.
AddFoodProduction
();
town
.
ApplyPleasantChange
();
Event
.
OccurEvents
(
this
);
}
private
void
_DoPostTurnBehavior
()
{
//Console.WriteLine ("This is PostTurn");
town
.
ConsumeFood
();
town
.
ApplyPleasantChange
();
}
}
}
\ No newline at end of file
ISEKAI/Assets/ISEKAI_Model/Core/IMinigamePlayable.cs
0 → 100644
View file @
1eec8442
using
System
;
namespace
ISEKAI_Model
{
public
interface
IMinigamePlayable
{
int
playerScore
{
get
;
set
;}
void
DoMinigameBehavior
(
int
score
);
}
}
\ No newline at end of file
ISEKAI/Assets/ISEKAI_Model/Core/Town.cs
0 → 100644
View file @
1eec8442
using
System
;
namespace
ISEKAI_Model
{
public
class
Town
{
public
Town
()
// initiallizes town instance with basic stats.
{
remainFoodAmount
=
100000f
;
maxFoodConsumption
=
100f
;
totalFoodProduction
=
50f
;
totalPleasantAmount
=
100f
;
pleasantWeightFactor
=
1f
;
suggestedFoodConsumption
=
80f
;
totalIronProduction
=
0f
;
totalHorseAmount
=
0f
;
}
public
float
remainFoodAmount
{
get
;
set
;}
public
float
totalFoodProduction
{
get
;
set
;}
public
float
maxFoodConsumption
{
get
;
set
;}
public
float
totalFoodConsumption
=>
Math
.
Max
(
maxFoodConsumption
,
remainFoodAmount
/
2
);
public
float
totalPleasantAmount
{
get
;
set
;}
public
float
pleasantWeightFactor
{
get
;
set
;}
public
float
suggestedFoodConsumption
{
get
;
set
;}
public
float
pleasantChange
=>
pleasantWeightFactor
*
(
totalFoodConsumption
-
suggestedFoodConsumption
);
public
float
totalIronProduction
{
get
;
set
;}
public
float
totalHorseAmount
{
get
;
set
;}
public
void
AddFoodProduction
()
// just adds current food production to remaining food amount.
{
remainFoodAmount
+=
totalFoodProduction
;
}
public
void
AddFoodProcuction
(
float
toAdd
)
// adds value to remaining food amount.
{
if
(
toAdd
<
0
)
throw
new
InvalidOperationException
(
"You can't add negative value. Try using ConsumeFood()."
);
remainFoodAmount
+=
toAdd
;
}
public
void
ConsumeFood
()
// just subtracts current food consumptions from remaining food amount.
{
remainFoodAmount
-=
totalFoodConsumption
;
}
public
void
ConsumeFood
(
float
toConsume
)
// subtracts value from remaining food amount.
{
if
(
toConsume
<
0
)
throw
new
InvalidOperationException
(
"You can't consume negative value. Try using AddFoodProduction()."
);
remainFoodAmount
-=
toConsume
;
}
public
void
ApplyPleasantChange
()
// apply current pleasant change to total pleasant amount.
{
totalPleasantAmount
=
Math
.
Min
(
200
,
totalPleasantAmount
+
pleasantChange
);
}
}
}
\ No newline at end of file
ISEKAI/Assets/ISEKAI_Model/Core/Turn.cs
0 → 100644
View file @
1eec8442
using
System
;
namespace
ISEKAI_Model
{
public
enum
Season
{
None
,
// Only for all-season-available events.
Spring
,
Summer
,
Autumn
,
Winter
}
public
enum
State
{
PreTurn
,
InTurn
,
PostTurn
}
public
class
Turn
{
public
Turn
()
// initiallize turn instance. It should be immediately proceeded to be {Spring, PreTurn, 1}, so should be look like this.
{
season
=
Season
.
Winter
;
state
=
State
.
PreTurn
;
turnNumber
=
1
;
}
public
Season
season
{
get
;
private
set
;}
public
State
state
{
get
;
private
set
;}
public
int
turnNumber
{
get
;
private
set
;}
public
override
string
ToString
()
{
if
(
state
==
State
.
PreTurn
||
state
==
State
.
PostTurn
)
return
state
+
" of Turn "
+
turnNumber
;
else
return
season
+
" of Turn "
+
turnNumber
;
}
public
bool
IsFormerSeason
()
// if the current season is winter or summer, it returns true.
{
return
(
season
==
Season
.
Winter
||
season
==
Season
.
Summer
);
}
public
void
MoveToNextSeason
()
// Not recommended to call manually. Only called by Proceed().
{
switch
(
season
)
{
case
Season
.
Winter
:
season
=
Season
.
Spring
;
break
;
case
Season
.
Spring
:
season
=
Season
.
Summer
;
break
;
case
Season
.
Summer
:
season
=
Season
.
Autumn
;
break
;
case
Season
.
Autumn
:
season
=
Season
.
Winter
;
break
;
}
}
public
void
MoveToNextState
()
// Not recommended to call manually. Only called by Proceed().
{
switch
(
state
)
{
case
State
.
PreTurn
:
state
=
State
.
InTurn
;
break
;
case
State
.
InTurn
:
state
=
State
.
PostTurn
;
break
;
case
State
.
PostTurn
:
state
=
State
.
PreTurn
;
break
;
}
}
public
void
IncreaseTurnNumber
()
// Not recommended to call manually. Only called by Proceed().
{
turnNumber
++;
}
}
}
\ No newline at end of file
ISEKAI/Assets/Scenes/SampleScene.unity
0 → 100644
View file @
1eec8442
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