Commit 4d88ed46 authored by 18김민수's avatar 18김민수

Event update

parent fd986c88
......@@ -21,6 +21,7 @@ namespace ISEKAI_Model
TechGuideStaffHouse,
TownSquare,
TownWell,
CarpenterHouse,
SecretaryHouse, // Conditional
TownWitchHouse // Conditional
}
......@@ -84,7 +85,7 @@ namespace ISEKAI_Model
turnsLeft--;
}
public void Complete()
public virtual void Complete()
{
status = EventStatus.Completed;
game.remainAP -= cost;
......
......@@ -32,6 +32,36 @@ namespace ISEKAI_Model
} }
public List<EventCore> visibleEventsList => allEventsList.FindAll(e => e.status == EventStatus.Visible);
public int TryGetChoiceHistory(string eventName, int choiceNumber) // returns -1 if it couldn't find that event.
{
if (!choiceHistories.ContainsKey(eventName))
return -1;
else
{
foreach ((int, int) his in choiceHistories[eventName])
{
if (his.Item1 == choiceNumber)
return his.Item2;
}
throw new InvalidOperationException("The event has no choice whose number is " + choiceNumber);
}
}
private void _InitEvents() // should add EVERY events when new event plan comes.
{
//allEventsList.Add(new ExampleEvent1(this));
//allEventsList.Add(new Prolog_1(this));
//allEventsList.Add(new Prolog_2(this));
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 Hunting_1(this));
allEventsList.Add(new Hunting_2(this));
allEventsList.Add(new Hunting_3(this));
allEventsList.Add(new Mine_1(this));
}
public void Proceed() // if you want to move on (next season, or next turn), just call it.
{
switch (turn.state)
......@@ -190,15 +220,6 @@ namespace ISEKAI_Model
}
}
private void _InitEvents() // should add EVERY events when new event plan comes.
{
//allEventsList.Add(new ExampleEvent1(this));
//allEventsList.Add(new Prolog_1(this));
//allEventsList.Add(new Prolog_2(this));
allEventsList.Add(new Farming_1(this));
allEventsList.Add(new Farming_2(this));
}
private void _SortForcedEventList(List<EventCore> lst)
{
lst.Sort(delegate (EventCore e1, EventCore e2) { return e2.forcedEventPriority.CompareTo(e1.forcedEventPriority); });
......
......@@ -15,6 +15,7 @@ namespace ISEKAI_Model
{
public Turn() // initiallize turn instance.
{
turnNumber = 1;
season = Season.Summer;
state = State.PreTurn;
year = 1994;
......
......@@ -11,7 +11,7 @@ namespace ISEKAI_Model
public override int forcedEventPriority { get { return 0; } }
public override string eventName { get { return "농사 이벤트 1"; } }
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 Season availableSeason { get { return Season.Summer; } }
public override List<Command> script { get { return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/Farming_1.txt"); } } // command list.
......
......@@ -11,7 +11,7 @@ namespace ISEKAI_Model
public override int forcedEventPriority { get { return 0; } }
public override string eventName { get { return "농사 이벤트 2"; } }
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 Season availableSeason { get { return Season.Autumn; } }
public override List<Command> script { get { return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/Farming_2.txt"); } } // command list.
......
using System.Collections;
using System.Collections.Generic;
namespace ISEKAI_Model
{
public class Farming_3 : EventCore
{
public override int forcedEventPriority { get { return 0; } }
public override string eventName { get { return "농사 이벤트 3"; } }
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 List<Command> script { get { return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/Farming_3.txt"); } } // command list.
protected override bool exclusiveCondition()
{
return game.allEventsList.Find(e => e.eventName.Equals("농사 이벤트 2")).status == EventStatus.Completed;
}
public Farming_3(Game game) : base(game)
{
turnsLeft = 0;
}
}
}
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace ISEKAI_Model
{
public class Hunting_1 : EventCore
{
public override int forcedEventPriority { get { return 0; } }
public override string eventName { get { return "사냥 이벤트 1"; } }
public override EventLocation location { get { return EventLocation.BackMount; } }
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/Hunting_1.txt"); } } // command list.
protected override bool exclusiveCondition()
{
bool turnCondition = game.turn.turnNumber >= 3 && game.turn.turnNumber <= 9;
int chance = (new Random()).Next() / 10;
bool chanceCondition = chance <= 1;
if (_isFirstOccur && turnCondition)
{
_isFirstOccur = false;
return turnCondition;
}
else
{
if (_isFirstOccur)
return false;
return turnCondition && chanceCondition;
}
}
private bool _isFirstOccur = true;
public Hunting_1(Game game): base(game)
{
}
public override void Complete()
{
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();
}
}
}
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace ISEKAI_Model
{
public class Hunting_2 : EventCore
{
public override int forcedEventPriority { get { return 0; } }
public override string eventName { get { return "사냥 이벤트 2"; } }
public override EventLocation location { get { return EventLocation.CarpenterHouse; } }
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/Hunting_2.txt"); } } // command list.
protected override bool exclusiveCondition()
{
bool turnCondition = game.turn.turnNumber >= 3 && game.turn.turnNumber <= 10;
int chance = (new Random()).Next() / 10;
bool chanceCondition = chance <= 1;
bool prevCondition = game.allEventsList.Find(e => e.eventName == "사냥 이벤트 1").status == EventStatus.Completed;
if (_isFirstOccur && turnCondition && prevCondition)
{
_isFirstOccur = false;
return turnCondition && prevCondition;
}
else
{
if (_isFirstOccur)
return false;
return prevCondition && turnCondition && chanceCondition;
}
}
private bool _isFirstOccur = true;
public Hunting_2(Game game): base(game)
{
}
}
}
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace ISEKAI_Model
{
public class Hunting_3 : EventCore
{
public override int forcedEventPriority { get { return 0; } }
public override string eventName { get { return "사냥 이벤트 3"; } }
public override EventLocation location { get { return EventLocation.BackMount; } }
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/Hunting_3.txt"); } } // command list.
