Commit 691abf8c authored by 18김민수's avatar 18김민수

Choice works fine now.

parent 56513006
......@@ -63,12 +63,12 @@ namespace ISEKAI_Model
public bool IsFirstVisible() // if this returns true, event is set to Visible. (or ForcedVisible)
{
bool result;
result = exclusiveCondition() && seasonCheck();
result = exclusiveCondition() && SeasonCheck();
if (result) _seasonMadeIn = game.turn.season;
return result && !isRemovedLastTurn;
}
public bool seasonCheck()
public bool SeasonCheck()
{
bool seasonCheck;
if (availableSeason == Season.None)
......
......@@ -19,7 +19,9 @@ namespace ISEKAI_Model
public Turn turn {get; private set; } // indicating season, turn number, etc. see Turn class.
public bool isIronActivated = false;
public bool isHorseActivated = false;
public bool isRangedWeaponActivated = false;
public bool isArrowWeaponActivated = false;
public bool isBowActivated = false;
public bool isRifleActivated = false;
public Dictionary<string, List<(int, int)>> choiceHistories = new Dictionary<string, List<(int, int)>>(); // <item1>th choice, selected <item2>th branch. (0-based)
public List<EventCore> allEventsList = new List<EventCore>();
public List<EventCore> forcedVisibleEventList { get
......@@ -131,7 +133,7 @@ namespace ISEKAI_Model
result = toChange - f;
return result;
default:
throw new InvalidOperationException("Error on ApplyChoiceEffect()");
throw new InvalidOperationException(toChange.ToString() + " " + type.ToString() + " " + f.ToString());
}
}
......@@ -180,7 +182,7 @@ namespace ISEKAI_Model
}
else if (e.isActivatedAlready)
{
if (e.seasonCheck() && e.turnsLeft > 0)
if (e.SeasonCheck() && e.turnsLeft > 0)
e.status = EventStatus.Visible;
else
e.status = EventStatus.Ready;
......@@ -190,9 +192,9 @@ 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 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));
}
......
......@@ -8,12 +8,12 @@ namespace ISEKAI_Model
{
public abstract int commandNumber {get;}
public (int, int) choiceDependency {get; set;} // (0, 0) if there is no choice dependency. (0, n) if there is dependency on recent choice, which resulted 'n'.
public (int, int) choiceDependency {get; set;} // (-1, -1) if there is no choice dependency. (-1, n) if there is dependency on recent choice, which resulted 'n'.
// (n, m) if there is dependency on n'th choice, which resulted 'm'.
public Command()
{
choiceDependency = (0, 0);
choiceDependency = (-1, -1);
}
}
}
\ No newline at end of file
......@@ -24,7 +24,7 @@ namespace ISEKAI_Model
@"^(\d?)\-?\-?(\d?) ?Load Minigame ""(.*)""$", //13
@"^(\d?)\-?\-?(\d?) ?Load Video ""(.*)""$", //14
@"^(\d?)\-?\-?(\d?) ?Choice$", //15
@"-- ""(.*)""( \-(\w+) \(([\+\-\*])(\d+)\))*$", // 16
@"-- ""(.*)""( \-(\w+) \(([\+\-\*])(\d+)\))*", // 16
@"^(\d?)\-?\-?(\d?) ?VFXTransition$", //17
@"^(\d?)\-?\-?(\d?) ?VFXPause \-(.*)$"}; //18
private static SpriteLocation _ParseSpriteLocation(string location)
......@@ -60,13 +60,13 @@ namespace ISEKAI_Model
private static ChoiceEffectType _ParseChoiceEffectType(string type)
{
if (type.Equals("Add"))
if (type.Equals("+"))
return ChoiceEffectType.Add;
else if (type.Equals("Divide"))
else if (type.Equals("/"))
return ChoiceEffectType.Divide;
else if (type.Equals("Substract"))
else if (type.Equals("-"))
return ChoiceEffectType.Subtract;
else if (type.Equals("Multiply"))
else if (type.Equals("*"))
return ChoiceEffectType.Multiply;
else
return ChoiceEffectType.None;
......@@ -79,7 +79,7 @@ namespace ISEKAI_Model
int cNumber;
int cResult = int.Parse(choiceResult);
if (choiceNumber == "")
cNumber = 0;
cNumber = -1;
else
cNumber = int.Parse(choiceNumber);
command.choiceDependency = (cNumber,cResult);
......@@ -213,9 +213,9 @@ namespace ISEKAI_Model
string choiceName = match.Groups[1].Value;
for (int _counter = 0; _counter < match.Groups[3].Captures.Count; _counter++)
{
var choiceEffectKind = _ParseChoiceEffectKind(match.Groups[3].Captures[_counter].Value);
var choiceEffectType = _ParseChoiceEffectType(match.Groups[4].Captures[_counter].Value);
float choiceEffectAmount = float.Parse(match.Groups[5].Captures[_counter].Value);
var choiceEffectKind = _ParseChoiceEffectKind(match.Groups[3].Captures[_counter].Value.Trim());
var choiceEffectType = _ParseChoiceEffectType(match.Groups[4].Captures[_counter].Value.Trim());
float choiceEffectAmount = float.Parse(match.Groups[5].Captures[_counter].Value.Trim());
effectList.Add((choiceEffectKind, choiceEffectType, choiceEffectAmount));
}
var choiceEffect = new ChoiceEffect(choiceBranchNumber, choiceName, effectList);
......
