Commit 21ad8488 authored by 18김민수's avatar 18김민수

Tutorial update

parent b940901b
......@@ -29,7 +29,6 @@ namespace ISEKAI_Model
public bool isNew => (_seasonMadeIn == game.turn.season) && (turnsLeft == givenMaxTurn);
public bool isForcedEvent => forcedEventPriority > 0;
public 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;}
......@@ -78,15 +77,18 @@ namespace ISEKAI_Model
return seasonCheck;
}
public void CompleteEvent(Game game) // should be called when the event is completed.
{
game.remainAP -= cost;
status = EventStatus.Completed;
}
public void ReduceTurnsLeft()
{
turnsLeft--;
}
public void Complete()
{
status = EventStatus.Completed;
game.remainAP -= cost;
if (game.remainAP <= 2 && game.turn.IsFormerSeason())
game.Proceed();
}
}
}
......@@ -16,8 +16,11 @@ namespace ISEKAI_Model
public const int maxAP = 4; // max AP of the game.
public int remainAP {get; 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 Turn turn {get; private set; } // indicating season, turn number, etc. see Turn class.
public bool isIronActivated = false;
public bool isHorseActivated = false;
public bool isRangedWeaponActivated = false;
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> forcedVisibleEventList { get
{
......
......@@ -8,7 +8,7 @@ namespace ISEKAI_Model
{
remainFoodAmount = 50f;
maxFoodConsumption = 100f;
totalFoodProduction = 50f;
totalFoodProduction = 10f;
totalPleasantAmount = 100f;
pleasantWeightFactor = 1f;
suggestedFoodConsumption = 80f;
......@@ -20,7 +20,7 @@ namespace ISEKAI_Model
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 totalFoodConsumption => Math.Min(maxFoodConsumption, remainFoodAmount / 2);
public float totalPleasantAmount {get; set;}
public float pleasantWeightFactor {get; set;}
public float suggestedFoodConsumption {get; set;}
......@@ -53,7 +53,7 @@ namespace ISEKAI_Model
}
public void ApplyPleasantChange() // apply current pleasant change to total pleasant amount.
{
totalPleasantAmount = Math.Min(200, totalPleasantAmount + pleasantChange);
totalPleasantAmount = Math.Max(0, Math.Min(200, totalPleasantAmount + pleasantChange));
}
}
}
\ No newline at end of file
......@@ -24,7 +24,7 @@ namespace ISEKAI_Model
else
chanceCheck = false;
bool foodCheck;
if (game.town.totalPleasantAmount >= 100)
if (game.town.totalPleasantAmount >= 0)
foodCheck = true;
else
foodCheck = false;
......
using System.Collections;
using System.Collections.Generic;
namespace ISEKAI_Model
{
public class EndingGameCore
{
}
}
Load Background "Assets/Background/Placeholder.png"
Load Background Background/bg_outskirts"
Play Music "Assets/BGM/Placeholder.mp3" -r
Load CG "Background/tumblr_mp0gw41iwP1rlchn1o1_1280"
VFX Camerashake
# "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."
# "Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat."
# "Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum."
......@@ -8,7 +10,7 @@ Load Character "Assets/Sprites/Characters/Placeholder.png" -center
## "나" "Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat."
# "Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur."
Unload Character -center
Load Character "Assets/Sprites/Characters/Placeholder.png" -left
Load Character "Sprites/Characters/idol_ai_110007_2" -left
Load Character "Assets/Sprites/Characters/Placeholder2.png" -right
## "와!" "Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum." -left
## "와!" "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." -left
......
......@@ -88,7 +88,7 @@ Load CG "Assets\CG\Firstmeeting.png"
# "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 Load Sprite "Assets\VFX\Swordstrike.gif" -0 -0
VFX Sound "Assets\VFX\Swordstrike.mp3"
VFX Pause -1000
VFX Unload Sprite
......@@ -97,7 +97,7 @@ 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 Load Sprite "Assets\VFX\Blood.png" -0 -0
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
......