protected override bool exclusiveCondition()
{
bool turnCondition = game.turn.turnNumber >= 3 && game.turn.turnNumber <= 12;
int chance = (new Random()).Next() / 10;
bool chanceCondition = chance <= 1;
bool prevCondition = game.allEventsList.Find(e => e.eventName == "사냥 이벤트 2").status == EventStatus.Completed;
if (_isFirstOccur && turnCondition && prevCondition)
{
_isFirstOccur = false;
return turnCondition && prevCondition;
}
else
{
if (_isFirstOccur)
return false;
return prevCondition && turnCondition && chanceCondition;
}
}
private bool _isFirstOccur = true;
public Hunting_3(Game game): base(game)
{
}
public override void Complete()
{
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();
}
}
}
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace ISEKAI_Model
{
public class Mine_1 : EventCore
{
public override int forcedEventPriority { get { return 0; } }
public override string eventName { get { return "광산 이벤트 1"; } }
public override EventLocation location { get { return EventLocation.TaskLeaderHouse; } }
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 turnCondition = game.turn.turnNumber >= 2;
int chance = (new Random()).Next() / 10;
bool chanceCondition = chance <= 2;
if (_isFirstOccur && turnCondition)
{
_isFirstOccur = false;
return turnCondition;
}
else
{
if (_isFirstOccur)
return false;
return turnCondition && chanceCondition;
}
}
private bool _isFirstOccur = true;
public Mine_1(Game game): base(game)
{
}
public override void Complete()
{
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();
}
}
}
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using System.Collections;
using System.Collections.Generic;
namespace ISEKAI_Model
{
public class NKScout : EventCore
{
public override int forcedEventPriority { get { return 1000; } }
public override string eventName { get { return "북한 척후병 이벤트"; } }
public override EventLocation location { get { return EventLocation.None; } }
public override int givenMaxTurn { get { return 10; } }
public override int cost { get { return 0; } }
public override Season availableSeason { get { return Season.None; } }
public override List<Command> script { get { return Parser.ParseScript("Assets/ISEKAI_Model/Scripts/NKScout.txt"); } } // command list.
protected override bool exclusiveCondition()
{
return game.turn.turnNumber == 12;
}
public NKScout(Game game) : base(game)
{
}
}
}
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......@@ -25,8 +25,8 @@ namespace ISEKAI_Model
@"^(\d?)\-?\-?(\d?) ?Load Video ""(.*)""$", //14
@"^(\d?)\-?\-?(\d?) ?Choice$", //15
@"-- ""(.*)""( \-(\w+) \(([\+\-\*])(\d+)\))*", // 16
@"^(\d?)\-?\-?(\d?) ?VFXTransition$", //17
@"^(\d?)\-?\-?(\d?) ?VFXPause \-(.*)$"}; //18
@"^(\d?)\-?\-?(\d?) ?VFX Transition$", //17
@"^(\d?)\-?\-?(\d?) ?VFX Pause \-(.*)$"}; //18
private static SpriteLocation _ParseSpriteLocation(string location)
{
if(location.Equals("left"))
......
Load Background "Backgrounds\fields"
Load Background "Background\fields"
# "선녀가 가르켜 준대로 마을 바깥으로 나오자, 다시 그 이상한 작물이 잔뜩 심겨진 드넓은 밭이 보였다."
# "내가 가야할 곳이 어딘지를 찾는건 어렵지 않았다. 저 멀리서 선녀와 일행이 팔을 흔드며 나에게 인사를 해오고 있었기 때문이다. 나도 인사를 하며 그쪽으로 걸어갔다."
Load Character "Character\Heroine\b\normal" -left
......
Load Background "Background\fields"
# "다시 봄이 되자, 겨울 작물을 수확하고 새로 씨앗을 뿌릴 때가 되었다."
# "이번 겨울은 힘들었지만, 아직 까지는 마을의 비상용으로 저장한 식량으로 버틸 수 있었다."
# "하지만 올해 부터 농사를 제대로 하지 않는다면 정말 다 굶어 죽을 위기에 처할것이다."
# "다행히 겨울 수확이 딱 보기만 해도 넉넉하여 어느 정도 완충 역할을 할 수 있을 것이다."
Load Character "Character\Rancher\b\normal" -left
Load Character "Chracter\Father\b\normal" -right
## "통계원 동지" "만약 나중에 씨앗을 뿌릴 용도로 삼분지일을 보관한더라도, 이 수확량으로 저흰 가을 까지는 걱정을 안해도 될것 같네." -left
## "통계원 동지" "아직도 난 장 동무가 잘 신뢰가지 않지만, 그래도 결과는 인정할 수 밖에 없다네." -left
Unload Character -left
Load Character "Character\Rancher\b\bow" -left
## "통계원 동지" "정말 고맙다네." -left
# "겨울 내내 불안해 하며 나와 내가 가르켜준 농사법을 초조해하던 통계원 동지가, 드디어 내 방식이 맞다는 것을 인정한 것 같았다."
# "앞으로 한동안 여기에 머무르게 될터인데, 이제라도 서로 간의 불신이 줄어들었다니 다행이었다."
## "작업반장 동지" "허허, 장 동무, 난 처음 부터 장 동무의 말이 맞을 줄 알았다네." -right
## "작업반장 동지" "그럼에도 직접 두눈으로 보자니 믿겨지지가 않는군. 이런 시기에 밭에 곡식이 자라있다니..." -right
## "작업반장 동지" "자네는 정말로 이 마을을 구했네. 고맙네." -right
Unload Character -right
Load Character "Character\Father\b\bow" -right
## "나" "당치 않은 말씀입니다. 전 그저 자연법에 따라 올바른 일을 했을 뿐입니다."
## "나" "게다가 아직 저희는 위기를 벗어나지 못했습니다."
## "나" "통계원 동지 말 대로, 가을 까지 마을의 수명을 연장한 것 뿐입니다. "
## "나" "올해 농사를 제대로 하고, 앞으로 지속가능한 농사를 하는 것이 우리 모두가 잘살게 되는 비결입니다."
Unload Character -right
Load Character "Character\Father\b\surprised" -right
Unload Character -left
Load Character "Character\Rancher\b\surprised" -left
## "작업반장 동지" "오오--!" -right
Unload Character -right
Load Character "Character\Father\b\happy" -right
Unload Character -left
Load Character "Character\Rancher\b\normal" -left
## "작업반장 동지" "역시 장 동지...... 그렇다면 앞으로 농사는 어떻게 하는 것이 좋겠나?" -right
# "생각 해보자."
# "봄에 뿌릴 작물로 바로 밀, 또는 이 마을 사람들이 익숙해 하는 벼 농사를 하는 것은 수확량을 기대하기 어려울 뿐만 아니라 아직 지력이 불안정한 땅에 좋지 않을 지도 모른다."
# "하지만 귀리, 호밀 같은 것을 계속 재배하면 마을 사람들이 맛이 없어 지쳐할지도 모르는데다, 단기적 수확량이 안나올수도 있다."
# "만약 바로 밀 또는 벼 농사를 시작한다면 지력 소모 최소화를 위해 앞으로 겨울 작물은 귀리나 호밀로 고정이 될것이다."
# "반면 올해 까지는 계속 귀리, 호밀만을 재배하고 나중에로 밀/벼/보리 농사를 미룬다면 겨울 농사를 다른 것으로 해도 될지도 모른다."
Choice
-- "바로 밀/벼/보리 농사를 시작한다." -FoodP (+10) -Food (+30) -Morale (+20)
-- "올해 까지는 계속 귀리와 호밀을 재배한다." -FoodP (+40) -Food (+5) -Morale (-20)
-#
--1 ## "나" "바로 밀, 벼, 그리고 보리 농사를 시작하죠. 지력이 충분히 회복된거 같습니다."