Load Background "Backgrounds\fields.png"
Load Background "Backgrounds\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 "Sprites\Heroine\b\normal.png" -left
Load Character "Sprites\Rancher\b\normal.png" -right
Load Character "Character\Heroine\b\normal" -left
Load Character "Character\Rancher\b\normal" -right
## "선녀" "야, 쟝 동무, 무사히 길을 찾아왔기래." -left
# "선녀는 밝은 미소를 지으며 나에게 먼저 말을 걸어왔다. 옆에 있던 다른 사내는 반면 그렇게 좋은 기분인 듯은 아니어 보였다."
## "???" "흠, 이름이 쟝 동무라고 했소." -right
......@@ -17,7 +17,7 @@ Load Character "Sprites\Rancher\b\normal.png" -right
# "설명은 한동안 계속 됬고, 나는 내용을 숙지 했다."
Unload Character -right
Unload Character -left
Load Character "Sprites\Heroine\b\normal.png" -center
Load Character "Character\Heroine\b\normal" -center
## "선녀" "하하....통계원 동지는 원래 조금 까칠하긴 할수다." -center
## "선녀" "하지만 그래도 마을을 위해 진심으로 걱정하는 동지니, 너무 험하게 생각하지 말시오다." -center
Unload Character -center
......@@ -36,10 +36,10 @@ Choice
-- "귀리를 재배한다." -FoodP (+5) -Food (+5) -Morale (-10)
-- "호밀을 재배한다." -FoodP (+5) -Food (+10) -Morale (-20)
-#
--1 # "보리는 분명 지력을 깍아 먹긴 하지만, 마을에는 지금 당장 음식이 필요하다. "
--1 # "땅이 힘들어 하면 내년에는 휴경지로 해서 복구를 하면 될테이니, 보리를 기르자."
--2 # "귀리는 비록 수확량이 적기는 하지만, 이세계에 떨어진 이상 장기적으로 생각을 해야 한다. "
--2 # "땅의 지력을 최대한 빨리 회복시키는 것이 불안정한 내년의 기후에 기대는 것보단 더 안전할 테니, 귀리를 기르자."
--3 # "호밀은 비록 맛이 되게 없긴 하지만, 귀리의 수확량 만으로는 마을 사람들에게 나를 증명하지 못할 지도 모른다. "
--3 # "지력도 회복시키고 적당한 수확량을 기대할수 있는 호밀을 기르자."
--0 # "보리는 분명 지력을 깍아 먹긴 하지만, 마을에는 지금 당장 음식이 필요하다. "
--0 # "땅이 힘들어 하면 내년에는 휴경지로 해서 복구를 하면 될테이니, 보리를 기르자."
--1 # "귀리는 비록 수확량이 적기는 하지만, 이세계에 떨어진 이상 장기적으로 생각을 해야 한다. "
--1 # "땅의 지력을 최대한 빨리 회복시키는 것이 불안정한 내년의 기후에 기대는 것보단 더 안전할 테니, 귀리를 기르자."
--2 # "호밀은 비록 맛이 되게 없긴 하지만, 귀리의 수확량 만으로는 마을 사람들에게 나를 증명하지 못할 지도 모른다. "
--2 # "지력도 회복시키고 적당한 수확량을 기대할수 있는 호밀을 기르자."
# "그렇게 마음을 정한 나는 세 달 동안 뼈 빠지게 밭을 갈구며 농사를 했다."
\ No newline at end of file
Load Background "Background\fields.png"
Load Character "Character\farmer\a\normal.png" -center
Load Background "Background\fields"
Load Character "Character\farmer\a\normal" -center
## "마을 사람" "아이고~ 우린 이제 망했다~" -center
# "수확할 시기가 되자 내 우려는 현실이 됬다."
# "마을의 밭에는 시들어 가거나 제대로 자라지 못한 작물들로 가득했다."
......@@ -7,8 +7,8 @@ Load Character "Character\farmer\a\normal.png" -center
# "물론 내가 담당한 밭의 일부는 풍성하게 자라 있었다."
# "분명 이번 년 마을 사람들은 음식을 아끼며 배고프게 지내야 하겠지만, 적어도 풍요로운 내 밭의 모습은 그들에게 조금이 나마 안심이 되겠지, 라던지의 생각을 나는 했다."
Unload Character -center
Load Character "Character\Heroine\b\sad.png" -left
Load Character "Character\Father\b\sad.png" -right
Load Character "Character\Heroine\b\sad" -left
Load Character "Character\Father\b\sad" -right
## "작업반장 동지" "흠......쟝 동무, 뭐라 할 말이 없구먼 그래." -right
## "작업반장 동지" "그저 의심해서 미안하고, 이해해 줬으면 부탁한다 할 수 밖에 없다네." -right
## "작업반장 동지" "우리가 자네 말을 들었더라면 당이랑 연락이 복귀될 때까지 조금을 버텨봤을수도 있겠지만......" -right
......@@ -62,7 +62,7 @@ Choice
-- "휴경지에 토끼풀을 심는다" -FoodP (+80) -Food (+10) -Morale (-20)
-- "휴경지에 콩과 순무를 심는다" -FoodP (+30) -Food (+50) -Morale (-10)
-#
--1 # "그래, 안전하게 가는 것이 좋다. 뭔가를 옮겨 심을 필요 없으니 마을 사람들도 덜 힘들 것이다."
--2 # "실험적이지만, 장기적으로나 단기적으로 지금 당장 지력을 회복시키지 않으면 위험했다."
--2 # "토끼풀을 심게 하자."
--3 # "단기적으로 지력을 깍아 먹겠지만, 적어도 콩과 순무가 수확되면 이를 어느 정도 상쇄해줄지도 모른다. 게다가 장기적으론 이 방법이 제일 확실했다."
\ No newline at end of file
--0 # "그래, 안전하게 가는 것이 좋다. 뭔가를 옮겨 심을 필요 없으니 마을 사람들도 덜 힘들 것이다."
--1 # "실험적이지만, 장기적으로나 단기적으로 지금 당장 지력을 회복시키지 않으면 위험했다."
--1 # "토끼풀을 심게 하자."
