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

Model update

parent f8f8a00c
...@@ -88,10 +88,23 @@ namespace ISEKAI_Model ...@@ -88,10 +88,23 @@ namespace ISEKAI_Model
public virtual void Complete() public virtual void Complete()
{ {
Season beforeSeason = game.turn.season;
status = EventStatus.Completed; status = EventStatus.Completed;
game.remainAP -= cost; game.turn.totalMonthNumber += cost;
if (game.remainAP <= 2 && game.turn.IsFormerSeason()) /*
if (beforeSeason != game.turn.season)
game.Proceed(); 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;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using UnityEngine;
namespace ISEKAI_Model namespace ISEKAI_Model
{ {
...@@ -13,8 +14,7 @@ namespace ISEKAI_Model ...@@ -13,8 +14,7 @@ namespace ISEKAI_Model
_InitEvents(); _InitEvents();
Proceed(); Proceed();
} }
public const int maxAP = 4; // max AP of the game. public int remainAP => 3 - ((turn.monthNumber + 1) % 3); // remaining 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 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.
...@@ -25,6 +25,8 @@ namespace ISEKAI_Model ...@@ -25,6 +25,8 @@ 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 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>();
public List<EventCore> forcedVisibleEventList { get public List<EventCore> forcedVisibleEventList { get
...@@ -59,7 +61,7 @@ namespace ISEKAI_Model ...@@ -59,7 +61,7 @@ namespace ISEKAI_Model
allEventsList.Add(new Farming_1(this)); allEventsList.Add(new Farming_1(this));
allEventsList.Add(new Farming_2(this)); allEventsList.Add(new Farming_2(this));
allEventsList.Add(new Farming_3(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_1(this));
allEventsList.Add(new Hunting_2(this)); allEventsList.Add(new Hunting_2(this));
allEventsList.Add(new Hunting_3(this)); allEventsList.Add(new Hunting_3(this));
...@@ -84,7 +86,7 @@ namespace ISEKAI_Model ...@@ -84,7 +86,7 @@ namespace ISEKAI_Model
case State.InTurn: case State.InTurn:
if (turn.IsFormerSeason()) if (turn.IsFormerSeason())
{ {
turn.MoveToNextSeason(); //turn.MoveToNextSeason();
_OccurEvents(); _OccurEvents();
} }
else else
...@@ -104,9 +106,9 @@ namespace ISEKAI_Model ...@@ -104,9 +106,9 @@ namespace ISEKAI_Model
private void _DoPreTurnBehavior() private void _DoPreTurnBehavior()
{ {
//Console.WriteLine ("This is PreTurn."); //Console.WriteLine ("This is PreTurn.");
remainAP = maxAP; //remainAP = maxAP;
town.AddFoodProduction(); town.AddFoodProduction();
town.ApplyPleasantChange(); town.ApplyResourcesChange();
_OccurEvents(); _OccurEvents();
_SetAllEventActivable(); _SetAllEventActivable();
} }
...@@ -114,9 +116,9 @@ namespace ISEKAI_Model ...@@ -114,9 +116,9 @@ namespace ISEKAI_Model
{ {
//Console.WriteLine ("This is PostTurn"); //Console.WriteLine ("This is PostTurn");
town.ConsumeFood(); town.ConsumeFood();
town.ApplyPleasantChange(); town.ApplyResourcesChange();
turn.MoveToNextState(); turn.MoveToNextState();
turn.MoveToNextSeason(); //turn.MoveToNextSeason();
turn.IncreaseTurnNumber(); turn.IncreaseTurnNumber();
_ReduceEveryEventsTurnsLeft(); _ReduceEveryEventsTurnsLeft();
} }
...@@ -207,6 +209,7 @@ namespace ISEKAI_Model ...@@ -207,6 +209,7 @@ namespace ISEKAI_Model
{ {
foreach (EventCore e in allEventsList) foreach (EventCore e in allEventsList)
{ {
Debug.Log(e.eventName + " " + e.status + " " + e.SeasonCheck());
if (e.status == EventStatus.Completed) if (e.status == EventStatus.Completed)
continue; continue;
if (e.isForcedEvent && e.IsFirstVisible()) if (e.isForcedEvent && e.IsFirstVisible())
......
...@@ -52,9 +52,11 @@ namespace ISEKAI_Model ...@@ -52,9 +52,11 @@ namespace ISEKAI_Model
throw new InvalidOperationException("You can't consume negative value. Try using AddFoodProduction()."); throw new InvalidOperationException("You can't consume negative value. Try using AddFoodProduction().");
remainFoodAmount -= toConsume; 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)); 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 ...@@ -16,14 +16,40 @@ namespace ISEKAI_Model
public Turn() // initiallize turn instance. public Turn() // initiallize turn instance.
