Commit 346921a8 authored by 18김민수's avatar 18김민수

Model update

parent f8f8a00c
......@@ -88,10 +88,23 @@ namespace ISEKAI_Model
public virtual void Complete()
{
Season beforeSeason = game.turn.season;
status = EventStatus.Completed;
game.remainAP -= cost;
if (game.remainAP <= 2 && game.turn.IsFormerSeason())
game.turn.totalMonthNumber += cost;
/*
if (beforeSeason != game.turn.season)
game.Proceed();
*/
for (int i = 0; i < HowManySeasonsHavePassed(beforeSeason, game.turn.season); i++)
game.Proceed();
}
private int HowManySeasonsHavePassed(Season before, Season after)
{
if (after >= before)
return after - before;
else
return after - before + 4;
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace ISEKAI_Model
{
......@@ -13,8 +14,7 @@ namespace ISEKAI_Model
_InitEvents();
Proceed();
}
public const int maxAP = 4; // max AP of the game.
public int remainAP {get; set;} // remaining AP of the game.
public int remainAP => 3 - ((turn.monthNumber + 1) % 3); // 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.
......@@ -25,6 +25,8 @@ namespace ISEKAI_Model
public bool isBowActivated = false;
public bool isRifleActivated = false;
public int castleHealth = -1; // -1 if castle is not activated.
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
......@@ -59,7 +61,7 @@ namespace ISEKAI_Model
allEventsList.Add(new Farming_1(this));
allEventsList.Add(new Farming_2(this));
allEventsList.Add(new Farming_3(this));
allEventsList.Add(new NKScout(this));
//allEventsList.Add(new NKScout(this));
allEventsList.Add(new Hunting_1(this));
allEventsList.Add(new Hunting_2(this));
allEventsList.Add(new Hunting_3(this));
......@@ -84,7 +86,7 @@ namespace ISEKAI_Model
case State.InTurn:
if (turn.IsFormerSeason())
{
turn.MoveToNextSeason();
//turn.MoveToNextSeason();
_OccurEvents();
}
else
......@@ -104,9 +106,9 @@ namespace ISEKAI_Model
private void _DoPreTurnBehavior()
{
//Console.WriteLine ("This is PreTurn.");
remainAP = maxAP;
//remainAP = maxAP;
town.AddFoodProduction();
town.ApplyPleasantChange();
town.ApplyResourcesChange();
_OccurEvents();
_SetAllEventActivable();
}
......@@ -114,9 +116,9 @@ namespace ISEKAI_Model
{
//Console.WriteLine ("This is PostTurn");
town.ConsumeFood();
town.ApplyPleasantChange();
town.ApplyResourcesChange();
turn.MoveToNextState();
turn.MoveToNextSeason();
//turn.MoveToNextSeason();
turn.IncreaseTurnNumber();
_ReduceEveryEventsTurnsLeft();
}
......@@ -207,6 +209,7 @@ namespace ISEKAI_Model
{
foreach (EventCore e in allEventsList)
{
Debug.Log(e.eventName + " " + e.status + " " + e.SeasonCheck());
if (e.status == EventStatus.Completed)
continue;
if (e.isForcedEvent && e.IsFirstVisible())
......
......@@ -52,9 +52,11 @@ namespace ISEKAI_Model
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.
public void ApplyResourcesChange() // apply current pleasant change to total pleasant amount.
{
totalPleasantAmount = Math.Max(0, Math.Min(200, totalPleasantAmount + pleasantChange));
totalIronAmount += totalIronProduction;
totalHorseAmount += totalHorseProduction;
}
}
}
\ No newline at end of file
......@@ -16,14 +16,40 @@ namespace ISEKAI_Model
public Turn() // initiallize turn instance.
{
turnNumber = 1;
season = Season.Summer;
totalMonthNumber = 4;
state = State.PreTurn;
year = 1994;
}
public Season season {get; private set;}
public Season season { get
{
switch (monthNumber)
{
case 2:
case 3:
case 4:
return Season.Spring;
case 5:
case 6:
case 7:
return Season.Summer;
case 8:
case 9:
case 10:
return Season.Autumn;
case 11:
case 0:
case 1:
return Season.Winter;
default:
throw new InvalidOperationException("EERAR");
}
}
}
public State state {get; private set;}
public int year {get; private set;}
public int turnNumber { get; private set; }
public int totalMonthNumber;
public int monthNumber => totalMonthNumber % 12;
public override string ToString()
{
......@@ -49,13 +75,14 @@ namespace ISEKAI_Model
default:
throw new InvalidOperationException("season of turn cannot be None.");
}
return (year + " " + s);
return (year + " " + (monthNumber + 1) + ", " + s);
}
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().
/*public void MoveToNextSeason() // Not recommended to call manually. Only called by Proceed().
{
switch (season)
{
......@@ -76,7 +103,7 @@ namespace ISEKAI_Model
season = Season.Winter;
break;
}
}
}*/
public void MoveToNextState() // Not recommended to call manually. Only called by Proceed().