--2 # "단기적으로 지력을 깍아 먹겠지만, 적어도 콩과 순무가 수확되면 이를 어느 정도 상쇄해줄지도 모른다. 게다가 장기적으론 이 방법이 제일 확실했다."
\ No newline at end of file
Load Background "Assets\Background\Blackbackground.png"
Load Background "Background/Blackbackground"
# "「 ━━ 」"
# "익숙하지 않은 천장이다。"
## "나" "「 후아━━ 」"
VFX Sound "Assets\VFX\Breath.mp3"
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。"
Load Background "Assets\Background\Mine.png"
Load Background "Background\Mine"
# "일단, 이 칠흙 같은 어둠 속에서 어렴풋이 보이는 첫번째 광경은 돌과 흙로 된 천장이다。인간의 가공을 거쳤다고 한다면 믿을 수 없을 만큼 거친 질감을 띄고 있었던 것이다。"
# "눈을 비비고 다시 한번 바라보니, 아아, 확실했다。나는 『동굴』안에 누워있었다。"
# "하지만, 뭔가가, 확실히 이상했었다。이 곳이 동굴 이라면 종유석과 석순들이 보여야 한다。하지만 아무리 보아도 그러한 모양들은 보이지가 않는, 그런 상황이란 것이다。"
# "의아해 하며 나는 고개를 돌려, 동굴 안을 아주 희미하게 비추고 있는 빛의 근원을 찾는다던가, 내가 정확히 어디 있는 건가, 라 하기로 했던 것이다。"
VFX Load Sprite "Assets\VFX\Light.gif" -0 -0
VFX Load Sprite "VFX\Sprite\Light" -0 -0
## "나" "「 ━━! 」"
VFX Unload Sprite
# "저 멀리 이 어둠 속에서 갑자기 밝은 섬광이 번쩍였다。"
......@@ -24,12 +24,12 @@ VFX Unload Sprite
# "그렇다면 방금 섬광이 친 곳은 아마 출구일 것이다。"
# "그곳을 향해 걸어가며, 투덜거리는 생각 같은 것, 라던 지의 생각을 하며 어떻게 이곳에 왔는지 알기 위해 기억을 더듬어 본다。"
VFX Transition
Load Background "Assets\Background\Timechange1.png"
Load Background "Background\Timechange1"
VFX Pause -2000
VFX Transition
Load Background "Assets\Background\University.png"
Play Music "Assets\BGM\Memory.mp3"
Load Character "Assets\Sprites\Professor.png" -center
Load Background "Background\University"
Play Music "BGM\Memory"
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。"
......@@ -43,74 +43,74 @@ Load Character "Assets\Sprites\Professor.png" -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
# "갑자기 수업의 이 부분만 떠오르는 이유는 무엇, 라던지의 생각을 하며 나는 현 상황에 더 도움이 될만한 기억을 찾아 본다 던지, 를 해본다。"
VFX Transition
VFX Load Background "Assets\Background\MedievalStreet.png"
Load Background "Background\MedievalStreet"
## "나" "「 ━━후, 하, 후, 하 」"
VFX Sound "Assets\VFX\Breath.mp3"
VFX Sound "VFX\Sound\Breath"
# "분명 나는 천체자연학 강의를 마치고 나서 『대지농자연업학 실습』수업에 늦지 않기 위해 『점토심스빵트』을 입에 물고 달려가고 있었다。"
# "━━그랬어야 할 터인데, 어째서━━?!"
## "???" "「 앗 학생━━!! 」"
VFX Transition
Load Background "Assets\Background\MedievalStreetHorse.png"
Load Background "Background\MedievalStreetHorse"
VFX CameraShake
## "말" "「 히이이잉━━━━━━」"
VFX Transition
Load Background "Assets\Background\Blackbackground.png"
Load Background "Background\Blackbackground"