--2 ## "나" "아직 혹시 모르니, 조금 더 안전하게 갑시다. 귀리와 호밀로 씨를 뿌립시다."
## "작업반장 동지" "오, 알겠네. 통계원 동무, 받아 적었나?" -right
## "통계원 동지" "네, 어서 인원과 씨앗 통계 계산을 하여 일을 분배하겠습니다." -left
# "그렇게 나는 또 봄 내내 올해 농사를 위한 계획과 일 분배를 하며 시간을 보냈다."
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Load Background "Background\fields"
Load Character "Character\Townperson1\a\normal" -left
Load Character "Character\Townperson2\a\normal" -right
# "산책 및 아침 운동을 위에 나와서 뛰는데, 논밭에서 특이하게 작물들이 잘 안자라는 듯히 보이는 구역에서 여러 마을 사람들이 통곡하고 있는걸 보았다."
## "마을 사람 1" "아니 이게 뭐요.. 이번 농사 다 망쳤네.." -left
## "마을 사람 2" "아이고.. 밤세 또 털렸나보다..." -right
## "나" "무슨일 있나?"
## "마을 사람 1" "누구....아, 그 선녀가 찾아 대려온 장 동무군요." -left
## "마을 사람 1" "가끔 밤마다 귀신이 왔다가는지 모든 밭이 다 해집어져있습니다." -left
## "마을 사람 2" "매년 이래서 미치겠습니다." -right
## "나" "제가 한번 보죠."
Load CG "CG\WildBoarfootsteps"
# "야생 동물의 발자국 모양이 잔뜩 바닥에 찍혀 있다."
## "나" "아니, 이 것은 내가 있던 세계에도 있던 『{Sanglier:멧돼지}』라는 거군."
## "마을 사람 1" "『Sanglier』이 멉니까?"
## "나" "아니,, 설마 『Sanglier』도 모른단 말인건가."
## "마을 사람 1" "아아.. 무지한 저희에게 가르침을 주십시오.."
## "나" "『Sanglier』란 '우제목 멧돼지과에 속하는 포유류이다. 몸통의 길이는 113~150cm이고, 꼬리의 길이는 10~23cm이다. 주둥이가 길며 원통형이다. 날카로운 견치를 가지고 있다. 새끼는 적갈색의 털에 검은 무늬가 세로로 그려져 있어 보호색으로 쓰인다. 식물성부터 동물성까지 다 먹는 잡식성이다. 12부터 이듬해 1월에 교미를 하고, 5월에 7~13개체의 새끼를 출산한다. 활엽수가 우거진 산지에 서식한다. 바람이 없고 햇볕이 잘 드는 따뜻한 남향을 좋아한다. 우리나라 전역의 산림지대에 서식하며 유라시아의 중부와 남부에 분포한다.' 를 말하는 것이다."
Unload CG
## "마을 사람 1" "오오.. 역시 현명하신 장-동무." -left
## "마을 사람 2" "아니 그거 『산도티』아닙니까? 『산도티』도 똑같습니다!" -right
## "마을 사람 1" "오이오이, 『산도티』라니,, 『Sanglier』이다!!" -left
# "그저 용어만 다른것 같은 걸로 싸우는 느낌이 든다."
## "나" "이 세계에선 『산도티』라 하는거 같은데 『산도티』라 부르지."
## "마을 사람 1" "오오.. 역시 자비로우신 장 동지!" -left
# "그러고 보니 처음 왔을 때도 멧돼지를 죽였었다."
# "여러 마리가 더있는 것도 무리는 아니었다."
# "계속 내버려 두면 농사에 해가 될것이고, 작물 한알 한알이 귀할때 이런것을 간과하면 안됐다."
## "나" "『산도티』를 좀 잡아서 수를 줄여야 할거같은데 좋은 생각이 있으니 아는 사람들좀 불러주게."
## "마을 사람 1" "네! 믿씁니다!" -left
VFX Transition
Load Background "Background\fields"
Load Character "Character\Crowd\normal" -center
# "잠시후 작업반장 동지와 기술지도원에게 부탁을 하니 사람들이 모였다."
## "나" "여러분! 발자국으로 보시다 시피, 우리는『산도티』를 잡아야 합니다."
## "나" "여러분. 전적으로 저를 믿으셔야 합니다."
## "마을 사람들" "네!!" -center
## "나" "입구를 뚫고 둥글게 울타리를 치십시오!!"
## "마을 사람들" "네!!" -center
## "나" "여기에 깊게 구덩이를 파시오!!"
## "마을 사람들" "네!!" -center
## "나" "안에 고구마나 감자를 가져다 놓으시오!!"
## "마을 사람들" "네!!" -center
## "나" "이제 기다립시다."
## "마을 사람들" "네!!" -center
# "그렇게 멧돼지들이 발견된 장소와 주변 과거에 비슷한 일이 일어났다던 장소들에 함정을 파놓았다."
# "내가 어렸을때부터 영지의 멧돼지들을 잡기위해 아버지가 자주 쓰던 법이었다."
# "그후 잠복해 기다렸다."
VFX Transition
Load Background "Background\fieldssunset"
Unload Character -center
Load Character "Character\Townperson1\a\normal" -left
Load Character "Character\Crowd\normal" -right
## "나" "슬슬,, 『산도티』이 몰려들겠지.."
## "마을 사람들" "앗, 저기, 많은 『산도티』들이 모였어요!" -right
## "나" "이때다! 너가 가서 이제 입구쪽에서 겁을 줘!"
## "마을 사람 1" "넵! 믿씁니다!" -left
Unload Character -left
Unload Character -right
Load Character "Character\Crowd\normal" -center
## "마을 사람 1" "으아아아아아!!!!! 네이놈들!!"
## "멧돼지들" "꾸애애액."
# "그렇기 이런 광경을 여러번 여러 장소에서 밤이 다 어두워 질때 까지 반복했다."
Load Background "Background\fieldsNight"