{
......
using System;
using System.Collections.Generic;
using System.Linq;
namespace ISEKAI_Model
{
class ExampleEvent1 : EventCore
{
public override string eventName {get {return "예시 이벤트";}}
public override int givenMaxTurn {get {return 4;}}
public override int cost {get {return 2;}}
public override Season availableSeason {get {return Season.Summer;}}
public override int forcedEventPriority {get {return 0;}}
public override EventLocation location { get { return EventLocation.Field; } }
public override List<Command> script {get {return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/ExampleEvent1.txt");}} // command list.
protected override bool exclusiveCondition()
{
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.totalPleasantAmount >= 0)
foodCheck = true;
else
foodCheck = false;
return chanceCheck && foodCheck;
}
public ExampleEvent1(Game game) : base(game)
{
}
}
}
\ No newline at end of file
......@@ -13,7 +13,7 @@ namespace ISEKAI_Model
public override EventLocation location { get { return EventLocation.Field; } }
public override int givenMaxTurn { get { return 1; } }
public override int cost { get { return 2; } }
public override Season availableSeason { get { return Season.Summer; } }
public override Season availableSeason { get { return Season.Spring; } }
public override List<Command> script { get { return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/Farming_1.txt"); } } // command list.
protected override bool exclusiveCondition()
......
......@@ -13,7 +13,7 @@ namespace ISEKAI_Model
public override EventLocation location { get { return EventLocation.Field; } }
public override int givenMaxTurn { get { return 1; } }
public override int cost { get { return 2; } }
public override Season availableSeason { get { return Season.Autumn; } }
public override Season availableSeason { get { return Season.Summer; } }
public override List<Command> script { get { return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/Farming_2.txt"); } } // command list.
protected override bool exclusiveCondition()
......
......@@ -10,7 +10,7 @@ namespace ISEKAI_Model
public override EventLocation location { get { return EventLocation.Field; } }
public override int givenMaxTurn { get { return 1; } }
public override int cost { get { return 2; } }
public override Season availableSeason { get { return Season.Spring; } }
public override Season availableSeason { get { return Season.Autumn; } }
public override List<Command> script { get { return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/Farming_3.txt"); } } // command list.
protected override bool exclusiveCondition()
......
......@@ -46,10 +46,7 @@ namespace ISEKAI_Model
game.town.totalFoodProduction += 5;
game.town.totalPleasantAmount += 5;
game.town.remainFoodAmount += 20;
status = EventStatus.Completed;
game.remainAP -= cost;
if (game.remainAP <= 2 && game.turn.IsFormerSeason())
game.Proceed();
base.Complete();
}
}
}
\ No newline at end of file
......@@ -47,10 +47,7 @@ namespace ISEKAI_Model
game.town.totalFoodProduction += 20;
game.town.totalPleasantAmount += 5;
game.town.remainFoodAmount += 5;
status = EventStatus.Completed;
game.remainAP -= cost;
if (game.remainAP <= 2 && game.turn.IsFormerSeason())
game.Proceed();
base.Complete();
}
}
}
\ No newline at end of file
......@@ -6,7 +6,7 @@ using System.Text;
namespace ISEKAI_Model
{
public class Mine_3 : EventCore, IMinigamePlayable
public class Mine_3 : EventCore
{
public override int forcedEventPriority { get { return 0; } }
public override string eventName { get { return "광산 이벤트 3"; } }
......@@ -16,13 +16,6 @@ namespace ISEKAI_Model
public override Season availableSeason { get { return Season.None; } }
public override List<Command> script { get { return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/Mine_3.txt"); } } // command list.
public int playerScore { get; set; }
public void DoMinigameBehavior()
{
game.town.totalIronAmount += playerScore;
}
protected override bool exclusiveCondition()
{
return game.allEventsList.Find(e => e.eventName.Equals("광산 이벤트 2")).status == EventStatus.Completed;
......@@ -38,7 +31,7 @@ namespace ISEKAI_Model
{
game.isIronActivated = true;
game.isMineUnlocked = true;
DoMinigameBehavior();
game.town.totalIronProduction += 2;
base.Complete();
}
......
......@@ -28,9 +28,8 @@ namespace ISEKAI_Model
public override void Complete()
{
game.remainAP -= cost;
if (game.remainAP <= 2 && game.turn.IsFormerSeason())
game.Proceed();
base.Complete();
status = EventStatus.Visible;
}
}
}
\ No newline at end of file
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace ISEKAI_Model
{
public class NKAgent_1 : EventCore
{
public override int forcedEventPriority { get { return 0; } }
public override string eventName { get { return "봄이 루트 이벤트 1"; } }
public override EventLocation location { get { return EventLocation.BackMount; } }
public override int givenMaxTurn { get { return 2; } }
public override int cost { get { return 2; } }
public override Season availableSeason { get { return Season.None; } }
public override List<Command> script { get { return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/Mine_1.txt"); } } // command list.
protected override bool exclusiveCondition()
{
bool seasonCondition;
seasonCondition = game.turn.season == Season.Winter || game.turn.season == Season.Spring;
bool prevCondition = game.allEventsList.Find(e => e.eventName.Equals("농사 이벤트 3")).status == EventStatus.Completed;
if (_isOccured)
return false;
else
{
_isOccured = true;
return seasonCondition && prevCondition;
}
}
private bool _isOccured = false;
public NKAgent_1(Game game): base(game)
{
}
}
}
\ No newline at end of file
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guid: b0bcbc507163827409ea1e57a2807117
MonoImporter:
externalObjects: {}
serializedVersion: 2
......