# "아아━━━━"
# "그랬다, 나는 지나가던 마차에 치였던 것이다。"
# "하지만 분명 지금의 나는 살아있다。확실히 이곳은 지옥이나 천국은 아니기 때문이다。"
# "어째서━━?"
Load CG "Assets\CG\Outside1.png"
VFX Sound "Assets\VFX\thunder.mp3"
Load CG "CG\Outside1"
VFX Sound "VFX\Sound\thunder"
VFX Camerashake
Play Music "Assets/BGM/Rainfall.mp3" -r
Play Music "BGM\Rainfall" -r
# "『 ━━━━콰쾅 』"
# "『 ━━━━?! 』"
# "이러한 나의 고민은 갑작스런 섬광과 선명하게 들리는 굉음으로 인해 끊겼다。주변을 둘러보니 내가 기억을 더듬으며 걸어가는 동안 이미 나는 갱도에서 나와있었던 것이다。"
# "광산의 밖에선 엄청난 폭우가 쏟아지고 있었다。"
VFX Transition
Load Background "Assets\Background\Blackbackground.png"
Load Background "Background\Blackbackground"
## "???" "「 꺄아아악━━ 」"
## "????" "「 ━━꾸에에에엑 」"
# "그 순간, 더 이상 생각을 할 여유도 없이 저 멀리서 비명 소리와 돼지의 울음이 들렸다。"
# "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 "Assets\VFX\Light.gif" --300 -0
VFX Load Sprite "VFX\Sprite\Light" --300 -0
# "━━그때, 보였다。자칫하면 놓칠 수 있는, 이 심야에서 있던 작은 『불신의빛인도』을。"
VFX Unload Sprite
VFX Transition
VFX Load Sprite "Assets\VFX\Lightning.gif" -0 -0
VFX Load Sprite "VFX\Sprite\Lightning" -0 -0
VFX Pause -1000
VFX Unload Sprite
Load CG "Assets\CG\Firstmeeting.png"
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。"
# "나는 어릴 적 뒷산에서 아버지와 같이 사냥하던 때를 회상하며, 급소로 날을 집어 넣었다。"
VFX Transition
Load Background "Assets\Background\Blackbackground.png"
VFX Load Sprite "Assets\VFX\Swordstrike.gif"
VFX Sound "Assets\VFX\Swordstrike.mp3"
Load Background "Background\Blackbackground"
VFX Load Sprite "VFX\Sprite\Swordstrike"
VFX Sound "VFX\Sound\Swordstrike"
VFX Pause -1000
VFX Unload Sprite
# "차가운 금속이 뜨거운 살을 가르며 깊숙이 파고든다。"
Load Background "Assets\Background\Darkforest.png"
Load Background "Background\Darkforest"
## "멧돼지" "「 꾸에에에에에에에에에에에엑━━━━━━!!! 」"
# "갑작스런 상황변화를 받아들이지 못하고, 멧돼지는 그 분노를 격렬한 몸부림을 통해 배출한다。하지만 이미 이 성난 괴수의 운명은 정해져 있었다。"
# "나는 멧돼지의 등을 온 힘 다해 잡으며 검을 더 깊숙이 심장을 향해 찔러 넣는다。"
VFX Load Sprite "Assets\VFX\Blood.png"
VFX Load Sprite "VFX\Sprite\Blood"
VFX Pause -1000
# "몇 분 동안의 의미 없는 몸부림과 괴성을 지르던 야수는, 결국 체액이 빠지며 힘을 잃어가다 결국에는 쓰러진다。"
Load Character "Assets\Sprites\Heroine\a\normal.png" -center
Load Character "Character\Heroine\a\normal" -center
## "???" "「 저, 저기━━ 」" -center
# "옆을 돌아보니 아까 전의 그 여자가 다시 일어서려 하며 말을 걸어오고 있었다。하지만 한눈에 보기에도 그녀는 발목에 큰 부상을 입은 상태였다。"
# "혼자서 일어서는 것, 그런 일은 앞으로 한동안 없을 것이다。"
# "그녀의 오른쪽을 바라보니 내가 처음에 봤었던 그 작은 불빛의 정체가 보였다。참으로 희한하게 생긴 램프였다。"
# "그녀를 바라보며 나는 대답했다。"
## "나" "「 어디 다치진 않았나? 이런 험난 날씨의 야밤에 산속을 돌아다니다니, 겁이 없구먼。」"
Load Character "Assets\Sprites\Heroine\a\blush.png" -center
Load Character "Character\Heroine\a\blush" -center
# "그 말에 여자의 얼굴에 붉은 기운이 도는 것이 희미하게 보였다。"
## "???" "「 아니, 그, 그게━━ 」" -center
Load Character "Assets\Sprites\Heroine\a\embarassed.png" -center
Load Character "Character\Heroine\a\embarassed" -center
# "그녀는 다시 땅으로 고개를 숙이며 나를 바라보지 못한다。"
# "그녀가 뭔가를 말하기 기다리다,그에 지쳐 내가 말을 꺼내려는 찰나━━"
## "???" "「 그, 어, 정말로 고맙다우 동무! 」" -center
......@@ -119,9 +119,9 @@ Load Character "Assets\Sprites\Heroine\a\embarassed.png" -center
## "나" "「 흠━━ 」"
## "나" "「 이것 말인가? 아아━━ 이것은 【팔Fau숀chon】∙『호신용 검』라는 것이다。내가 있던 곳에서 다들 하나씩 들고 다니던 것이지。」"
VFX Transition
Load Background "Assets\Background\Timechange2.png"
Load Background "Background\Timechange2"
VFX Transition
Load Background "Assets\Background\Darkforest.png"
Load Background "Background\Darkforest"
# "다친 여자를 등 뒤에 없고, 그 해괴한 램프를 들어 산 길을 헤매 나갔다。"
# "아니, 사실 산이라 부르기도 애매했다。나무가 없는 민둥산이었기 때문이다。"
# "그것보다, 파리에 결코 민둥산이던 숲이 우거진 산이던 따위 있을 수가 없었다。"
......@@ -151,11 +151,11 @@ Stop Music
# "순간 등골이 싸늘해진다。달빛이 비추는 풍경을 바라보자 심장이 철렁 가라앉는 듯한 느낌이 든다。"
# "주변은 온통 산이다。파리 근처 일주일 여행치 거리 안에 이러한 지형은 없다。"
# "나는 멈춰서 잠시 여자를 땅바닥에 앉혀준다。그리고 숨을 고르며 침착해지려 노력하지만 실패한다。"
Load Character "Assets\Sprites\Heroine\a\surprised.png" -center
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━━? 」"
# "여자는 도통 뭔지 모르겠다는, 의아해하는 표정으로 나를 바라보며 대답한다。"
Load Character "Assets\Sprites\Heroine\a\confused.png" -center
Load Character "Character\Heroine\a\confused" -center
## "???" "「 나라가 어디긴 어디야━━ 」" -center
## "???" "「 ━━━━━━━━여긴 조선인민민주주의공화국이라! 」" -center
Load Video "Assets\Videos\Opening.mp4"
Load Video "Opening"
\ No newline at end of file
Load Background "Assets\Background\Darkforest.png"
Play Music "Assets\BGM\Silentforest.mp3"
Load Background "Background\Darkforest"
Play Music "BGM\Silentforest"
# "마음이 같아서는 당장 여자를 붓잡고 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 "Assets\Background\VillageNight.png"
Load Background "Background\VillageNight"
# "계속 조용히 걷다 보니 여자가 말하던 마을이 멀리서 보이기 시작했다。"
# "마을로 향하는 제일 넓은 길 앞쪽에는 여러 어린 아이들이 뭉쳐 있었다。다들 여자와 비슷한 그 이상한 램프 같은것을 들고 있었다。"
# "내가 여자를 등에 업고 있는 상태로 다가가자, 처음에 그들은 나를 보고 수상쩍어 했지만 여자가 다친 것을 알아차리자 먼저 우리 쪽으로 달려왔다。"
# "그들이 가까이 다가왔을때 나는 그제야 이들이 어린 아이들이 아니라 어른들이란 것을 알아차렸다。키가 너무 작아 헷갈렸던 것이다。"
Load Character "Assets\Sprites\Smith\a\normal.png" -left
Load Character "Assets\Sprites\Father\a\surprised.png" -center
Load Character "Assets\Sprites\Rancher\a\normal.png" -right
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。"
# "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 "Assets\Sprites\Father\a\normal.png" -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。"