{ {
turnNumber = 1; turnNumber = 1;
season = Season.Summer; totalMonthNumber = 4;
state = State.PreTurn; state = State.PreTurn;
year = 1994; 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 State state {get; private set;}
public int year {get; private set;} public int year {get; private set;}
public int turnNumber { get; private set; } public int turnNumber { get; private set; }
public int totalMonthNumber;
public int monthNumber => totalMonthNumber % 12;
public override string ToString() public override string ToString()
{ {
...@@ -49,13 +75,14 @@ namespace ISEKAI_Model ...@@ -49,13 +75,14 @@ namespace ISEKAI_Model
default: default:
throw new InvalidOperationException("season of turn cannot be None."); 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. public bool IsFormerSeason() // if the current season is winter or summer, it returns true.
{ {
return (season == Season.Winter || season == Season.Summer); 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) switch (season)
{ {
...@@ -76,7 +103,7 @@ namespace ISEKAI_Model ...@@ -76,7 +103,7 @@ namespace ISEKAI_Model
season = Season.Winter; season = Season.Winter;
break; break;
} }
} }*/
public void MoveToNextState() // Not recommended to call manually. Only called by Proceed(). 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 ...@@ -13,7 +13,7 @@ namespace ISEKAI_Model
public override EventLocation location { get { return EventLocation.Field; } } public override EventLocation location { get { return EventLocation.Field; } }
public override int givenMaxTurn { get { return 1; } } public override int givenMaxTurn { get { return 1; } }
public override int cost { get { return 2; } } 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. public override List<Command> script { get { return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/Farming_1.txt"); } } // command list.
protected override bool exclusiveCondition() protected override bool exclusiveCondition()
......
...@@ -13,7 +13,7 @@ namespace ISEKAI_Model ...@@ -13,7 +13,7 @@ namespace ISEKAI_Model
public override EventLocation location { get { return EventLocation.Field; } } public override EventLocation location { get { return EventLocation.Field; } }
public override int givenMaxTurn { get { return 1; } } public override int givenMaxTurn { get { return 1; } }
public override int cost { get { return 2; } } 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. public override List<Command> script { get { return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/Farming_2.txt"); } } // command list.
protected override bool exclusiveCondition() protected override bool exclusiveCondition()
......
...@@ -10,7 +10,7 @@ namespace ISEKAI_Model ...@@ -10,7 +10,7 @@ namespace ISEKAI_Model
public override EventLocation location { get { return EventLocation.Field; } } public override EventLocation location { get { return EventLocation.Field; } }
public override int givenMaxTurn { get { return 1; } } public override int givenMaxTurn { get { return 1; } }
public override int cost { get { return 2; } } 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. public override List<Command> script { get { return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/Farming_3.txt"); } } // command list.
protected override bool exclusiveCondition() protected override bool exclusiveCondition()
......
...@@ -46,10 +46,7 @@ namespace ISEKAI_Model ...@@ -46,10 +46,7 @@ namespace ISEKAI_Model
game.town.totalFoodProduction += 5; game.town.totalFoodProduction += 5;
game.town.totalPleasantAmount += 5; game.town.totalPleasantAmount += 5;
game.town.remainFoodAmount += 20; game.town.remainFoodAmount += 20;
status = EventStatus.Completed; base.Complete();
game.remainAP -= cost;
if (game.remainAP <= 2 && game.turn.IsFormerSeason())
game.Proceed();
} }
} }
} }
\ No newline at end of file
...@@ -47,10 +47,7 @@ namespace ISEKAI_Model ...@@ -47,10 +47,7 @@ namespace ISEKAI_Model
game.town.totalFoodProduction += 20; game.town.totalFoodProduction += 20;
game.town.totalPleasantAmount += 5; game.town.totalPleasantAmount += 5;
game.town.remainFoodAmount += 5; game.town.remainFoodAmount += 5;
status = EventStatus.Completed; base.Complete();
game.remainAP -= cost;
if (game.remainAP <= 2 && game.turn.IsFormerSeason())
game.Proceed();
} }
} }
} }
\ No newline at end of file
...@@ -6,7 +6,7 @@ using System.Text; ...@@ -6,7 +6,7 @@ using System.Text;
namespace ISEKAI_Model namespace ISEKAI_Model
{ {
public class Mine_3 : EventCore, IMinigamePlayable public class Mine_3 : EventCore
{ {
public override int forcedEventPriority { get { return 0; } } public override int forcedEventPriority { get { return 0; } }
public override string eventName { get { return "광산 이벤트 3"; } } public override string eventName { get { return "광산 이벤트 3"; } }
...@@ -16,13 +16,6 @@ namespace ISEKAI_Model ...@@ -16,13 +16,6 @@ namespace ISEKAI_Model
public override Season availableSeason { get { return Season.None; } } 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 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() protected override bool exclusiveCondition()
{ {
return game.allEventsList.Find(e => e.eventName.Equals("광산 이벤트 2")).status == EventStatus.Completed; return game.allEventsList.Find(e => e.eventName.Equals("광산 이벤트 2")).status == EventStatus.Completed;
...@@ -38,7 +31,7 @@ namespace ISEKAI_Model ...@@ -38,7 +31,7 @@ namespace ISEKAI_Model
{ {
game.isIronActivated = true; game.isIronActivated = true;
game.isMineUnlocked = true; game.isMineUnlocked = true;
DoMinigameBehavior(); game.town.totalIronProduction += 2;
base.Complete(); base.Complete();
} }
......