......@@ -3,29 +3,42 @@ using UnityEngine;
using System;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEditor;
using System.Collections;
public class EventManager : MonoBehaviour
{
public GameObject UI;
public GameObject containerFullScript;
public GameObject containerChoice;
public GameObject containerConversation;
public GameObject spritePeopleLeft;
public GameObject spritePeopleCenter;
public GameObject sprtiePeopleRight;
public GameObject[] spritePeople; // use same location index from SpriteLocation
public Image test;
public GameObject spriteBackground;
public GameObject spriteCG;
public GameObject[] spritePeople; // use same location index from SpriteLocation
public GameObject prefabChoiceButton;
public GameObject cameraMainCamera;
public float shakeAmount = 0.7f;
public AudioSource audioBGM;
public Animator animatorCamera;
public Text textCharacterInfo;
public Text textScript;
public Text textFullScript;
private String _fullScript = "";
private int _scriptLength = 4;
void Start()
{
SetUpEventManager();
ExecuteOneScript();
}
public void SetUpEventManager() // when playing new event, this instance should be made.
......@@ -40,14 +53,25 @@ public class EventManager : MonoBehaviour
public void ExecuteOneScript()
{
// TODO:
// when MoveNext() returns false, it must go back to TownScene.
scriptEnumerator.MoveNext();
_ExecuteCommand(scriptEnumerator.Current);
if (!scriptEnumerator.MoveNext())
{
eventCore.Complete();
//SceneManager.LoadScene("TownScene", LoadSceneMode.Single);
//UITownManager.instance.TryOccurForcedEvent();
}
else
{
_ExecuteCommand(scriptEnumerator.Current);
}
}
private void _ExecuteCommand(Command c)
{
if(c.commandNumber != 0) //if not explanation
{
_fullScript = "";
}
switch (c.commandNumber)
{
case 0:
......@@ -111,31 +135,36 @@ public class EventManager : MonoBehaviour
}
}
private void _enableContainerConversation(bool i)
{
GameObject contianerTest = GameObject.Find("Canvas/ContainerConversation/ContainerCharacterInfo/BackgroundCharacterInfo");
Image testImage = contianerTest.GetComponent<Image>();
if (i == true)
{
testImage.enabled = false;
}
}
private void _Explanation(Explanation explanation)
{
Debug.Log("explanation");
//if(GameObject.Find("Canvas/ContainerConversation") == null)
//{
// Debug.Log("안찾아짐");
//}
containerChoice.SetActive(false);
containerConversation.SetActive(false);
containerFullScript.SetActive(true);
//_enableContainerConversation(true);
textFullScript.text = _fullScriptHandler(explanation.contents);
}
private String _fullScriptHandler(String s)
{
if(_scriptLength > 0)
{
if (_fullScript.Equals(""))
_fullScript = s;
else
_fullScript = _fullScript + "\n" + s;
//containerChoice.SetActive(false);
//containerConversation.SetActive(false);
//containerFullScript.SetActive(true);
_scriptLength--;
}
else
{
_fullScript = "";
_fullScript += s;
_scriptLength = 4;
}
return _fullScript + "<<";
}
private void _Conversation(Conversation conversation)
......@@ -149,53 +178,131 @@ public class EventManager : MonoBehaviour
textCharacterInfo.text = conversation.characterName;
textScript.text = conversation.contents;
if (conversation.brightCharacter != SpriteLocation.None)
spritePeople[(int) conversation.brightCharacter].SetActive(true);
_setBright(conversation.brightCharacter);
_setBright(conversation.brightCharacter);
}
private void _LoadCharacter(LoadCharacter loadCharacter)
{
Debug.Log("LoadCharacter");
Sprite character;
if(loadCharacter.location != SpriteLocation.None)
{
character = Resources.Load<Sprite>(loadCharacter.filePath);
spritePeople[(int)loadCharacter.location].GetComponent<SpriteRenderer>().sprite = character;