# "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 "Assets\Sprites\Smith\a\frown.png" -left
Load Character "Character\Smith\a\frown" -left
## "???" "━━━━ 이보쇼 『작마업을반이장장』 동지, 어디서 온지도 모르는 리방인을 그냥 마을에 들어들여도 되겠소?" -left
## "???" "이름도 해괴한것이, 혹시【미제】놈들의 첩자일지도 모르는것 아니지비?" -left
Load Character "Assets\Sprites\Rancher\a\frown.png" -right
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
## "???" "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。"
# "하지만 내가 나를 받아달라 호소하기 전에, 다행히도 선녀이 먼저 나를 구해주었다。"
## "선녀" "아니 동물들, 지금 진말하지비? 제 목숨을 구해준 생명의 은인이 되시는 동지 앞에서 그게 뭔 말이오? 길을 잃었다 하니 며칠 쯤은 재워줄 수 있는것 아니오?"
Load Character "Assets\Sprites\Smith\a\embarassed.png" -left
Load Character "Assets\Sprites\Rancher\a\embarassed.png" -right
Load Character "Character\Smith\a\embarassed" -left
Load Character "Character\Rancher\a\embarassed" -right
## "???" "으으음..." -left
Load Character "Assets\Sprites\Father\a\comtemplating.png" - center
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)" "내래 집에 방 하나를 마련해 줄 수 있으니 며칠 재워주고 봅시다。" -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
Unload Character -left
Unload Character -center
Unload Character -right
VFX Transition
Load Background "Assets\Background\Darkroom.png"
Load Background "Background\Darkroom"
# "그렇게 나는 [히로인]의 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 "Assets\CG\Heroinehurt.png"
Load CG "CG\Heroinehurt"
# "어두컴컴한 밤이라 잘 보이진 않았지만, 다행이도 이 마을 사람들의 이상한 램프가 매우 밝아 자세히 상처를 살펴볼 수 있었다。"
## "나" "흠━━다행이 뼈가 부러진것 같지는 않네요。"
# "나는 의과수술 수업들에서 배웠던 모든 내용들을 최대한으로 떠올리며, 천천히 선녀의 무릅과 정아리를 다듬어 툭 튀어나온 부분을 찾았다。"
......@@ -66,35 +66,35 @@ Load CG "Assets\CG\Heroinehurt.png"
# "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。"
Unload CG
Load Background "Assets\Background\Blackbackground.png"
Load Background "Background\Blackbackground"
# "그렇게 모든 것이 끝나고 나자 드디어 여분 방으로 안내를 받았다。"
# "하지만 자기 전에 확인할 것이 최종적으로 딱 하나가 남아있었다。그 어두운 갱도에서 천체학 교수의 강의 기억이 갑자기 생각난 이유。이곳들의 지명과 이름들이 다 이상한 이유。"
# "강하게 의심하는 바가 하나 있었지만 확인을 해야지 맘 편이 잠들수 있을것 같았다。"
# "나는 선녀의 아버지에게 이 나라 주변을 묘사한 가장 큰 지도가 혹시 있냐 물어보았다。그는 어리둥절한 표정으로 나를 쳐다보았지만 친절하게 지도 한개를 가져다 주었다。"
VFX Transition
Load CG "Assets\CG\Map.png"
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。
# "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。"
# "이곳으로 전이해주신 목적을 달성하기 위한 용기를 달라고 기도한뒤, 난 잠에 들었다。"
VFX Transition
Load Background "Assets\Background\NextDay.png"
Load Background "Background\NextDay"
VFX Transition
Load Background "Assets\Background\Townmorning.png"
Load Background "Background\Townmorning"
# "다음 날 아침 일찍 일어나 나는 마을 주변을 둘러보며, 『신DEUS』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
Load Background "Assets\Background\Cornfields.png"
Load Background "Background\Cornfields"
# "생전 처음 보는 작물을 기르고 있었지만, 누가봐도 지력을 많이 소모할 것으로 보이는 거대한 식물들을 너무나 촘촘히 심고 있었다。"
# "마을 주민들에게 물어봤더니 심지어 이모작을 한다는 이야기를 듣고는, 나는 경악을 금치 못했다。"
# "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。"
Load Character "Assets\Sprites\Heroine\a\happy.png" -left
Load Character "Assets\Sprites\Father\a\happy.png" -center
Load Character "Assets\Sprites\Rancher\a\frown.png" -right
Load Character "Character\Heroine\a\happy" -left
Load Character "Character\Father\a\happy" -center
Load Character "Character\Rancher\a\frown" -right
## "작업반장 동지" "허허 쟝 동무, 역시 젊어서 그런지 아침 일찍 일어나는슴메。" -center
## "작업반장 동지" "근데 얼굴 표정이 안좋아 보이는 구먼。무슨 걱정이라도 있습메?" -center
# "나는 이 마을의 현 농업적 상황에 대한 나의 솔직한 평을 말했다。내가 말을 계속하면 할 수록 선녀의 아버지 오른쪽의 사내는 표정이 더 어두워져 갔지만, 정작 이장 자체는 설명을 들으며 천천히 고개를 끄덕일 뿐이였다。"
......@@ -110,5 +110,5 @@ Load Character "Assets\Sprites\Rancher\a\frown.png" -right
## "작업반장 동지" "내래 작은 땅을 하나 좀 때서 할당해 줄테니 한번 올해 동안 열심히 갈궈보라우 쟝 동무。" -center
## "나" "정말 감사합니다。"
## "작업반장 동지" "허허, 어차피 쟝 동무 같은 건장한 쓰나이 한명이면 일손이 느니 좋은거지메。나랑 통계원 동무가 필요한 서류 같은 걸 준비를 하는 동안 여기 내 딸내미에게 부락에 대한 설명이나 들어보기오。" -center