## "마을 사람들" "와!! 성공했다!!!!" -center
Unload Character -center
Load Character "Character\Townperson1\a\normal" -left
Load Character "Character\Crowd\normal" -right
## "마을 사람 1" "헥헥... 힘들다.. 역시 우리의 구세주!!" -left
## "나" "그래요! 이렇게 하시면 됩니다!"
## "나" "오늘 밤까지 계속 잡읍시다!"
## "마을 사람들" "그래요 오늘 뿌리를 뽑죠!" -right
# "그렇게 이런 광경을 여러번 여러 장소에서 밤새도록 이런 짓을 반복했다."
VFX Transition
Load Background "Background\fields"
# "다음 날 나는 마을 사람들을 모아, 어젯 밤 잡은 멧돼지들로 잔치를 열었다."
Load Background "Background\festival"
Load Character "Character\Townperson1\a\normal" -left
Load Character "Character\Townperson2\a\normal" -right
## "마을 사람 1" "오랜만에 포식이구나!!" -left
## "마을 사람 2" "그러게 장동무 덕분에 이런일도 있고. -right
## "나" "여러분 마음껏 드십시오!!"
# "그렇게 일은 끝나는듯 했다."
VFX Transition
# "허나 며칠 뒤 또 산책을 하던 나를 마을 사람들이 찾아왔다."
Load Character "Character\Townperson2\a\normal" -center
## "마을 사람 2" "장동무 큰일났습니다. 『산도티』가 또 나타났어요!!"
## "나" "에? 그게 정말인가? 같이 가보시죠."
## "마을 사람 2" "네 저기 밭입니다!" -center
VFX Transition
Load CG "CG\SmallWildBoarfootsteps"
## "나" "아니 이건.."
# "그 떄 보다 작은 『산도티』의 발자국 들이 많이 있었다."
# "작은 것들 여러마리.. 그것도 엄청 많은 수라는것은 확실했다."
## "나" "마을 사람들을 모두 모아요. 『산도티』를 『사냥』하러 가죠."
Unload CG
## "마을 사람 2" "『산도티』를 『사냥』..? 한다니요? 『사냥』을 어떻게 한단 말입니까. " -center
# "아니,, 『이 곳』에서 『사냥』은 『귀족』들만 하는 그런 것인가? 『사냥』을 모르는 것인가?"
## "나" "『사냥』을 하면 안되는 이유라도 있나?"
## "마을 사람 2" "그건 아니고 먹을거도 많이 남아돌지 않는데,『사냥』도구는 어디서 구한단 말입니까." -center
# "아,, 『이 세계』는 아직 식량 생산도 힘든 곳 이라는 걸 잊고 있었다.."
## "나" "아.. 알겠네. 혹시 나무를 다루는 동지는 없는가?"
## "마을 사람 2" "아.. 지금은 딱히 없습니다." -center
## "나" "지금은..?"
## "마을 사람 2" "마을안쪽 기술 지도원 동지 집 옆에 가면 예전에 나무를 만졌던 사람이 있을겁니다. " -center
## "나" "고맙네."
## "나" "작은 『산도티』을 잡는건 당분간 포기할 수 밖에 없겠다."
## "나" "최대한 빨리 그 사람한테 가보는 수밖에 없을것 같았다."
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Load Background "Background\Town"
# "오늘은 수소문을 통해 알게된 마을의 목수를 찾아가기로 했다."
# "딱히 기대하진 않지만 어쩔수 없는 선택지 였다."
Load Background "Background\Door"
# "이런곳에 진짜 있는것인가."
# "문을 두들겨 보았다."
## "나" "계십니까."
# "잠시 기다렸지만 아무 소리도 없었다."
# "딱 떠나려는 참에, 문이 열렸다."
VFX Sound "VFX\Sound\Dooropening"
Load Character "Character\Carpenter\a\normal" -center
## "마을 목수" "누구십니.. 아 장동무 아니십니까." -center
## "나" "아. 나무를 다룰줄 안다고 들어서 왔습니다만.. 다룰줄 압니까?"
## "마을 목수" "아 예전에 조금 만져본적은 있습니다." -center
## "나" "그러면 나는 사냥까지 덧을 만들고 있을태니 무기들좀 만들어 줄수 있나?" -center
## "마을 목수" "네 그러죠. 무엇을 만들어 드릴까요?" -center
Choice
-- "『활』을 만들게 시킨다."
-- "『석궁』을 만들게 시킨다."
-#
--0 ## "나" "그럼 사냥에 쓸 『활』을 만들어 줄수 있나?"
--1 ## "나" "그럼 사냥에 쓸 『석궁』을 만들어 줄수 있나?"
## "마을 목수" "아.. 어떻게 만들어야 합니까? " -center
--0 # "아,, 이 세계 사람들은『활』도 모른단 말인가.."
--1 # "아,, 이 세계 사람들은『석궁』도 모른단 말인가.."
--0 ## "나" "아,, 내가 일단 하나 만들어서 보여주겠네."
--1 ## "나" "아,, 내가 일단 하나 만들어서 보여주겠네. 혼자 만들긴 힘드니 도와주게."
VFX Transition
--1 Load Background "Background\Blackbackground"
--1 VFX Sound "VFX\Sound\Woodwork"
--0 Load CG "CG\Bow"
--1 Load CG "CG\Crossbow"
--0 ## "나" "응차. 여기있네."
--0 ## "마을 목수" "아 이렇게 만드는군요. 알겠습니다."
--1 # "실제로 만드는건 처음이었지만 그래도 나름 봐줄만하게 나왔다."
--1 ## "나" "응차. 여기있네. 좀더 다듬어야 할거야."
--1 ## "마을 목수" "알겠습니다. 좀 더 다듬어서 만들어 보겠습니다."
Unload CG
VFX Transition
Load Background "Background\Townsquare"
# "몇 주가 지나자, 나는 덧을 만들었고, 목수는 무기들을 만들어왔다."
# "그후 적당한 때에 사람들을 모아 무기들의 사용법과 기본적 사냥에 필요한 전술을 훈련시키기로 하였다."
Load Character "Character\Crowd\normal" -center
## "나" "이제 이 도구들로 『산도티』를 잡으러 갑시다."
## "마을 사람들" "이게 무엇이요.." -center
## "마을 사람들" "어떻게 쓰는 것이단가.." -center
--0 ## "나" "아아,, 이것은 『활』이라는 것이다. 내가 살던 곳에선 흔히 쓰던것이지."
--1 ## "나" "아아,, 이것은 『석궁』이라는 것이다. 내가 살던 곳에선 이것으로 사냥을 했지."
## "마을 사람들" "어찌 쓰는 물건입니까?" -center
--0 # "나는 활과 화살 하나를 들어, 어렸을때 아버지와 지방 영주님에게서 배운 장궁 쏘는 법을 상기하며 목표를 향해 조준한뒤 시위를 놓았다."
--1 # "나는 책에서 본 그림들을 기억하며, 쇠뇌를 장전해 멀리 떨어진 나무를 향해 조준한뒤, 한번 쏘아보았다."