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace ISEKAI_Model
{
public class NKAgent_2 : EventCore
{
public override int forcedEventPriority { get { return 0; } }
public override string eventName { get { return "봄이 루트 이벤트 2"; } }
public override EventLocation location { get { return EventLocation.TaskLeaderHouse; } }
public override int givenMaxTurn { get { return 3; } }
public override int cost { get { return 1; } }
public override Season availableSeason { get { return Season.None; } }
public override List<Command> script { get { return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/Mine_1.txt"); } } // command list.
protected override bool exclusiveCondition()
{
bool choiceCondition = game.TryGetChoiceHistory("봄이 루트 이벤트 1", 0) == 0;
bool prevCondition = game.allEventsList.Find(e => e.eventName.Equals("봄이 루트 이벤트 1")).status == EventStatus.Completed;
return choiceCondition && prevCondition;
}
private bool _isOccured = false;
public override void Complete()
{
base.Complete();
game.town.remainFoodAmount -= 20;
}
public NKAgent_2(Game game): base(game)
{
}
}
}
\ No newline at end of file
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......@@ -43,7 +43,7 @@ Load Character "Character\Smith\d\crying" -right
## "선녀" "그...장 동지, 이거 캘래면 어떻게 해야 하오?"
Load Character "Character\Smith\d\tearsineye" -right
## "기술지도원" "그건 내가 책임지고 하겠소. 어서 마을 사람들을 곡괭이를 들고 불러오소, 같이 철광석을 캡시다!"
Load Minigame "Snakeirongame"
Load Minigame "MiningGame"
# "그렇게 몇달동안 마을의 모든 인력을 동원해 캔 뒤에도, 조금 씩 인력을 줄여서 계속 지속적으로 철광석을 캐는 작업을 시작했다."
# "이 철광석을 녹여 강철을 얻는 방법 또한 보니 이 세계 주민들의 방법이 비효율적이어서, 내가 시토회 수도사들에게 배웠던 용광로 제작법을 알려 주어 효율을 향상시키기도 했다."
# "전체적으로 결과는 만족스러웠다."
......
Load Background "Background\Mine"
Load Character "Character\Smith\d\happy"
## "기술지도원" "허, 또 이번 몇 달 동안은 철광석을 캐는데 마을의 노동력을 집중하는게 좋다 판단하셨구먼 장 동지. 그럼 바로 캐보세!"
Load Minigame "Snakeirongamerepeat"
\ No newline at end of file
Load Minigame "MiningGame"
\ No newline at end of file
Load Background "Background/Blackbackground"
Load Background "Background\Blackbackground"
# "「 ━━ 」"
# "익숙하지 않은 천장이다。"
## "나" "「 후아━━ 」"
VFX Sound "VFX/Sound/Breath"
VFX Sound "VFX\Sound\Breath"
# "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。"
......@@ -33,20 +33,24 @@ Load Character "Character\Professor\a\normal" -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『{도:Truth}』 를 배우는 평범한 18살의 대학생이다。"
# "파리 대학의 교수 밑에서 지혜의『{ 도 : Truth}』 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【 아 {리:철} 스 {토:학} 텔 {레:자} 스 】의 저서에서, 이 『 {천:Celestial} {계:Sphere} 』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? 」"
## "나" "「 네,【{ 데 :De}∙{ 까 :Ca}{ 엘 :e}{ 로 :lo}】∙『천체에 대하여』라는【아{ 리 :철}스{ 토 :학}텔{ 레 :자}스】의 저서에서, 이 『{ 천 :Celestial}{ 계 :Sphere}』와『{ 지 :Terres}{ 상 :trial}{ 계 :Sphere}』의【{ 우 :U}{ 니 :ni}{ 타
:ta}{ 스 :s}】∙『하나됨』을 증명하는 내용입니다。여기서 『철학자』는━━ 」"
## "교수" "「 그 정도면 충분하니 자리에 다시 앉게나。위대한【아{ 리 :철}스{ 토 :학}텔{ 레 :자}스】는 안타깝게도 『{ 이 :거}교{
도 :짓}』 였기 때문에, 이러한 문제들에 한해서 전지전능한 『{ 신 :DEUS}』의 능력을 자주 망각하여 이러한 오류들을 범하지。」" -center
## "교수" "【아{ 리 :철}스{ 토 :학}텔{ 레 :자}스】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 【아{ 리 :철}스{ 토 :학}텔{ 레 :자}스】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
## "교수" "「다행이 반세기 전 『{ 주 :An}{ 님 :no}의 { 해 :Domini}』1277 에 우리 파리의 대주교 【{ 에 :É}{ 티 :ti}{ 엔 :en}{ 느 :ne}∙{ 딴 :Tem}{ 삐 :pi}{ 에 :er}】성하 께서 『{ 신 :DEUS}』의『{ 다 :Mul}{ 른 :ti} { 세
:Mun}{ 계 :di}』를 만들 능력을 부정하는 것을 『{ 이 :Diab}{ 단 :olos}』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
Load Background "Background\MedievalStreet"
## "나" "「 ━━후, 하, 후, 하 」"
VFX Sound "VFX\Sound\Breath"
# "분명 나는 천체자연학 강의를 마치고 나서 『대지농자연업학 실습』수업에 늦지 않기 위해 『점토심스빵트』을 입에 물고 달려가고 있었다。"
# "분명 나는 천체자연학 강의를 마치고 나서 『{ 대지 :농}{ 자연 :업}학 실습』수업에 늦지 않기 위해 『{ 점 :토}{ 심 :스}{
빵 :트}』을 입에 물고 달려가고 있었다。"