Load Character "Assets\Sprites\Heroine\a\embarassed.png" -left
Load Character "Character\Heroine\a\embarassed" -left
## "선녀" "아, 알겠슴메, 아바이! 쟝 동무, 어서 따라오습세다!"
\ No newline at end of file
......@@ -6,6 +6,7 @@ using UnityEngine.UI;
using UnityEditor;
using System.Collections;
using UnityEngine.SceneManagement;
using UnityEngine.Video;
public class EventManager : MonoBehaviour
{
......@@ -18,13 +19,16 @@ public class EventManager : MonoBehaviour
public GameObject spriteBackground;
public GameObject spriteCG;
public GameObject spriteVFX;
public GameObject prefabChoiceButton;
public GameObject cameraMainCamera;
public float shakeAmount = 0.7f;
public AudioSource audioBGM;
public AudioSource audioVFX;
public VideoPlayer videoVFX;
public Animator animatorCamera;
......@@ -32,6 +36,8 @@ public class EventManager : MonoBehaviour
public Text textScript;
public Text textFullScript;
public bool isNextButtonActive;
private String _fullScript = "";
private int _scriptLength = 4;
......@@ -41,6 +47,18 @@ public class EventManager : MonoBehaviour
ExecuteOneScript();
}
void Update()
{
if (videoVFX.isPlaying && Input.GetKeyDown(KeyCode.Escape))
{
Debug.Log("stop");
StopCoroutine("loadVideo");
videoVFX.Stop();
UI.SetActive(true);
ExecuteOneScript();
}
}
public void SetUpEventManager() // when playing new event, this instance should be made.
{
eventCore = GameManager.instance.currentEvent;
......@@ -72,9 +90,88 @@ public class EventManager : MonoBehaviour
private void _ExecuteCommand(Command c)
{
int choiceDependencyNum;
choiceDependencyNum = c.choiceDependency.Item1;
int choiceBranchDependencyNum;
choiceBranchDependencyNum = c.choiceDependency.Item2;
if(choiceDependencyNum == -1)
{
if(choiceBranchDependencyNum == -1) //(-1, -1)
{
//do nothing
}
else // choice branch num is 0-9 //(-1, n)
{
string currentEvent;
currentEvent = GameManager.instance.currentEvent.eventName;
List<(int, int)> choiceHistory = new List<(int, int)>();
GameManager.instance.game.choiceHistories.TryGetValue(currentEvent, out choiceHistory);
int choiceBranch;
choiceBranch = choiceHistory[choiceHistory.Count - 1].Item2;
if (c.choiceDependency.Item2 != choiceBranch)
{
ExecuteOneScript();
}
}
}
else //choice num is 0-9 //(n, m)
{
string currentEvent;
currentEvent = GameManager.instance.currentEvent.eventName;
List<(int, int)> choiceHistory = new List<(int, int)>();
GameManager.instance.game.choiceHistories.TryGetValue(currentEvent, out choiceHistory);
for (int i = 0; i < choiceHistory.Count; i++)
{
if(choiceHistory[i] != (choiceDependencyNum, choiceBranchDependencyNum)) //if dependency not match, return
{
ExecuteOneScript();
}
else
{
// do nothing
}
}
}
//for full script
if(c.commandNumber != 0) //if not explanation
{
_fullScript = "";
_scriptLength = 4;
}
if(c.choiceDependency == (-1, -1))
{
//아무것도 안-함
}
else if(c.choiceDependency.Item1 == -1) //choice dependency is (-1, n)
{
string currentEvent;
currentEvent = GameManager.instance.currentEvent.eventName;
List<(int, int)> choiceHistory = GameManager.instance.game.choiceHistories[currentEvent];
int choiceBranch;
choiceBranch = choiceHistory[choiceHistory.Count - 1].Item2;
if (c.choiceDependency.Item2 != choiceBranch)
{
return;
}
}
else
{
}
switch (c.commandNumber)
......@@ -307,16 +404,41 @@ public class EventManager : MonoBehaviour
Sprite vfxSprite;
vfxSprite = Resources.Load<Sprite>(vfxLoadSprite.filePath);
spriteVFX.GetComponent<SpriteRenderer>().sprite = vfxSprite;
spriteVFX.transform.position = new Vector3(vfxLoadSprite.width, vfxLoadSprite.height, 0);
spriteVFX.SetActive(true);
}
private void _VFXUnloadSprite(VFXUnloadSprite vfxUnloadSprite)
{
Debug.Log("VFXUnloadSprite");
spriteVFX.SetActive(false);
}
private void _VFXSound(VFXSound vfxSound)
{
Debug.Log("VFXSoun");
StartCoroutine(soundVFXPlay(vfxSound));
}
IEnumerator soundVFXPlay(VFXSound vfxSound)
{
AudioClip vfx;
vfx = Resources.Load<AudioClip>(vfxSound.filePath);
audioVFX.clip = vfx;
float soundLength;