spritePeople[(int)loadCharacter.location].SetActive(true);
}
ExecuteOneScript();
}
private void _UnloadCharacter(UnloadCharacter unloadCharacter)
{
Debug.Log("UnloadCharacter");
if (unloadCharacter.location != SpriteLocation.None)
{
spritePeople[(int)unloadCharacter.location].SetActive(false);
}
ExecuteOneScript();
}
private void _LoadBackground(LoadBackground loadBackground)
{
Debug.Log("LoadBackground");
Sprite background;
background = Resources.Load<Sprite>(loadBackground.filePath);
spriteBackground.GetComponent<SpriteRenderer>().sprite = background;
spriteBackground.SetActive(true);
ExecuteOneScript();
}
private void _PlayMusic(PlayMusic playMusic)
{
Debug.Log("PlayMusic");
AudioClip bgm;
bgm = Resources.Load<AudioClip>(playMusic.filePath);
audioBGM.clip = bgm;
audioBGM.Play();
ExecuteOneScript();
}
private void _StopMusic(StopMusic stopMusic)
{
Debug.Log("StopMusic");
audioBGM.Stop();
ExecuteOneScript();
}
private void _LoadCG(LoadCG loadCG)
{
Debug.Log("LoadCG");
Sprite cg;
cg = Resources.Load<Sprite>(loadCG.filePath);
spriteCG.GetComponent<SpriteRenderer>().sprite = cg;
StartCoroutine("showCG");
}
IEnumerator showCG()
{
spriteCG.SetActive(true);
UI.SetActive(false);
yield return new WaitForSeconds(1f);
//Debug.Log("hi");
spriteCG.GetComponent<SpriteRenderer>().sortingLayerName = "background";
UI.SetActive(true);
ExecuteOneScript();
}
private void _UnloadCG(UnloadCG unloadCG)
{
Debug.Log("UnloadCG");
spriteCG.SetActive(false);
ExecuteOneScript();
}
private void _VFXCamerashake(VFXCameraShake vfxCameraShake)
{
Debug.Log("VFXCamerashake");
StartCoroutine("cameraShake");
}
IEnumerator cameraShake()
{
animatorCamera.Play("shake");
float aniLength = animatorCamera.GetCurrentAnimatorStateInfo(0).length * 2;
yield return new WaitForSeconds(aniLength);
ExecuteOneScript();
}
private void _VFXLoadSprite(VFXLoadSprite vfxLoadSprite)
{
Debug.Log("VFXLoadSprite");
Sprite vfxSprite;
vfxSprite = Resources.Load<Sprite>(vfxLoadSprite.filePath);
}
private void _VFXUnloadSprite(VFXUnloadSprite vfxUnloadSprite)
......@@ -225,6 +332,42 @@ public class EventManager : MonoBehaviour
containerChoice.SetActive(true);
containerConversation.SetActive(false);
containerFullScript.SetActive(false);
//choice fuction
_choiceHandler(choice.choiceList);
}
private void _choiceHandler(List<ChoiceEffect> l)
{
int listNum;
listNum = l.Count;
Debug.Log(listNum);
int yPos = 0;
for (int i = 0; i < listNum; i++)
{
if(listNum % 2 == 0) //if list length is even
{
//Debug.Log("in even case");
yPos = (-25) * (int)Math.Pow(-1, i + 1) * ((-2 * (i + 1)) + (int)Math.Pow(-1, i + 1) + 1);
}
else //if list length is odd
{
//Debug.Log("in odd case");
yPos = (-25) * (int)Math.Pow(-1, i + 1) * ((2 * (i + 1)) + (int)Math.Pow(-1, i + 1) - 1);
//Debug.Log(yPos);
}
GameObject choice = Instantiate(prefabChoiceButton,
new Vector3(0, 0, 0), Quaternion.identity,
containerChoice.GetComponent<Transform>());
choice.GetComponent<Transform>().localPosition = new Vector3(0, yPos, 0);
choice.GetComponentInChildren<Text>().text = l[i].choiceName;
//TODO: add onClick function
}
}
private void _VFXTransition(VFXTransition vfxTransition)
......@@ -248,11 +391,11 @@ public class EventManager : MonoBehaviour
if(i == bright)
{
temp.color = new Color(255f, 255f, 255f, 255f);
temp.color = new Color(1f, 1f, 1f, 1f);
continue;
}
temp.color = new Color(97f, 97f, 97f, 255f);
temp.color = new Color(0.2f, 0.2f, 0.2f, 1f);
}
}
}
......@@ -19,12 +19,6 @@ public class GameManager : MonoBehaviour
else
Destroy(gameObject);
}
// Start is called before the first frame update
void Start()
{
}
public Game game = new Game(); // represents one game.