# "━━그랬어야 할 터인데, 어째서━━?!"
## "???" "「 앗 학생━━!! 」"
VFX Transition
......@@ -75,7 +79,7 @@ Load Background "Background\Blackbackground"
# "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 "VFX\Sprite\Light" --300 -0
# "━━그때, 보였다。자칫하면 놓칠 수 있는, 이 심야에서 있던 작은 『불신의빛인도』을。"
# "━━그때, 보였다。자칫하면 놓칠 수 있는, 이 심야에서 있던 작은 『{ 불 :신의 }{ 빛 :인도}』을。"
VFX Unload Sprite
VFX Transition
VFX Load Sprite "VFX\Sprite\Lightning" -0 -0
......@@ -84,7 +88,7 @@ VFX Unload Sprite
Load CG "CG\Firstmeeting"
# "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。"
# "여자가 위험에 처해진 모습에 난 황급히 내 【{ 팔 :Fau}{ 숀 :chon}】∙『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 "Background\Blackbackground"
......@@ -117,7 +121,7 @@ Load Character "Character\Heroine\a\embarassed" -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。」"
## "나" "「 이것 말인가? 아아━━ 이것은 【{ 팔 :Fau}{ 숀 :chon}】∙『호신용 검』라는 것이다。내가 있던 곳에서 다들 하나씩 들고 다니던 것이지。」"
VFX Transition
Load Background "Background\Timechange2"
VFX Transition
......@@ -131,7 +135,7 @@ Load Background "Background\Darkforest"
## "???" "「 ━━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。"
# "아아, 『{파리:Capitale}』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
......@@ -139,7 +143,7 @@ Stop Music
## "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。"
# "【{ 미 :United}{ 제 :States}】, 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。"
......@@ -153,9 +157,10 @@ Stop Music
# "나는 멈춰서 잠시 여자를 땅바닥에 앉혀준다。그리고 숨을 고르며 침착해지려 노력하지만 실패한다。"
Load Character "Character\Heroine\a\surprised" -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━━? 」"
## "나" "「 이보게 그게 무슨 말인가? 여기가 【{ 도 :Dom}{ 맹 :aine}∙{ 로 :Ro}{ 얄 :yal}】∙『왕국령』이 아니라면 어느 곳, 무슨 나라란 말인가━━? 」"
# "여자는 도통 뭔지 모르겠다는, 의아해하는 표정으로 나를 바라보며 대답한다。"
Load Character "Character\Heroine\a\confused" -center
## "???" "「 나라가 어디긴 어디야━━ 」" -center
## "???" "「 ━━━━━━━━여긴 조선인민민주주의공화국이라! 」" -center
VFX Transition
Load Video "Opening"
Load Background "Background\Darkforest"
Play Music "BGM\Silentforest"
# "마음이 같아서는 당장 여자를 잡고 무슨 말이냐 물어보고 싶었지만, 대신 나는 침묵을 유지한채 다시 여자를 등에 엎고 길을 걸어가기 시작했다。"
# "마음이 같아서는 당장 여자를 잡고 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 "Background\VillageNight"
......@@ -12,21 +12,21 @@ Load Character "Character\Smith\a\normal" -left
Load Character "Character\Father\a\surprised" -center
Load Character "Character\Rancher\a\normal" -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。"
## "선녀" "아이구 아바지, 산길을 올라가다 웬 『{ 산 :멧}{ 도 :돼}{ 티 :지}』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 "Character\Father\a\normal" -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。"
## "선녀의 아버지" "그런데 어찌 이리 늦은 시각에 이런 누추한 마을에... 혹시 『{ 당 :평양}』에서 오신 동지습메?" -center
# "나는 『{ 당 :평양}』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 "Character\Smith\a\frown" -left
## "???" "━━━━ 이보쇼 『작마업을반이장장』 동지, 어디서 온지도 모르는 리방인을 그냥 마을에 들어들여도 되겠소?" -left
## "???" "━━━━ 이보쇼 『{ 작 :마}{ 업 :을}{ 반 :이}{ 장 :장}』 동지, 어디서 온지도 모르는 리방인을 그냥 마을에 들어들여도 되겠소?" -left
## "???" "이름도 해괴한것이, 혹시【미제】놈들의 첩자일지도 모르는것 아니지비?" -left
Load Character "Character\Rancher\a\frown" -right
## "???" "맞소, 게다가 가뜩이나 작년의 흉작으로 음식이 남아돌지를 않게 생겼는데 『당평양』과의 연락도 끊겼으니, 우리 다 굶어 죽을 위기에 처했수다。" -right
## "???" "맞소, 게다가 가뜩이나 작년의 흉작으로 음식이 남아돌지를 않게 생겼는데 『{ 당 :평양}』과 주변 마을들과의 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。"
......@@ -36,7 +36,7 @@ Load Character "Character\Smith\a\embarassed" -left
Load Character "Character\Rancher\a\embarassed" -right
## "???" "으으음..." -left
Load Character "Character\Father\a\comtemplating" - 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)" "━━━━ 동무들, 이런 늦은 시각에 성난 『{ 산 :멧}{ 도 :돼}{ 티 :지}』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
......@@ -45,7 +45,7 @@ Unload Character -center
Unload Character -right
VFX Transition
Load Background "Background\Darkroom"
# "그렇게 나는 [히로인]의 아버지이자 이 마을의 이장인 노인을 따라 마을 안쪽에 있는 집으로 들어갔다。"
# "그렇게 나는 선녀의 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 "CG\Heroinehurt"
......@@ -61,7 +61,7 @@ Load CG "CG\Heroinehurt"
# "━━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。"
## "나" "아, 이것은 『{ 접 :Bone}{ 골 :sett}{ 술 :ing}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。"
......@@ -74,14 +74,14 @@ Load Background "Background\Blackbackground"
VFX Transition
Load CG "CG\Map"
# "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。"
# "아무리 봐도, 난 【{ 이 :Anot}{ 세 :her W}{ 계 :orld}】로 온것 같다。"
# "도대체 무슨 이유로 『{ 신 :DEUS}』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 "Background\NextDay"
VFX Transition
Load Background "Background\Townmorning"