--0 # "멀리 떨어진 나무에 화살이 적중했다. 다행이다, 실력이 녹슬었지만 심각한 수준은 아닌 모양이다."
--1 # "멀리 떨어진 나무에 볼트가 적중했다. 다행이다, 제대로 제작을 한것 같았다."
--0 ## "나" "잘 쏘려면 사실 매우 어렵지만, 사냥할만큼 잘 쏘기 위해선 몇달 동안만 강하게 훈련을 하면 될것이다."
--1 ## "나" "사용법은 매우 간단하지만, 익숙해 지려면 몇달 동안만져보는 것이 좋다."
## "나" "그러나, 다 익히고 나면 더 이상 『산도티』의 침입은 막을수 있을것이야."
## "마을 사람들" "오오....장 동지, 우리에게 이런 지식을!"
## "마을 사람들" "정말 감사합니다!!"
--0 # "그렇게 두세달 동안 마을 사람들과 『활』사용을 훈련했다."
--1 # "그렇게 두세달 동안 마을 사람들과『석궁』사용을 훈련했다."
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Load Background "Background\Forest"
# "이제 『산도티』를 잡기위한 훈련도 끝이 났다."
# "사냥에 앞서 나는 산도티들의 발자국을 따라 숲을 잘 탐사한 결과, 상당한 마리 수를 가진 무리가 있지만, 대부분은 아직 완전한 성인이 아니란것을 알수 있었다."
# "또한 이들이 주로 활동하는 위치를 대략적으로 파악할 수 있었다."
# "통계원 동지의 도움으로 사냥 전술 계획을 세운뒤, 나는 마을 사람들을 여러 조로 나누어 각 조마다의 역할을 잘 숙지 시켰다."
# "그 이후 출발에 앞서 짧은 연설을 하기로 했다."
Load Character "Character\Crowd\normal" -center
## "나" "우리가 피땀 흘려 갈군 밭을 파헤쳐 버린 이 멧돼지들을 우리는 두고 볼수 있는가?"
## "나" "오늘, 우리는 되찾으리라. 우리의 고향과, 우리의 유산을!"
## "나" "우리의 마지막 항전은 눈부시게 타오를 것이니, 전 세계가 우릴 영원히 기억하리라!"
## "마을 사람들" "와아아아~~!!!" -center
Unload Character -center
Load Character "Character\Heroine\c\embarrassed" -left
Load Character "Character\Crowd\normal" -right
## "선녀" "ㅈ...쟝 동지! 저도 갈래요! 와아아!!" -left
## "나" "엥 너도?"
Unload Character -left
Load Character "Character\Heroine\c\pout" -left
## "나" "저도 잘 할수 있어요!!" -left
## "나" "아.. 그래, 방해는 되지 말아라."
## "마을 사람들" "와아아앙~~!!!" -center
Load Minigame "WildBoarHuntMinigame"
## "나" "하.. 힘들었다. 다 잡은건가..."
# "포위망을 좁혀 다 잡았는가 싶을 때 쯤, 포위망을 바깥에서 다가오는 한마리를 포착했다."
Load CG "CG\WildBoarBoss"
## "나" "아.. 아니.. 저크기는.. 『보스』인가.."
## "선녀" "꺅! 살려줘요!"
# "그 커다란 산도티는 운명의 장난 처럼 선녀를 노려보고 있었다."
# "그날 밤의 상황과 거의 유사했지만, 그 때와 비해 이 산도티는 훨씬 더 성나고 커보였다."
## "나" "헉. 구해주러 갈게!!"
Load Minigame "WildBoarBossfight"
# "드디어 대장 산도티가 죽은 것을 확인하자, 나는 넘어져있던 선녀를 안아 일으키며 숨을 골랐다."
Load Character "Character\Heroine\d\relieved" -center
## "나" "헉.. 힘들다.."
## "나" "괜찮아? 조심해야지.."
VFX Pause -1000
Unload Character -center
Load Character "Character\Heroine\d\embarassed" -center
VFX Pause -1000
## "선녀" "헤에,, 참,, 부끄럽게.. 벌서부터 그런말을,, 하지만 결혼은 너무 일르지 않나?"
## "나" "뭔 소리야."
Unload Character -center
Load Character "Character\Heroine\d\disappointed" -center
## "선녀" "아..쳇,, 아니었군."
## "나" "뭐라고??"
## "선녀" "아.. 아니에요.."
# "그렇게 우리들은 멧돼지 무리를 퇴치하는데 성공했다."
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Load Background "Background\Town"
Load Character "Character\Heroine\c\alarmed" -center
## "선녀" "쟝 동무! 큰 일이오!" -center
## "선녀" "어서 따라와 이걸 봐야 할것 같소!" -center
# "보통은 침착한 선녀가 평소와는 다르게 다급하게 나를 찾아 부른 순간 부터 나는 오늘은 뭔가 큰일이 생겼다는 예감이 들었다."
# "나는 걱정에 가득차 선녀를 따라가며 먼저 선녀를 진정시키려 했다."
## "나" "아니, 선녀야, 뭔 일이길래 그래?"
## "선녀" "그, 그, 당에서 드디어 사람이 왔다우 장 동무." -center
## "선녀" "빨리 따라오게나, 보여드리겠슴메." -center
Unload Character -center
VFX Transition
Load Background "Background\Road"