}
fileFormatVersion: 2
guid: e20d92925e9ce50479622540c434e72a
guid: 1b21b855b2034964a98b183a7f471f8e
folderAsset: yes
DefaultImporter:
externalObjects: {}
......
fileFormatVersion: 2
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guid: 1cac20fffa591c4499739f22a10f1f12
folderAsset: yes
DefaultImporter:
externalObjects: {}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using ISEKAI_Model;
public class EndingGameManager : MonoBehaviour
{
void Awake()
{
if (instance == null)
{
instance = this;
DontDestroyOnLoad(gameObject);
}
else
Destroy(gameObject);
}
void Start()
{
game = GameManager.instance.game;
_InitWaves();
}
// Update is called once per frame
void Update()
{
}
public GameObject unitPrefab;
public static EndingGameManager instance;
public Game game;
public Queue<string> productionQueue = new Queue<string>();
public List<GameObject> deployedAllyUnits = new List<GameObject>();
public List<GameObject> deployedEnemyUnits = new List<GameObject>();
public List<Queue<string>> waves = new List<Queue<string>>();
private void _InitWaves()
{
var wave0 = new Queue<string>();
for (int i = 0; i < 5; ++i)
wave0.Enqueue("북한 군인");
var wave1 = new Queue<string>();
wave1.Enqueue("북한 군인");
wave1.Enqueue("북한 군인");
wave1.Enqueue("북한 장교");
wave1.Enqueue("북한 군인");
wave1.Enqueue("북한 군인");
var wave2 = new Queue<string>();
wave2.Enqueue("북한 군인");
wave2.Enqueue("북한 군인");
wave2.Enqueue("북한 장교");
wave2.Enqueue("북한 군인");
wave2.Enqueue("북한 군인");
wave2.Enqueue("T-34 탱크");
waves.Add(wave0);
waves.Add(wave1);
waves.Add(wave2);
}
public void MakeUnit(string unitName)
{
var unitObject = Instantiate(unitPrefab);
var unitInfo = unitObject.GetComponent<EndingGameUnit>();
switch(unitName)
{
/*case "농민":
unitInfo.attackPower = 5;
unitInfo.attackRange = 1;
unitInfo.attackSpeed = 2;
unitInfo.hp = 15;*/
}
}
}
fileFormatVersion: 2
guid: 28b83202c937f35468c953edc7826e19
guid: 7d6a32af05b12ed42a3be7a46aaf98ec
MonoImporter:
externalObjects: {}
serializedVersion: 2
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using ISEKAI_Model;
public class EndingGameUnit : MonoBehaviour
{
public string unitName;
public int hp;
public int attackPower;
public int attackSpeed;
public int attackRange;
public int productionTime;
public int speed;
}
fileFormatVersion: 2
guid: cee9d627ee32e8e439d8a3ce006946f3
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using UnityEngine.UI;
public class TutorialManager : MonoBehaviour
{
public static TutorialManager instance;
void Awake()
{
if (instance == null)
{
instance = this;
DontDestroyOnLoad(gameObject);
}
else
Destroy(gameObject);
}
void Start()
{
InitTexts();
ProceedTutorial();
}
public GameObject clickDetector;
public GameObject entireTutorial;
public GameObject[] tutorials;
public bool isInTutorial = true;
public int currentTutorialIdx = 0;
public List<string> allTexts = new List<string>();
public List<int> tutorialLengths = new List<int>();
public List<string> plainText = refineText("안녕하지비 동무!\n본격적으로 이 본인을 제대로 소개하고 싶수다!\n내 이름은 \"리선녀\"라우!\n본인의 아바이는 이 부락의 작업반장이시자 본명은 \"리모콘\" 동지일수다!\n쟝 동무에게 우리 부락의 구조를 설명해드리겠올소이다!\n");
public List<string> resourceBarText = refineText("맨 먼저 위를 보면 동무는 현재 날짜와 계절, 부락에 남아있는 음식량, 그리고 부락 주민들의 쾌적도를 알수 있소이다!\n");