# "다음 날 아침 일찍 일어나 나는 마을 주변을 둘러보며, 『신DEUS』이 나를 이세계로 보낸 목적을 찾아 다니려고 했다。"
# "다음 날 아침 일찍 일어나 나는 마을 주변을 둘러보며, 『{ 신 :DEUS}』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
......@@ -91,7 +91,7 @@ Load Background "Background\Cornfields"
# "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。"
# "━━아, 설마 『{ 신 :DEUS}』은, 이 마을을 구하기 위해 나를 이세계로 보낸 것인가。"
Load Character "Character\Heroine\a\happy" -left
Load Character "Character\Father\a\happy" -center
Load Character "Character\Rancher\a\frown" -right
......@@ -104,7 +104,7 @@ Load Character "Character\Rancher\a\frown" -right
## "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" "우리가 밭에서 일하는 법은 『{ 당 :평양}』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
......
......@@ -11,6 +11,9 @@ using UnityEngine.Video;
public class EventManager : MonoBehaviour
{
public GameObject UI;
public GameObject UI_ruby;
public GameObject EventItems;
public GameObject EventSceneCamera;
public GameObject containerFullScript;
public GameObject containerChoice;
public GameObject containerConversation;
......@@ -18,6 +21,7 @@ public class EventManager : MonoBehaviour
public GameObject[] spritePeople; // use same location index from SpriteLocation
public GameObject spriteBackground;
public GameObject spriteBackgroundTemp;
public GameObject spriteCG;
public GameObject spriteVFX;
public GameObject spriteFade;
......@@ -36,6 +40,10 @@ public class EventManager : MonoBehaviour
public Text textCharacterInfo;
public Text textScript;
public Text textFullScript;
public Text textFullScriptTest;
public GameObject fullScriptText;
public GameObject scriptText;
public bool isNextButtonActive;
......@@ -221,7 +229,16 @@ public class EventManager : MonoBehaviour
containerChoice.SetActive(false);
containerConversation.SetActive(false);
containerFullScript.SetActive(true);
textFullScript.text = _fullScriptHandler(explanation.contents);
foreach (Transform child in fullScriptText.transform)
{
GameObject.Destroy(child.gameObject);
Debug.Log("웨않되");
}
fullScriptText.GetComponent<RubyText>().isCalled = false;
}
private String _fullScriptHandler(String s)
......@@ -257,29 +274,56 @@ public class EventManager : MonoBehaviour
textScript.text = conversation.contents;
if (conversation.brightCharacter != SpriteLocation.None)
_setBright(conversation.brightCharacter);
foreach (Transform child in scriptText.transform)
{
GameObject.Destroy(child.gameObject);
Debug.Log("웨않되2");
}
scriptText.GetComponent<RubyText>().isCalled = false;
}
private void _LoadCharacter(LoadCharacter loadCharacter)
{
containerChoice.SetActive(false);
containerConversation.SetActive(false);
containerFullScript.SetActive(false);
Debug.Log("LoadCharacter");
Sprite character;
if(loadCharacter.location != SpriteLocation.None)
{
character = Resources.Load<Sprite>(loadCharacter.filePath);
spritePeople[(int)loadCharacter.location].GetComponent<SpriteRenderer>().sprite = character;
StartCoroutine(fadeOut2(loadCharacter));
StartCoroutine(fadeCharacter(loadCharacter));
}
ExecuteOneScript();
// ExecuteOneScript();
}
IEnumerator fadeOut2(LoadCharacter loadCharacter)
IEnumerator fadeCharacter(LoadCharacter loadCharacter)
{
Color color = spritePeople[(int)loadCharacter.location].GetComponent<SpriteRenderer>().color;
color.a = 0.0f;
spritePeople[(int)loadCharacter.location].GetComponent<SpriteRenderer>().color = color;
var locationGameObject = spritePeople[(int)loadCharacter.location];
var spriteRenderer = locationGameObject.GetComponent<SpriteRenderer>();
Color color = spriteRenderer.color;
if (spriteRenderer.sprite != null)
{
while (color.a > 0.2f)
{
color.a -= 0.1f;
spriteRenderer.color = color;
yield return new WaitForSeconds(0.04f);
}
}
color.a = 0.2f;
spriteRenderer.color = color;
Sprite newCharacter = Resources.Load<Sprite>(loadCharacter.filePath);
spriteRenderer.sprite = newCharacter;
spritePeople[(int)loadCharacter.location].SetActive(true);
......@@ -288,10 +332,10 @@ public class EventManager : MonoBehaviour
color.a += 0.1f;
spritePeople[(int)loadCharacter.location].GetComponent<SpriteRenderer>().color = color;
yield return new WaitForSeconds(0.1f);
yield return new WaitForSeconds(0.04f);
}
ExecuteOneScript();
}
private void _UnloadCharacter(UnloadCharacter unloadCharacter)
......@@ -300,6 +344,7 @@ public class EventManager : MonoBehaviour
if (unloadCharacter.location != SpriteLocation.None)
{
spritePeople[(int)unloadCharacter.location].GetComponent<SpriteRenderer>().sprite = null;
spritePeople[(int)unloadCharacter.location].SetActive(false);
}