# "어서 선녀를 따라 옛 마을로 들어오는 길을 따라 산쪽으로 걸어가다 보니, 작업반장 동지와 통계원 동지가 함께 기다리고 있었다."
Load Character "Character\Father\c\alarmed" -left
Load Character "Character\Heroine\c\alarmed" -center
Load Character "Character\Rancher\c\alarmed" -right
## "작업반장 동지" "오, 쟝 동지, 정말 잘 왔네, 자네가 꼭 결정해야 만 하는 일일세." -left
## "통계원 동지" "큭....언젠가는 이런 날이 오게 될줄 알았는데....." -right
# "둘다 똥씹은 듯한, 곤란한 표정을 짓고 있었다."
## "나" "아니, 동무들, 정확히 뭐가 문제인지 자세히 설명을 해주지 않을수 있소?"
## "작업반장 동지" "그, 여기, 망원경이 있다네, 이건 멀리있는 물체를 가까이 있게 보이게 하는 도구 일세." -left
## "작업반장 동지" "이걸로 저기 저쪽을 한번 바라보게나." -left
# "작업반장 동지는 나에게 기다란 원통형 도구를 건네 주었다."
# "처음 보는 도구였지만, 사용법이 직관적이여서 바로 터득할 수 있었다."
# "그리하여 작업반장 동지의 지시대로 특정한 방향, 저 멀리 수평선에 겨우 보이는 점을 확대해 보았다."
Load CG "CG\Telescopeview"
# "보니 이 마을에 처음 왔을때 가끔씩 벽지에 그림으로 붙어있던 것과 비슷한 복장을 한 사내가 길을 따라 마을로 오고 있었다."
## "나" "....저 자가, 그 '당'의 사람, 그니까 평양에 있는 왕/영주의 병사인 것이오?"
## "통계원 동지" "그렇소이다. 비록 우리 부락 린민들은 다 쟝 동지를 의심없이 따르지만, 당에서 우리가 당에서 시켰던 농사법과 생활하는 법을 맘대로 바꿨다는 것을 알게 되면..."
## "작업반장 동지" "아마 우리 부락을 없애버리러 군사를 보낼것이오."
## "작업반장 동지" "내가 예전에 얘기 했던 우려가 드디어 현실이 되는데 그려...."
## "나" "혼자서 오는것이 이상한데, 그렇다면 일종의 척후병일려나?"
# "그렇게 말하자 다들 잠시 생각에 빠지며 조용해 졌다."
Unload CG
## "선녀" "그....그렇지 않을까요?" -center
## "작업반장 동지" "선녀의 말이 맞을소이다." -left
## "통계원 동지" "....그렇다면, 일단 저 전사를 대접한 다음 우리가 사로 잡아 그 평양이란 곳으로 다시 보고하는 것을 막는게 어떻소?" -right
## "선녀" "그래도 당의 전사인데......" -center
## "작업반장 동지" "장 동지에 판단에 맞깁시다." -left
Choice
-- "척후병을 붙잡는다."
-- "그냥 내쫒는다."
-#
--1 ## "나" "통계원 동무의 말이 맞는것 같네."
--1 ## "나" "일단 척후병이 오면 대접한 다음 방심 했을때 붙잡아 어디에 가두어 놓는게 좋을것 같소."
--2 ## "나" "구지 붙잡아 놓을 필요는 없을 것 같소."
--2 ## "나" "이러한 마을하나 제대로 관리해주지 못하는 영주의 군대 쯤은 우리 부락이 충분히 막을 수 있을 것이오."
# "그리고 그대로 했다."
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......@@ -20,6 +20,7 @@ public class EventManager : MonoBehaviour
public GameObject spriteBackground;
public GameObject spriteCG;
public GameObject spriteVFX;
public GameObject spriteFade;
public GameObject prefabChoiceButton;
......@@ -266,12 +267,31 @@ public class EventManager : MonoBehaviour
character = Resources.Load<Sprite>(loadCharacter.filePath);
spritePeople[(int)loadCharacter.location].GetComponent<SpriteRenderer>().sprite = character;
spritePeople[(int)loadCharacter.location].SetActive(true);
StartCoroutine(fadeOut2(loadCharacter));
}
ExecuteOneScript();
}
IEnumerator fadeOut2(LoadCharacter loadCharacter)
{
Color color = spritePeople[(int)loadCharacter.location].GetComponent<SpriteRenderer>().color;
color.a = 0.0f;
spritePeople[(int)loadCharacter.location].GetComponent<SpriteRenderer>().color = color;
spritePeople[(int)loadCharacter.location].SetActive(true);
while (color.a < 1.0f)
{
color.a += 0.1f;
spritePeople[(int)loadCharacter.location].GetComponent<SpriteRenderer>().color = color;
yield return new WaitForSeconds(0.1f);
}
}
private void _UnloadCharacter(UnloadCharacter unloadCharacter)
{
Debug.Log("UnloadCharacter");
......@@ -358,7 +378,7 @@ public class EventManager : MonoBehaviour
{
Debug.Log("VFXCamerashake");
StartCoroutine("cameraShake");
StartCoroutine(cameraShake());
}
IEnumerator cameraShake()
......@@ -429,10 +449,10 @@ public class EventManager : MonoBehaviour
videoVFX.clip = videoClip;
StartCoroutine("loadVideo");
StartCoroutine(loadVideoandPlay());
}
IEnumerator loadVideo()
IEnumerator loadVideoandPlay()
{
float videoLength;
videoLength = (float) videoVFX.clip.length;
......@@ -567,11 +587,65 @@ public class EventManager : MonoBehaviour
private void _VFXTransition(VFXTransition vfxTransition)
{
Debug.Log("VFXTransition");
StartCoroutine(transtionVFXPlay());
}
IEnumerator transtionVFXPlay()
{
yield return StartCoroutine(fadeOut());
ExecuteOneScript();
yield return StartCoroutine(fadeIn());
}
IEnumerator fadeOut()
{
Color color = spriteFade.GetComponent<Image>().color;
color.a = 0.0f;
spriteFade.GetComponent<Image>().color = color;
spriteFade.SetActive(true);
while (color.a < 1.0f)
{
color.a += 0.1f;
spriteFade.GetComponent<Image>().color = color;
yield return new WaitForSeconds(0.1f);
}
}
IEnumerator fadeIn()
{
Color color = spriteFade.GetComponent<Image>().color;
color.a = 1.0f;
spriteFade.GetComponent<Image>().color = color;
spriteFade.SetActive(true);
while (color.a > 0.0f)
{
color.a -= 0.1f;
spriteFade.GetComponent<Image>().color = color;
yield return new WaitForSeconds(0.1f);
}
spriteFade.SetActive(false);
}
private void _VFXPause(VFXPause vfxPause)
{
Debug.Log("VFXPause");
StartCoroutine(pauseVFXPlay(vfxPause.second / 1000)); //millisecond to second
}
IEnumerator pauseVFXPlay(float seconds)
{
yield return new WaitForSeconds(seconds);
ExecuteOneScript();
}
private void _setBright(SpriteLocation location)
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Fade : MonoBehaviour
{
private bool _isPlaying;
public void FadeIn(Image image)
{
}
public void FadeOut(Image image)
{
}
public void FadeIn(SpriteRenderer spriteRenderer)
{
}
public void FadeOut(SpriteRenderer spriteRenderer)
{
}
//IEnumerator fadeIn()
//{
// _isPlaying = true;
//}
}
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......@@ -46,6 +46,10 @@ public class FuriganaText : MonoBehaviour
Vector2 leftPos = textGUIStyle.GetCursorPixelPosition(position, cleanContent, furiCharIndex[i]);
Vector2 rightPos = textGUIStyle.GetCursorPixelPosition(position, cleanContent,
furiCharIndex[i] + furiCharLen[i]);
if (rightPos.x <= leftPos.x)
{
rightPos = new Vector2(position.x + position.width, leftPos.y);
}
Rect r = new Rect(leftPos.x, leftPos.y - yOffset - 20, rightPos.x - leftPos.x, 20);
GUI.Label(r, furiText[i], furiGUIStyle);
}
......