public List<string> nextTurnText = refineText("현재의 날짜와 계절은 매 턴마다 바뀔수다.\n한 턴은 6개월의 길이로써, 여름-가을 턴과 겨울-봄 턴으로 종류가 나뉠수다.\n계절이 바꿨다고 새로운 턴이 된건 아니니 주의하기 바랄습세!\n");
public List<string> foodAndPleasantText = refineText("현재의 날짜와 계절은 매 턴마다 바뀔수다.\n한 턴은 6개월의 길이로써, 여름-가을 턴과 겨울-봄 턴으로 종류가 나뉠수다.\n계절이 바꿨다고 새로운 턴이 된건 아니니 주의하기 바랄습세!\n");
public List<string> outskirtsText = refineText("다음으로 동무는 지금 『마을 부락』을 보고 계시올습메다.\n여기는 마을에 사는 여러 동지들의 집들과 같은 장소들이 있습메다.\n동무가 더 마을에 오랬동안 있음에 따라 더 많은 장소들이 등장할 수도 있소다.\n이런 장소들에서 무슨 일이 있을 때마다 사람이 기다리고 있을테니 그들과 만나서 대화를 해보는게 좋을 것이수다.\n");
public List<string> apText = refineText("단, 매 턴마다 대화를 할수 있는 횟수가 제한되어있수다.\n여기 오른쪽 아래에는 쟝 동무가 이번 턴에 할수 있는 행동을 제한하는 행동력, 즉 Action Point(AP)가 표시되어 있수다!\n 대화를 하기 전에 그 대화가 행동력을 얼마나 소모하는지 잘 살펴보고 신중히 결정해야 할것이수다!\n이 말고도 어떤 대화들은 특정 시기에만 할수 있으니 주의하기 바라우!\n");
public List<string> turnAndAPText = refineText("또한, 남아있는 AP가 2 이하로 떨어질 경우 한 턴 내의 계절이 바뀌니 그것 또한 주의해야 할것이오!\n");
public List<string> eventText = refineText("만약 어디서 누구랑 대화를 할수 있게 된다면, 이렇게 생긴 알림이 뜰것일수다!\n이것을 보면 해당 대화를 하는데 소모하는 AP는 물론, 그 대화가 사라지기 까지 남은 턴이나 나타나는 특정 계절 같은것 또한 알수 있수다!\n");
public List<string> townButtonText = refineText("그럼 이제 마을 안쪽을 한번 살펴 봅소다!\n");
public List<string> townText = refineText("무사히 부락안으로 돌아왔기래 동무!\n나는 또 길을 잃을 까봐 걱정했슴메.\n보다시피 마을 외곽과 똑같이 마을 안쪽에도 여러 장소들이 있소이다.\n마을 외곽 처럼 여기서도 많은 사람들과 만나 얘기 해볼 수 있으니, 꼭 사람들이 나타날때마다 말을 걸어보는걸 추천할수다!\n흠, 이쯤 됬으면 통계원 동지와 아바이 동지가 서류 작업을 다 끝냈을 것소이다.\n마을 외곽의 논밭 에서 기다릴테니 마을과 마을의 음식 상황을 더 살펴보고 싶다면 마음 껏 보라우 쟝 동무!\n");
public void ProceedTutorial()
{
if (currentTutorialIdx == allTexts.Count)
{
entireTutorial.SetActive(false);
return;
}
SetActiveTutorial(GetTutNum(currentTutorialIdx));
tutorials[GetTutNum(currentTutorialIdx)].transform.GetChild(0).GetChild(0).GetChild(0).GetComponent<Text>().text = allTexts[currentTutorialIdx];
Debug.Log(allTexts[currentTutorialIdx] + " " + currentTutorialIdx + " " + GetTutNum(currentTutorialIdx));
currentTutorialIdx++;
}
public void InitTexts()
{
allTexts.AddRange(plainText);
allTexts.AddRange(resourceBarText);
allTexts.AddRange(nextTurnText);
allTexts.AddRange(foodAndPleasantText);
allTexts.AddRange(outskirtsText);
allTexts.AddRange(apText);
allTexts.AddRange(turnAndAPText);
allTexts.AddRange(eventText);
allTexts.AddRange(townButtonText);
allTexts.AddRange(townText);
tutorialLengths.Add(plainText.Count);
tutorialLengths.Add(resourceBarText.Count);
tutorialLengths.Add(nextTurnText.Count);
tutorialLengths.Add(foodAndPleasantText.Count);
tutorialLengths.Add(outskirtsText.Count);
tutorialLengths.Add(apText.Count);
tutorialLengths.Add(turnAndAPText.Count);
tutorialLengths.Add(eventText.Count);
tutorialLengths.Add(townButtonText.Count);
tutorialLengths.Add(townText.Count);
}
public int GetTutNum(int idx)
{
if (idx < 5)
return 0;
else if (idx < 6)
return 1;
else if (idx < 9)
return 2;
else if (idx < 12)
return 3;
else if (idx < 16)
return 4;
else if (idx < 19)
return 5;
else if (idx < 20)
return 6;
else if (idx < 22)
return 7;
else if (idx < 23) // asdf
{
clickDetector.SetActive(false);
entireTutorial.transform.SetSiblingIndex(5);
return 8;
}
else
{
clickDetector.SetActive(true);
entireTutorial.transform.SetSiblingIndex(6);
return 9;
}
}
public static List<string> refineText(string str)