......@@ -310,18 +355,126 @@ public class EventManager : MonoBehaviour
{
Debug.Log("LoadBackground");
Sprite background;
Sprite background = Resources.Load<Sprite>(loadBackground.filePath);
if(background == null)
{
Debug.Log(loadBackground.filePath + " doesn't exist");
return;
}
var mainBackgroundRenderer = spriteBackground.GetComponent<SpriteRenderer>();
if (mainBackgroundRenderer == null) return;
var tmpBackgroundRenderer = spriteBackgroundTemp.GetComponent<SpriteRenderer>();
if (tmpBackgroundRenderer == null) return;
background = Resources.Load<Sprite>(loadBackground.filePath);
spriteBackground.GetComponent<SpriteRenderer>().sprite = background;
spriteBackground.GetComponent<SpriteRenderer>().sortingOrder =
spriteCG.GetComponent<SpriteRenderer>().sortingOrder + 1;
if (mainBackgroundRenderer.sprite == null || mainBackgroundRenderer.sprite.Equals(background))
{
// 그냥 페이드 인
spriteBackgroundTemp.SetActive(false);
StartCoroutine(FadeBackground(loadBackground, background, mainBackgroundRenderer));
}
else
{
// Dissolve
spriteBackground.transform.localScale = new Vector3(1, 1, 1);
var width = mainBackgroundRenderer.sprite.bounds.size.x;
var height = mainBackgroundRenderer.sprite.bounds.size.y;
var worldScreenHeight = Camera.main.orthographicSize * 2.0;
var worldScreenWidth = worldScreenHeight / Screen.height * Screen.width;
spriteBackground.transform.localScale = new Vector3((float)worldScreenWidth / width, (float)worldScreenHeight / height, 1);
spriteBackground.SetActive(true);
spriteBackgroundTemp.SetActive(true);
StartCoroutine(DissolveBackground(loadBackground, background, mainBackgroundRenderer, tmpBackgroundRenderer));
}
}
IEnumerator FadeBackground(LoadBackground loadBackground, Sprite background, SpriteRenderer spriteRenderer)
{
Color color = spriteRenderer.color;
color.a = 0.0f;
spriteRenderer.color = color;
spriteRenderer.sprite = background;
spriteBackground.transform.localScale = new Vector3(1, 1, 1);
var width = spriteRenderer.sprite.bounds.size.x;
var height = spriteRenderer.sprite.bounds.size.y;
var worldScreenHeight = Camera.main.orthographicSize * 2.0;
var worldScreenWidth = worldScreenHeight / Screen.height * Screen.width;
spriteBackground.transform.localScale = new Vector3((float)worldScreenWidth / width, (float)worldScreenHeight / height, 1);
spriteBackground.SetActive(true);
while (color.a < 1.0f)
{
color.a += 0.1f;
spriteRenderer.color = color;
yield return new WaitForSeconds(0.05f);
}
ExecuteOneScript();
}
IEnumerator DissolveBackground(
LoadBackground loadBackground,
Sprite background,
SpriteRenderer mainBackgroundRenderer,
SpriteRenderer tmpBackgroundRenderer
)
{
Color mainBackgroundColor = mainBackgroundRenderer.color;
mainBackgroundColor.a = 1.0f;
Color tmpBackgroundColor = tmpBackgroundRenderer.color;
tmpBackgroundColor.a = 0.0f;
tmpBackgroundRenderer.sprite = background;
spriteBackgroundTemp.transform.localScale = new Vector3(1, 1, 1);
var tmpWidth = tmpBackgroundRenderer.sprite.bounds.size.x;
var tmpHeight = tmpBackgroundRenderer.sprite.bounds.size.y;
var tmpWorldScreenHeight = Camera.main.orthographicSize * 2.0;
var tmpWorldScreenWidth = tmpWorldScreenHeight / Screen.height * Screen.width;
spriteBackgroundTemp.transform.localScale = new Vector3((float)tmpWorldScreenWidth / tmpWidth, (float)tmpWorldScreenHeight / tmpHeight, 1);
while (mainBackgroundColor.a > 0.0f)
{
mainBackgroundColor.a -= 0.1f;
tmpBackgroundColor.a += 0.1f;
mainBackgroundRenderer.color = mainBackgroundColor;
tmpBackgroundRenderer.color = tmpBackgroundColor;
yield return new WaitForSeconds(0.05f);
}
mainBackgroundColor.a = 1.0f;
mainBackgroundRenderer.sprite = background;
mainBackgroundRenderer.color = mainBackgroundColor;
ExecuteOneScript();
}
private void _PlayMusic(PlayMusic playMusic)
{
Debug.Log("PlayMusic");
......@@ -408,6 +561,9 @@ public class EventManager : MonoBehaviour
spriteVFX.GetComponent<SpriteRenderer>().sprite = vfxSprite;
spriteVFX.transform.position = new Vector3(vfxLoadSprite.width, vfxLoadSprite.height, 0);
Animator animator = spriteVFX.GetComponent<Animator>();
animator.runtimeAnimatorController = Resources.Load(vfxLoadSprite.filePath + "AnimController") as RuntimeAnimatorController;
Debug.Log(vfxLoadSprite.filePath + "AnimController");
spriteVFX.SetActive(true);
}
......@@ -444,6 +600,9 @@ public class EventManager : MonoBehaviour
private void _LoadMinigame(LoadMinigame loadMinigame)
{
Debug.Log("LoadMinigame");
SetActiveEventSceneThings(false);
SceneManager.LoadScene(loadMinigame.minigameName, LoadSceneMode.Additive);