soundLength = (float)audioVFX.clip.length;
audioVFX.Play();
yield return new WaitForSeconds(soundLength);
ExecuteOneScript();
}
private void _LoadMinigame(LoadMinigame loadMinigame)
......@@ -327,6 +449,28 @@ public class EventManager : MonoBehaviour
private void _LoadVideo(LoadVideo loadVideo)
{
Debug.Log("LoadVideo");
VideoClip videoClip;
videoClip = Resources.Load<VideoClip>(loadVideo.filePath);
videoVFX.clip = videoClip;
StartCoroutine("loadVideo");
}
IEnumerator loadVideo()
{
float videoLength;
videoLength = (float) videoVFX.clip.length;
videoVFX.Play();
UI.SetActive(false);
yield return new WaitForSeconds(videoLength);
UI.SetActive(true);
ExecuteOneScript();
}
private void _Choice(Choice choice)
......@@ -336,22 +480,33 @@ public class EventManager : MonoBehaviour
containerChoice.SetActive(true);
containerConversation.SetActive(false);
containerFullScript.SetActive(false);
UI.transform.Find("ContainerSetting").gameObject.SetActive(false);
UI.transform.Find("ButtonNext").gameObject.SetActive(false);
//choice fuction
_choiceHandler(choice.choiceList);
_choiceHandler(choice);
}
private void _choiceHandler(List<ChoiceEffect> l)
private void _choiceHandler(Choice mChoice)
{
List<ChoiceEffect> l = mChoice.choiceList;
int listNum;
listNum = l.Count;
Debug.Log(listNum);
//Debug.Log(listNum);
int choiceNum;
choiceNum = mChoice.choiceNumber;
Debug.Log("choiceNum:" + choiceNum);
int yPos = 0;
for (int i = 0; i < listNum; i++)
{
if(listNum % 2 == 0) //if list length is even
ChoiceEffect currentChoiceEffect = l[i];
if (listNum % 2 == 0) //if list length is even
{
//Debug.Log("in even case");
yPos = (-25) * (int)Math.Pow(-1, i + 1) * ((-2 * (i + 1)) + (int)Math.Pow(-1, i + 1) + 1);
......@@ -368,12 +523,73 @@ public class EventManager : MonoBehaviour
new Vector3(0, 0, 0), Quaternion.identity,
containerChoice.GetComponent<Transform>());
choice.GetComponent<Transform>().localPosition = new Vector3(0, yPos, 0);
choice.GetComponentInChildren<Text>().text = l[i].choiceName;
choice.GetComponentInChildren<Text>().text = currentChoiceEffect.choiceName;
//TODO: add onClick function
choice.GetComponent<Button>().onClick.AddListener
(() => _OnClickChoiceButton(currentChoiceEffect, choiceNum));
}
}
private void _OnClickChoiceButton
(ChoiceEffect mChoiceEffect, int mChoiceNum)
{
int mChoiceBranchNum;
mChoiceBranchNum = mChoiceEffect.choiceBranchNumber;
Debug.Log("choiceBranchNum: " + mChoiceBranchNum);
//Add chosen choice effect to choice history
Dictionary<string, List<(int, int)>> choiceHistory =
GameManager.instance.game.choiceHistories;
String currentEventName;
currentEventName = GameManager.instance.currentEvent.eventName;
List<(int, int)> choiceList = new List<(int, int)>();
bool isEventExist;
isEventExist = choiceHistory.ContainsKey(currentEventName);
Debug.Log("isEventExist: " + isEventExist);
bool isChoiceListExist;
isChoiceListExist = choiceHistory.TryGetValue(currentEventName, out choiceList);
Debug.Log("isChoiceListExist: " + isChoiceListExist);
//for if there exist one more events
if((!isEventExist) && (!isChoiceListExist)) //if key and value does not exist
{
Debug.Log("first case");
choiceList = new List<(int, int)>();
choiceList.Add((mChoiceNum, mChoiceBranchNum));
choiceHistory.Add(currentEventName, choiceList);
}
else if(isEventExist) //if key exist
{
Debug.Log("second case");
choiceHistory.TryGetValue(currentEventName, out choiceList);
choiceList.Add((mChoiceNum, mChoiceBranchNum));
choiceHistory[currentEventName] = choiceList;
}
Debug.Log(choiceHistory[currentEventName]);
GameManager.instance.game.ApplyChoiceEffect(mChoiceEffect);
GameManager.instance.game.choiceHistories = choiceHistory;
Debug.Log((GameManager.instance.game.choiceHistories[currentEventName])[0]);
ExecuteOneScript();
UI.transform.Find("ContainerSetting").gameObject.SetActive(true);
UI.transform.Find("ButtonNext").gameObject.SetActive(true);
}
private void _VFXTransition(VFXTransition vfxTransition)
{
Debug.Log("VFXTransition");
......