{
return str.Trim().Split('\n').Select(s => s.Trim()).ToList();
}
public void SetActiveTutorial(int idx)
{
foreach (GameObject go in tutorials)
go.SetActive(false);
tutorials[idx].SetActive(true);
}
}
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......@@ -46,4 +46,9 @@ public class UIEventManager : MonoBehaviour
{
eventManager.ExecuteOneScript();
}
public void OnClickChoiceButton()
{
eventManager.ExecuteOneScript();
}
}
......@@ -4,6 +4,7 @@ using UnityEngine;
using System;
using UnityEngine.UI;
using ISEKAI_Model;
using UnityEngine.SceneManagement;
public class UITownManager : MonoBehaviour
{
......@@ -12,8 +13,9 @@ public class UITownManager : MonoBehaviour
Outskirts, Town
}
public static UITownManager instance;
public Transform test;
public static UITownManager instance;
public Transform eventPrefab;
......@@ -26,6 +28,9 @@ public class UITownManager : MonoBehaviour
public Text textAP;
public Text textLocation;
public Sprite townSprite;
public Sprite outskirtsSprite;
private Button _moveBtnLocation;
private Text _moveTxtlocation;
private SpriteRenderer _background;
......@@ -38,6 +43,8 @@ public class UITownManager : MonoBehaviour
public Transform town, outskirts;
public List<EventCore>.Enumerator forcedEventEnumerator;
void Awake()
{
if (instance == null)
......@@ -57,16 +64,19 @@ public class UITownManager : MonoBehaviour
_moveBtnLocation = moveBtnLocation.GetComponent<Button>();
_moveTxtlocation = moveBtnLocation.GetComponentInChildren<Text>();
_moveBtnLocation.onClick.AddListener(OnMoveBtnClick);
//forcedEventEnumerator = _game.forcedVisibleEventList.GetEnumerator();
//TryOccurForcedEvent();
UpdatePanel();
}
//If button clicked, change location, and replace ui depend on location
public void OnMoveBtnClick()
{
TutorialManager.instance.ProceedTutorial();
switch (_location)
{
case Location.Outskirts:
_background.sprite = Resources.Load<Sprite>("bg_town");
_background.sprite = townSprite;
_location = Location.Town;
outskirts.gameObject.SetActive(false);
town.gameObject.SetActive(true);
......@@ -75,7 +85,7 @@ public class UITownManager : MonoBehaviour
break;
case Location.Town:
_background.sprite = Resources.Load<Sprite>("bg_outskirts");
_background.sprite = outskirtsSprite;
_location = Location.Outskirts;
outskirts.gameObject.SetActive(true);
town.gameObject.SetActive(false);
......@@ -92,6 +102,8 @@ public class UITownManager : MonoBehaviour
{
Game _game = GameManager.instance.game;
_game.Proceed();
//forcedEventEnumerator = _game.forcedVisibleEventList.GetEnumerator();
//TryOccurForcedEvent();
UpdatePanel();
}
......@@ -166,6 +178,13 @@ public class UITownManager : MonoBehaviour
}
}
public void TryOccurForcedEvent()
{
if (!forcedEventEnumerator.MoveNext())
return;
_LoadEventScene(forcedEventEnumerator.Current);
}
public EventCore GetEventCoreFromEventSd(Transform sd)
{
Game game = GameManager.instance.game;
......@@ -182,4 +201,10 @@ public class UITownManager : MonoBehaviour
else
return Location.Town;
}
private void _LoadEventScene(EventCore eventCore)
{
SceneManager.LoadScene("EventScene", LoadSceneMode.Single);
GameManager.instance.currentEvent = eventCore;
}
}
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