//ExecuteOneScript();
}
private void _LoadVideo(LoadVideo loadVideo)
......@@ -618,7 +777,7 @@ public class EventManager : MonoBehaviour
{
color.a += 0.1f;
spriteFade.GetComponent<Image>().color = color;
yield return new WaitForSeconds(0.1f);
yield return new WaitForSeconds(0.05f);
}
}
......@@ -634,7 +793,7 @@ public class EventManager : MonoBehaviour
{
color.a -= 0.1f;
spriteFade.GetComponent<Image>().color = color;
yield return new WaitForSeconds(0.1f);
yield return new WaitForSeconds(0.05f);
}
spriteFade.SetActive(false);
......@@ -672,4 +831,12 @@ public class EventManager : MonoBehaviour
temp.color = new Color(0.2f, 0.2f, 0.2f, 1f);
}
}
public void SetActiveEventSceneThings(bool state)
{
UI.SetActive(state);
UI_ruby.SetActive(state);
EventItems.SetActive(state);
EventSceneCamera.SetActive(state);
}
}
......@@ -8,22 +8,13 @@ using System.Linq;
public class EndingGameManager : MonoBehaviour
{
void Awake()
{
if (instance == null)
{
instance = this;
DontDestroyOnLoad(gameObject);
}
else
Destroy(gameObject);
}
public Slider progressBar;
void Start()
{
game = new Game();//GameManager.instance.game;
game = GameManager.instance.game;
/*
game.town.remainFoodAmount += 1000;
game.isIronActivated = true;
game.isHorseActivated = true;
......@@ -32,7 +23,7 @@ public class EndingGameManager : MonoBehaviour
game.isArrowWeaponActivated = true;
game.isBowActivated = false;
game.isRifleActivated = true;
*/
InitGameInfo();
UpdatePanel();
TurnOnAndOffNextWaveButton();
......@@ -44,8 +35,6 @@ public class EndingGameManager : MonoBehaviour
public bool isInWave = false;
public Transform unitPrefab;
public static EndingGameManager instance;
public Game game;
public Queue<string> productionQueue = new Queue<string>();
public Queue<GameObject> deployedAllyUnits = new Queue<GameObject>();
......
......@@ -6,6 +6,7 @@ using System.Linq;
public abstract class EndingGameUnit : MonoBehaviour
{
public EndingGameManager endingGameManager;
public abstract int unitNumber { get; }
public abstract string unitName { get; }
public int hp;
......@@ -104,11 +105,11 @@ public abstract class EndingGameUnit : MonoBehaviour
if (isAllyUnit)
{
endingGame.deployedEnemyUnits.Dequeue();
if (EndingGameManager.instance.isInWave && endingGame.deployedEnemyUnits.Count == 0)
if (endingGameManager.isInWave && endingGame.deployedEnemyUnits.Count == 0)
{
EndingGameManager.instance.isInWave = false;
EndingGameManager.instance.TurnOnAndOffNextWaveButton();
EndingGameManager.instance.CleanUp();
endingGameManager.isInWave = false;
endingGameManager.TurnOnAndOffNextWaveButton();
endingGameManager.CleanUp();
}
}
......
......@@ -3,6 +3,7 @@ using System.Linq;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MiningGameManager : MonoBehaviour
{
......@@ -11,6 +12,7 @@ public class MiningGameManager : MonoBehaviour
North, South, West, East
}
public EventManager eventManager;
public Transform gameTilePrefab;
public Transform cartPrefab;
public GameObject gameOverSprite;
......@@ -59,6 +61,8 @@ public class MiningGameManager : MonoBehaviour
public void InitGame()
{
SceneManager.SetActiveScene(gameObject.scene);
eventManager = GameObject.Find("EventManager").GetComponent<EventManager>();
for (int i = 0; i < width; i++)
for (int j = 0; j < height; j++)
{
......@@ -74,12 +78,6 @@ public class MiningGameManager : MonoBehaviour
StartCoroutine(_IronProducing());
}
public void ProceedCarts()
{
}
private void _MoveCarts()
{
for (int i = carts.Count - 1; i >= 0; --i)
......@@ -133,7 +131,7 @@ public class MiningGameManager : MonoBehaviour
while(isGamePlayed)
{
_MoveCarts();
yield return new WaitForSeconds(0.66f);
yield return new WaitForSeconds(0.55f);
}
}
private IEnumerator _IronProducing()
......@@ -141,7 +139,7 @@ public class MiningGameManager : MonoBehaviour
while(isGamePlayed)
{
MakeNewIron();
yield return new WaitForSeconds(5f);
yield return new WaitForSeconds(4.4f);
}
}
......@@ -162,8 +160,19 @@ public class MiningGameManager : MonoBehaviour
public void GameOver()
{
StartCoroutine(_StartGameCloseProcess());
}
private IEnumerator _StartGameCloseProcess()
{
eventManager.ExecuteOneScript();
GameManager.instance.game.town.totalIronAmount += score;
isGamePlayed = false;
gameOverSprite.SetActive(true);
yield return new WaitForSeconds(3f);
eventManager.SetActiveEventSceneThings(true);
SceneManager.SetActiveScene(eventManager.gameObject.scene);
SceneManager.UnloadSceneAsync(gameObject.scene);
}
public void MakeCart(int x, int y)
......