......@@ -70,18 +70,14 @@ public class GameManager : MonoBehaviour
public void TryInstantiateEventSDs() // find an events which is newly set to visible and make an SD of them.
{
Game game = GameManager.instance.game;
foreach (EventCore e in game.visibleEventsList)
{
if (e.forcedEventPriority > 0) continue; // if event is forced event, there is no need to make SD.
if (e.isNew) // if
{
var sd = Instantiate(eventPrefab, new Vector3(0, 0, 0), Quaternion.identity);
//TODO : set event sprite to the sprite of this event.
if (_SmallLocationToBigLocation(e.location) == Location.Town)
sd.SetParent(town);
else
sd.SetParent(outskirts);
sd.position = GetEventSDVectorByLocation(e.location);
sd.name = e.eventName;
if (e.givenMaxTurn < 0)
sd.GetChild(2).gameObject.SetActive(false);
......@@ -99,11 +95,10 @@ public class GameManager : MonoBehaviour
public void TryUpdateEventSDs()
{
eventSDList.RemoveAll(t => t == null);
List<Transform> toDestroyList = new List<Transform>();
foreach (Transform sd in eventSDList)
{
if (sd == null)
return;
EventCore e = GetEventCoreFromEventSd(sd);
if (e.SeasonCheck())
sd.gameObject.SetActive(true);
......@@ -113,6 +108,7 @@ public class GameManager : MonoBehaviour
if (e.givenMaxTurn < 0)
return;
if (e.turnsLeft >= 1)
sd.GetChild(2).GetComponent<SpriteRenderer>().sprite = turnsLeftSprites[e.turnsLeft - 1]; // sprite array index is 0-based, but starts with sprite of 1, so -1 is needed.
sd.GetChild(1).GetChild(0).GetComponent<SpriteRenderer>().sprite = numberSprites[e.cost];
if (e.availableSeason == Season.None)
......@@ -133,7 +129,7 @@ public class GameManager : MonoBehaviour
eventSDList.Remove(sd);
}
}
private Location _SmallLocationToBigLocation(EventLocation l)
public Location SmallLocationToBigLocation(EventLocation l)
{
if (l == 0)
throw new InvalidOperationException("Forced Event can't be located anywhere.");
......@@ -143,4 +139,25 @@ public class GameManager : MonoBehaviour
else
return Location.Town;
}
public Vector3 GetEventSDVectorByLocation(EventLocation location)
{
return new Vector3((int)location - 6, (int)location - 6);
/*switch((int)location)
{
case 1:
return new Vector3(-1, 5);
case 2:
return new Vector3(1, -1);
case 3:
return new Vector3(8, 4);
case 4:
return new Vector3(0, 0);
case 5:
return new Vector3(0, 0);
case 6:
return new Vector3(3, 3);
}*/
}
}
......@@ -16,6 +16,8 @@
* テキストのセンタリング設定をした uGUI の Text のプレハブを作り TextPrefab にセット
* プレハブのフォントサイズをテキストのフォントサイズの 1/2 ぐらいにする
*/
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.UI;
......@@ -27,11 +29,19 @@ public class RubyText : MonoBehaviour
RectTransform rt;
public GameObject TextPrefab; // テキストはセンタリングしておくこと
private Regex rubyRex = new Regex("\\{(.*?):(.*?)\\}");
List<(int, int)> rubyIndex = new List<(int, int)>();
List<string> rubyText = new List<string>();
class RubyPos
{
public int start; // ルビの開始インデックス
public int end; // ルビの終了インデックス
public string ruby; // ルビ
public RubyPos(int start, int end, string ruby)
{
this.start = start;
......@@ -39,15 +49,19 @@ public class RubyText : MonoBehaviour
this.ruby = ruby;
}
}
void Awake()
{
text = GetComponent<Text>();
rt = GetComponent<RectTransform>();
text.text = "ルビが必要な例文章です.";
text.text = "이 『 천 계 』와『 지 상 계 』의【 우 니 타 스 ";
RubyPos[] rubyPos = new RubyPos[] {
new RubyPos(3, 4, "ひつよう"),
new RubyPos(6, 8, "れいぶんしょう")
new RubyPos(5, 5, "Celestial"),
new RubyPos(8, 8, "Sphere"),
new RubyPos(16, 16, "Terres"),
new RubyPos(19, 19, "trial"),
new RubyPos(22, 22, "Sphere")
};
var generator = new TextGenerator();
......@@ -66,7 +80,13 @@ public class RubyText : MonoBehaviour
}
}
int[] getRubyIndex(string str)
{
int[] rubyIndex;
rubyIndex = new int[2];
return rubyIndex;
}
// TextPrefab をインスタンス化して配置する
void PlaceRuby(float x, float y, string text)
......@@ -75,7 +95,7 @@ public class RubyText : MonoBehaviour
o.name = text;
o.transform.SetParent(this.transform);
var prt = o.GetComponent<RectTransform>();
prt.localPosition = new Vector3(x, y + 20f, 0f);
prt.localPosition = new Vector3(x, y + 10f, 0f);
o.GetComponent<Text>().text = text;
}
......
......@@ -10,6 +10,7 @@ public class UIEventManager : MonoBehaviour
public GameObject containerFullScript;
public GameObject containerChoice;
public GameObject containerConversation;
public GameObject fade;
public GameObject spritePeopleLeft;
public GameObject spritePeopleCenter;
......@@ -21,25 +22,135 @@ public class UIEventManager : MonoBehaviour
public EventManager eventManager;
public bool isAuto;
public bool isSkip;
private bool _isSkipRunning;
private bool _isAutoRunning;
void Awake()
{
containerChoice.SetActive(false);
containerConversation.SetActive(false);
containerFullScript.SetActive(false);
fade.SetActive(false);
spritePeopleLeft.SetActive(false);
spritePeopleCenter.SetActive(false);
sprtiePeopleRight.SetActive(false);
isAuto = false;
isSkip = false;
_isAutoRunning = false;
_isSkipRunning = false;
}
/*void Update()
{
//for auto on, automatically after choice
if(eventManager.scriptEnumerator.Current.commandNumber != 15
&& isAuto == true
&& _isAutoRunning == false)
{
StartCoroutine(autoPlay());
}
//for skip on, automatically after choice
if(eventManager.scriptEnumerator.Current.commandNumber != 15
&& isSkip == true
&& _isSkipRunning == false)
{
_skipPlay();
}
}*/
public void OnClickSkipButton()
{
isSkip = !isSkip;
Debug.Log("isSkip: " + isSkip);
if (isSkip == true)
{
buttonSkip.gameObject.