...@@ -28,9 +28,8 @@ namespace ISEKAI_Model ...@@ -28,9 +28,8 @@ namespace ISEKAI_Model
public override void Complete() public override void Complete()
{ {
game.remainAP -= cost; base.Complete();
if (game.remainAP <= 2 && game.turn.IsFormerSeason()) status = EventStatus.Visible;
game.Proceed();
} }
} }
} }
\ 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
fileFormatVersion: 2 fileFormatVersion: 2
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MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 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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MonoImporter:
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...@@ -43,7 +43,7 @@ Load Character "Character\Smith\d\crying" -right ...@@ -43,7 +43,7 @@ Load Character "Character\Smith\d\crying" -right
## "선녀" "그...장 동지, 이거 캘래면 어떻게 해야 하오?" ## "선녀" "그...장 동지, 이거 캘래면 어떻게 해야 하오?"
Load Character "Character\Smith\d\tearsineye" -right Load Character "Character\Smith\d\tearsineye" -right
## "기술지도원" "그건 내가 책임지고 하겠소. 어서 마을 사람들을 곡괭이를 들고 불러오소, 같이 철광석을 캡시다!" ## "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." # "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." # "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." # "전체적으로 결과는 만족스러웠다."
......
Load Background "Background\Mine" Load Background "Background\Mine"
Load Character "Character\Smith\d\happy" 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!" ## "기술지도원" "허, 또 이번 몇 달 동안은 철광석을 캐는데 마을의 노동력을 집중하는게 좋다 판단하셨구먼 장 동지. 그럼 바로 캐보세!"
Load Minigame "Snakeirongamerepeat" Load Minigame "MiningGame"
\ No newline at end of file \ No newline at end of file
This diff is collapsed.
...@@ -8,22 +8,13 @@ using System.Linq; ...@@ -8,22 +8,13 @@ using System.Linq;
public class EndingGameManager : MonoBehaviour public class EndingGameManager : MonoBehaviour
{ {
void Awake()
{
if (instance == null)
{
instance = this;
DontDestroyOnLoad(gameObject);
}
else
Destroy(gameObject);
}
public Slider progressBar; public Slider progressBar;
void Start() void Start()
{ {
game = new Game();//GameManager.instance.game; game = GameManager.instance.game;
/*
game.town.remainFoodAmount += 1000; game.town.remainFoodAmount += 1000;
game.isIronActivated = true; game.isIronActivated = true;
game.isHorseActivated = true; game.isHorseActivated = true;
...@@ -32,7 +23,7 @@ public class EndingGameManager : MonoBehaviour ...@@ -32,7 +23,7 @@ public class EndingGameManager : MonoBehaviour
game.isArrowWeaponActivated = true; game.isArrowWeaponActivated = true;
game.isBowActivated = false; game.isBowActivated = false;
game.isRifleActivated = true; game.isRifleActivated = true;
*/
InitGameInfo(); InitGameInfo();
UpdatePanel(); UpdatePanel();
TurnOnAndOffNextWaveButton(); TurnOnAndOffNextWaveButton();
...@@ -44,8 +35,6 @@ public class EndingGameManager : MonoBehaviour ...@@ -44,8 +35,6 @@ public class EndingGameManager : MonoBehaviour
public bool isInWave = false; public bool isInWave = false;
public Transform unitPrefab; public Transform unitPrefab;
public static EndingGameManager instance;
public Game game; public Game game;
public Queue<string> productionQueue = new Queue<string>(); public Queue<string> productionQueue = new Queue<string>();
public Queue<GameObject> deployedAllyUnits = new Queue<GameObject>(); public Queue<GameObject> deployedAllyUnits = new Queue<GameObject>();
......