......@@ -15,20 +15,30 @@ public class RubyText : MonoBehaviour
public Rect position;
public float yOffset = 10;
public bool isCalled = false;
private Regex rubyRex = new Regex("\\{(.*?):(.*?)\\}");
string cleanText; // base text, without any furigana or markup
void LateUpdate()
{
if(isCalled == false)
{
isCalled = true;
List<int> furiCharIndex = new List<int>(); // char index (in base text) where furigana appears
List<int> furiCharLen = new List<int>(); // length of base text the furigana is over
List<string> furiText = new List<string>(); // actual text of the furigana
void LateUpdate()
{
text = GetComponent<Text>();
rt = GetComponent<RectTransform>();
cleanText = text.text;
while (true)
Debug.Log("???");
for (; ; )
{
Match match = rubyRex.Match(cleanText);
if (!match.Success) break;
......@@ -37,6 +47,8 @@ public class RubyText : MonoBehaviour
furiCharLen.Add(match.Groups[1].Length);
cleanText = cleanText.Substring(0, match.Index) + match.Groups[1]
+ cleanText.Substring(match.Index + match.Length);
Debug.Log("몇번나오나");
}
text.text = cleanText;
......@@ -47,9 +59,9 @@ public class RubyText : MonoBehaviour
var cleanCharArray = generator.GetCharactersArray();
Debug.Log(cleanCharArray == null);
for (int i = 0; i < furiCharIndex.Count; i++)
for (int i = 0; i < (furiCharIndex.Count); i++)
{
Debug.Log("furiCharIndex: " + furiCharIndex[i]);
Debug.Log("furiCharIndex.Count: " + furiCharIndex.Count);
Debug.Log("cleanCharArray Length: " + cleanCharArray.Length);
Vector2 leftPos = cleanCharArray[furiCharIndex[i]].cursorPos;
......@@ -57,7 +69,7 @@ public class RubyText : MonoBehaviour
if (rightPos.x <= leftPos.x)
{
rightPos = new Vector2(position.x + position.width, leftPos.y);
//rightPos = new Vector2(position.x + position.width, leftPos.y);
}
var o = GameObject.Instantiate(TextPrefab, GetComponent<Transform>());
......@@ -69,5 +81,8 @@ public class RubyText : MonoBehaviour
o.GetComponent<Text>().text = furiText[i];
}
generator.Invalidate();
}
}
}
......@@ -63,6 +63,7 @@ public class UITownManager : MonoBehaviour
public void OnMoveBtnClick()
{
GameManager gm = GameManager.instance;
Debug.Log(gm.game.visibleEventsList.Count);
tutorialManager.ProceedTutorial();
switch (_location)
{
......
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -12,7 +12,7 @@ GameObject:
- component: {fileID: 1090773978228174600}
- component: {fileID: 8945303022937728059}
m_Layer: 5
m_Name: Text (1)
m_Name: RubyText
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
......@@ -34,8 +34,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -13.09, y: 5.16}
m_SizeDelta: {x: 139.35, y: 40.33}
m_AnchoredPosition: {x: -0.000015259, y: 0.000015259}
m_SizeDelta: {x: 1182.5, y: 253.2}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &1090773978228174600
CanvasRenderer:
......@@ -58,7 +58,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 0, b: 0, a: 1}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
......@@ -66,12 +66,12 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
m_FontSize: 30
m_Font: {fileID: 12800000, guid: 01225c1ee7f8d1e419d99ab162766069, type: 3}
m_FontSize: 120
m_FontStyle: 0
m_BestFit: 0
m_MinSize: 3
m_MaxSize: 30
m_MinSize: 0
m_MaxSize: 150
m_Alignment: 4
m_AlignByGeometry: 0
m_RichText: 1
......
fileFormatVersion: 2
guid: 62eb58d137d50284c8f47b22b9382435
guid: e802886334921934b889edff02cfa158
TextureImporter:
fileIDToRecycleName: {}
externalObjects: {}
......@@ -75,7 +75,7 @@ TextureImporter:
outline: []
physicsShape: []
bones: []
spriteID: 4c7975c146cfa4c48a868ef580dae33c
spriteID: 2b4eb53b01dd8274ca7b3a2daa406d55
vertices: []
indices:
edges: []
......
fileFormatVersion: 2
guid: 62b0382e3f52cbb459684d5251687807
TextureImporter:
fileIDToRecycleName: {}
externalObjects: {}
serializedVersion: 7
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -100
wrapU: 1
wrapV: 1
wrapW: 1
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
- serializedVersion: 2
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
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