GetComponentInChildren<Text>().text = "Skip\nOn";
}
else if (isSkip == false)
{
buttonSkip.gameObject.
GetComponentInChildren<Text>().text = "Skip\nOff";
}
_skipPlay();
}
private void _skipPlay()
{
_isSkipRunning = true;
while (true)
{
if (eventManager.scriptEnumerator.Current.commandNumber == 15) //if choice, stop excute and restart auto by update
{
_isAutoRunning = false;
break;
}
if(isSkip == false)
{
break;
}
eventManager.ExecuteOneScript();
}
}
public void OnClickAutoButton()
{
isAuto = !isAuto;
Debug.Log("isAuto: " + isAuto);
if(isAuto == true)
{
buttonAuto.gameObject.
GetComponentInChildren<Text>().text = "Auto\nOn";
StartCoroutine(autoPlay());
}
else if(isAuto == false)
{
buttonAuto.gameObject.
GetComponentInChildren<Text>().text = "Auto\nOff";
Debug.Log("????");
StopCoroutine(autoPlay());
}
}
public IEnumerator autoPlay()
{
_isAutoRunning = true;
while(true)
{
if(eventManager.scriptEnumerator.Current.commandNumber == 15) //if choice stop corutine and restart auto by update
{
_isAutoRunning = false;
break;
}
if(isAuto == false)
{
break;
}
eventManager.ExecuteOneScript();
yield return new WaitForSeconds(1f);
}
}
public void OnClickNextButton()
......
......@@ -4,7 +4,7 @@ using UnityEngine;
using System;
using UnityEngine.UI;
using ISEKAI_Model;
using UnityEngine.SceneManagement;
using System.Linq;
public enum Location
{
......@@ -56,11 +56,13 @@ public class UITownManager : MonoBehaviour
tutorialManager.InitTexts();
tutorialManager.ProceedTutorial();
}
SetParentsOfEvents();
}
//If button clicked, change location, and replace ui depend on location
public void OnMoveBtnClick()
{
GameManager gm = GameManager.instance;
tutorialManager.ProceedTutorial();
switch (_location)
{
......@@ -71,6 +73,7 @@ public class UITownManager : MonoBehaviour
town.gameObject.SetActive(true);
textLocation.text = "마을";
_moveTxtlocation.text = "마을 외곽으로";
break;
case Location.Town:
......@@ -80,20 +83,25 @@ public class UITownManager : MonoBehaviour
town.gameObject.SetActive(false);
textLocation.text = "마을 외곽";
_moveTxtlocation.text = "마을로";
break;
default:
throw new InvalidOperationException("Location should be town or outskirts");
}
UpdatePanel();
GameManager.instance.TryUpdateEventSDs();
}
public void OnClickNextTurnButton()
{
Game _game = GameManager.instance.game;
_game.Proceed();
GameManager.instance.forcedEventEnumerator = GameManager.instance.game.forcedVisibleEventList.GetEnumerator();
GameManager.instance.TryOccurForcedEvent();
UpdatePanel();
Debug.Log(GameManager.instance.game.turn.turnNumber);
foreach (EventCore e in GameManager.instance.game.visibleEventsList)
Debug.Log(e.eventName);
}
public void UpdatePanel()
......@@ -109,73 +117,23 @@ public class UITownManager : MonoBehaviour
nextTurn.SetActive(true);
GameManager.instance.TryInstantiateEventSDs();
GameManager.instance.TryUpdateEventSDs();
SetParentsOfEvents();
}
public List<Transform> eventSDList = new List<Transform>();
/*
public void TryInstantiateEventSDs() // find an events which is newly set to visible and make an SD of them.
{
Game game = GameManager.instance.game;
foreach (EventCore e in game.visibleEventsList)
public void SetParentsOfEvents()
{
Debug.Log(e.eventName + " " + e.status + " " + e.givenMaxTurn);
if (e.forcedEventPriority > 0) continue; // if event is forced event, there is no need to make SD.
if (e.isNew) // if
GameManager gm = GameManager.instance;
foreach(Transform t in gm.eventSDList)
{
var sd = Instantiate(eventPrefab, new Vector3(0, 0, 0), Quaternion.identity);
//TODO : set event sprite to the sprite of this event.
if (_SmallLocationToBigLocation(e.location) == Location.Town)
sd.SetParent(town);
else
sd.SetParent(outskirts);
sd.name = e.eventName;
if (e.givenMaxTurn < 0)
sd.GetChild(2).gameObject.SetActive(false);
else
sd.GetChild(2).GetComponent<SpriteRenderer>().sprite = turnsLeftSprites[e.givenMaxTurn - 1]; // sprite array index is 0-based, but starts with sprite of 1, so -1 is needed.
sd.GetChild(1).GetChild(0).GetComponent<SpriteRenderer>().sprite = numberSprites[e.cost];
if (e.availableSeason == Season.None)
sd.GetChild(4).gameObject.SetActive(false);
if (t == null)
continue;
else
sd.GetChild(4).GetComponent<SpriteRenderer>().sprite = seasonSprites[(int)e.availableSeason - 1];
eventSDList.Add(sd);
}
}
}
public void TryUpdateEventSDs()
{
List<Transform> toDestroyList = new List<Transform>();
foreach(Transform sd in eventSDList)
{
EventCore e = GameManager.instance.GetEventCoreFromEventSd(sd);
if (e.seasonCheck())
sd.gameObject.SetActive(true);
else
sd.gameObject.SetActive(false);
if (e.givenMaxTurn < 0)
return;
sd.GetChild(2).GetComponent<SpriteRenderer>().sprite = turnsLeftSprites[e.turnsLeft - 1]; // sprite array index is 0-based, but starts with sprite of 1, so -1 is needed.
sd.GetChild(1).GetChild(0).GetComponent<SpriteRenderer>().sprite = numberSprites[e.cost];
if (e.availableSeason == Season.None)
sd.GetChild(4).gameObject.SetActive(false);
if (gm.SmallLocationToBigLocation(gm.GetEventCoreFromEventSd(t).location) == Location.Town)
t.SetParent(town);
else
sd.GetChild(4).GetComponent<SpriteRenderer>().sprite = seasonSprites[(int)e.availableSeason - 1];
if (e.turnsLeft != e.givenMaxTurn)
sd.GetChild(3).gameObject.SetActive(false);
if (e.turnsLeft <= 0)
{
toDestroyList.Add(sd);
continue;
t.SetParent(outskirts);
}
}
foreach(Transform sd in toDestroyList)
{
Destroy(sd.gameObject);
eventSDList.Remove(sd);
}
}*/
}
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