...@@ -6,6 +6,7 @@ using System.Linq; ...@@ -6,6 +6,7 @@ using System.Linq;
public abstract class EndingGameUnit : MonoBehaviour public abstract class EndingGameUnit : MonoBehaviour
{ {
public EndingGameManager endingGameManager;
public abstract int unitNumber { get; } public abstract int unitNumber { get; }
public abstract string unitName { get; } public abstract string unitName { get; }
public int hp; public int hp;
...@@ -104,11 +105,11 @@ public abstract class EndingGameUnit : MonoBehaviour ...@@ -104,11 +105,11 @@ public abstract class EndingGameUnit : MonoBehaviour
if (isAllyUnit) if (isAllyUnit)
{ {
endingGame.deployedEnemyUnits.Dequeue(); endingGame.deployedEnemyUnits.Dequeue();
if (EndingGameManager.instance.isInWave && endingGame.deployedEnemyUnits.Count == 0) if (endingGameManager.isInWave && endingGame.deployedEnemyUnits.Count == 0)
{ {
EndingGameManager.instance.isInWave = false; endingGameManager.isInWave = false;
EndingGameManager.instance.TurnOnAndOffNextWaveButton(); endingGameManager.TurnOnAndOffNextWaveButton();
EndingGameManager.instance.CleanUp(); endingGameManager.CleanUp();
} }
} }
......
...@@ -3,6 +3,7 @@ using System.Linq; ...@@ -3,6 +3,7 @@ using System.Linq;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
public class MiningGameManager : MonoBehaviour public class MiningGameManager : MonoBehaviour
{ {
...@@ -11,6 +12,7 @@ public class MiningGameManager : MonoBehaviour ...@@ -11,6 +12,7 @@ public class MiningGameManager : MonoBehaviour
North, South, West, East North, South, West, East
} }
public EventManager eventManager;
public Transform gameTilePrefab; public Transform gameTilePrefab;
public Transform cartPrefab; public Transform cartPrefab;
public GameObject gameOverSprite; public GameObject gameOverSprite;
...@@ -59,6 +61,8 @@ public class MiningGameManager : MonoBehaviour ...@@ -59,6 +61,8 @@ public class MiningGameManager : MonoBehaviour
public void InitGame() public void InitGame()
{ {
SceneManager.SetActiveScene(gameObject.scene);
eventManager = GameObject.Find("EventManager").GetComponent<EventManager>();
for (int i = 0; i < width; i++) for (int i = 0; i < width; i++)
for (int j = 0; j < height; j++) for (int j = 0; j < height; j++)
{ {
...@@ -74,12 +78,6 @@ public class MiningGameManager : MonoBehaviour ...@@ -74,12 +78,6 @@ public class MiningGameManager : MonoBehaviour
StartCoroutine(_IronProducing()); StartCoroutine(_IronProducing());
} }
public void ProceedCarts()
{
}
private void _MoveCarts() private void _MoveCarts()
{ {
for (int i = carts.Count - 1; i >= 0; --i) for (int i = carts.Count - 1; i >= 0; --i)
...@@ -133,7 +131,7 @@ public class MiningGameManager : MonoBehaviour ...@@ -133,7 +131,7 @@ public class MiningGameManager : MonoBehaviour
while(isGamePlayed) while(isGamePlayed)
{ {
_MoveCarts(); _MoveCarts();
yield return new WaitForSeconds(0.66f); yield return new WaitForSeconds(0.55f);
} }
} }
private IEnumerator _IronProducing() private IEnumerator _IronProducing()
...@@ -141,7 +139,7 @@ public class MiningGameManager : MonoBehaviour ...@@ -141,7 +139,7 @@ public class MiningGameManager : MonoBehaviour
while(isGamePlayed) while(isGamePlayed)
{ {
MakeNewIron(); MakeNewIron();
yield return new WaitForSeconds(5f); yield return new WaitForSeconds(4.4f);
} }
} }
...@@ -162,8 +160,19 @@ public class MiningGameManager : MonoBehaviour ...@@ -162,8 +160,19 @@ public class MiningGameManager : MonoBehaviour
public void GameOver() public void GameOver()
{ {
StartCoroutine(_StartGameCloseProcess());
}
private IEnumerator _StartGameCloseProcess()
{
eventManager.ExecuteOneScript();
GameManager.instance.game.town.totalIronAmount += score;
isGamePlayed = false; isGamePlayed = false;
gameOverSprite.SetActive(true); 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) public void MakeCart(int x, int y)
......
...@@ -15,20 +15,30 @@ public class RubyText : MonoBehaviour ...@@ -15,20 +15,30 @@ public class RubyText : MonoBehaviour
public Rect position; public Rect position;
public float yOffset = 10; public float yOffset = 10;
public bool isCalled = false;
private Regex rubyRex = new Regex("\\{(.*?):(.*?)\\}"); private Regex rubyRex = new Regex("\\{(.*?):(.*?)\\}");
string cleanText; // base text, without any furigana or markup 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> 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<int> furiCharLen = new List<int>(); // length of base text the furigana is over
List<string> furiText = new List<string>(); // actual text of the furigana List<string> furiText = new List<string>(); // actual text of the furigana
void LateUpdate()
{
text = GetComponent<Text>(); text = GetComponent<Text>();
rt = GetComponent<RectTransform>(); rt = GetComponent<RectTransform>();
cleanText = text.text; cleanText = text.text;
while (true)
Debug.Log("???");
for (; ; )
{ {
Match match = rubyRex.Match(cleanText); Match match = rubyRex.Match(cleanText);
if (!match.Success) break; if (!match.Success) break;
...@@ -37,6 +47,8 @@ public class RubyText : MonoBehaviour ...@@ -37,6 +47,8 @@ public class RubyText : MonoBehaviour
furiCharLen.Add(match.Groups[1].Length); furiCharLen.Add(match.Groups[1].Length);
cleanText = cleanText.Substring(0, match.Index) + match.Groups[1] cleanText = cleanText.Substring(0, match.Index) + match.Groups[1]
+ cleanText.Substring(match.Index + match.Length); + cleanText.Substring(match.Index + match.Length);
Debug.Log("몇번나오나");
} }
text.text = cleanText; text.text = cleanText;
...@@ -47,9 +59,9 @@ public class RubyText : MonoBehaviour ...@@ -47,9 +59,9 @@ public class RubyText : MonoBehaviour
var cleanCharArray = generator.GetCharactersArray(); var cleanCharArray = generator.GetCharactersArray();
Debug.Log(cleanCharArray == null); 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); Debug.Log("cleanCharArray Length: " + cleanCharArray.Length);
Vector2 leftPos = cleanCharArray[furiCharIndex[i]].cursorPos; Vector2 leftPos = cleanCharArray[furiCharIndex[i]].cursorPos;
...@@ -57,7 +69,7 @@ public class RubyText : MonoBehaviour ...@@ -57,7 +69,7 @@ public class RubyText : MonoBehaviour
if (rightPos.x <= leftPos.x) 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>()); var o = GameObject.Instantiate(TextPrefab, GetComponent<Transform>());
...@@ -69,5 +81,8 @@ public class RubyText : MonoBehaviour ...@@ -69,5 +81,8 @@ public class RubyText : MonoBehaviour
o.GetComponent<Text>().text = furiText[i]; o.GetComponent<Text>().text = furiText[i];
} }
generator.Invalidate();
}
} }
} }
...@@ -63,6 +63,7 @@ public class UITownManager : MonoBehaviour ...@@ -63,6 +63,7 @@ public class UITownManager : MonoBehaviour
public void OnMoveBtnClick() public void OnMoveBtnClick()
{ {
GameManager gm = GameManager.instance; GameManager gm = GameManager.instance;
Debug.Log(gm.game.visibleEventsList.Count);
tutorialManager.ProceedTutorial(); tutorialManager.ProceedTutorial();
switch (_location) switch (_location)
{ {
......
...@@ -12,7 +12,7 @@ GameObject: ...@@ -12,7 +12,7 @@ GameObject:
- component: {fileID: 1090773978228174600} - component: {fileID: 1090773978228174600}
- component: {fileID: 8945303022937728059} - component: {fileID: 8945303022937728059}
m_Layer: 5 m_Layer: 5
m_Name: Text (1) m_Name: RubyText
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
...@@ -34,8 +34,8 @@ RectTransform: ...@@ -34,8 +34,8 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
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m_SizeDelta: {x: 139.35, y: 40.33} m_SizeDelta: {x: 1182.5, y: 253.2}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &1090773978228174600 --- !u!222 &1090773978228174600
CanvasRenderer: CanvasRenderer:
...@@ -58,7 +58,7 @@ MonoBehaviour: ...@@ -58,7 +58,7 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_Material: {fileID: 0} 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_RaycastTarget: 1
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
...@@ -66,12 +66,12 @@ MonoBehaviour: ...@@ -66,12 +66,12 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI, m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_RichText: 1 m_RichText: 1
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