using UnityEngine;
using System.Collections.Generic;
using System.Text.RegularExpressions;
public class FuriganaText : MonoBehaviour
{
public string text;
public Rect position;
public GUISkin skin;
public string textStyle = "Label";
public string furiStyle = "Furigana";
public float yOffset = 10;
static Regex furiRegex;
void OnGUI()
{
GUI.skin = skin;
if (furiRegex == null)
{
furiRegex = new Regex("\\[(.*?):(.*?)\\]");
}
string cleanText; // base text, without any furigana or markup
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
cleanText = text;
while (true)
{
Match match = furiRegex.Match(cleanText);
if (!match.Success) break;
furiCharIndex.Add(match.Index);
furiText.Add(match.Groups[2].ToString());
furiCharLen.Add(match.Groups[1].Length);
cleanText = cleanText.Substring(0, match.Index) + match.Groups[1]
+ cleanText.Substring(match.Index + match.Length);
}
GUIStyle textGUIStyle = skin.GetStyle(textStyle);
GUIContent cleanContent = new GUIContent(cleanText);
GUI.Label(position, cleanContent, textGUIStyle);
GUIStyle furiGUIStyle = skin.GetStyle(furiStyle);
for (int i = 0; i < furiCharIndex.Count; i++)
{
Vector2 leftPos = textGUIStyle.GetCursorPixelPosition(position, cleanContent, furiCharIndex[i]);
Vector2 rightPos = textGUIStyle.GetCursorPixelPosition(position, cleanContent,
furiCharIndex[i] + furiCharLen[i]);
Rect r = new Rect(leftPos.x, leftPos.y - yOffset - 20, rightPos.x - leftPos.x, 20);
GUI.Label(r, furiText[i], furiGUIStyle);
}
}
}
\ No newline at end of file
fileFormatVersion: 2
guid: fcf27e1f3d1676946890d2b3b68c8b3c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
......@@ -105,7 +105,7 @@ public class GameManager : MonoBehaviour
if (sd == null)
return;
EventCore e = GetEventCoreFromEventSd(sd);
if (e.seasonCheck())
if (e.SeasonCheck())
sd.gameObject.SetActive(true);
else
sd.gameObject.SetActive(false);
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EndingGameCamera : MonoBehaviour
{
int width = Screen.width;
int boundary = 50;
int speed = 10;
// Update is called once per frame
void Update()
{
if (Camera.main.transform.position.x >= -15 && Input.mousePosition.x < boundary)
Camera.main.transform.Translate(-speed * Time.deltaTime, 0, 0);
if (Camera.main.transform.position.x <= 15 && Input.mousePosition.x > width - boundary)
Camera.main.transform.Translate(speed * Time.deltaTime, 0, 0);
}
}
fileFormatVersion: 2
guid: 591ac3f201cab494294cc9d47d10ab36
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
......@@ -2,6 +2,9 @@
using System.Collections.Generic;
using UnityEngine;
using ISEKAI_Model;
using System;
using UnityEngine.UI;
using System.Linq;
public class EndingGameManager : MonoBehaviour
{
......@@ -15,27 +18,96 @@ public class EndingGameManager : MonoBehaviour
else
Destroy(gameObject);
}
public Slider progressBar;
void Start()
{
game = GameManager.instance.game;
_InitWaves();
}
// Update is called once per frame
void Update()
{
game = new Game();//GameManager.instance.game;
game.town.remainFoodAmount += 1000;
game.isIronActivated = true;
game.isHorseActivated = true;
game.town.totalIronAmount = 100;
game.town.totalHorseAmount = 100;
game.isArrowWeaponActivated = true;
game.isBowActivated = false;
game.isRifleActivated = true;
InitGameInfo();
UpdatePanel();
StartCoroutine(StartMakingUnits());
}
public GameObject unitPrefab;
public Transform unitPrefab;
public static EndingGameManager instance;
public Game game;
public Queue<string> productionQueue = new Queue<string>();
public List<GameObject> deployedAllyUnits = new List<GameObject>();
public List<GameObject> deployedEnemyUnits = new List<GameObject>();
public Queue<GameObject> deployedAllyUnits = new Queue<GameObject>();
public Queue<GameObject> deployedEnemyUnits = new Queue<GameObject>();
public List<Queue<string>> waves = new List<Queue<string>>();
public Image[] productionQueueImage;
public int riflemanCount = 3;
public int currentWaveNumber = 0;
public const int AllyStartPosition = -25;
public const int EnemyStartPosition = 25;
public Text food, iron, horse, wave;
public Button meleeButton, archerButton, riflemanButton, knightButton;
public string meleeUnit, archerUnit, rifleUnit, knightUnit = "기사";
public void UpdatePanel()
{
food.text = "음식: " + game.town.remainFoodAmount;
iron.text = "철: " + game.town.totalIronAmount;
horse.text = "말: " + game.town.totalHorseAmount;
wave.text = (currentWaveNumber + 1) + "번째 공세";
_CheckProducibleUnits();
}
private void _UpdateProductionQueue()
{
for (int i = 0; i < productionQueue.Count; i++)
productionQueueImage[i].color = Color.red;
for (int i = productionQueue.Count; i < 5; i++)
productionQueueImage[i].color = Color.white;
}
public void InitGameInfo()
{
if (game.town.remainFoodAmount >= 500 && game.town.totalIronAmount >= 30)
meleeUnit = "파이크병";
else if (game.isIronActivated)
meleeUnit = "창병";
else
meleeUnit = "농민";
if (!game.isArrowWeaponActivated)
archerButton.gameObject.SetActive(false);
else if (game.isBowActivated)
archerUnit = "궁병";
else if (game.isIronActivated)
archerUnit = "석궁병(철)";
else
archerUnit = "석궁병";
if (!game.isRifleActivated)
riflemanButton.gameObject.SetActive(false);
else if (game.isIronActivated)
rifleUnit = "소총병(철)";
else
rifleUnit = "소총병";
if (!game.isIronActivated || !game.isHorseActivated)
knightButton.gameObject.SetActive(false);
_InitWaves();
}
private void _InitWaves()
{
var wave0 = new Queue<string>();
......@@ -58,19 +130,228 @@ public class EndingGameManager : MonoBehaviour
waves.Add(wave1);
waves.Add(wave2);
}
public void MakeUnit(string unitName)
public void MakeAllyUnit(string unitName)
{
var unitObject = Instantiate(unitPrefab.GetChild(_GetUnitNumber(unitName)), new Vector3(AllyStartPosition, -4f, 0), Quaternion.identity);
unitObject.GetComponent<EndingGameUnit>().endingGame = this;
unitObject.gameObject.SetActive(true);
unitObject.GetChild(0).GetComponent<TextMesh>().text = "HP: " + unitObject.GetComponent<EndingGameUnit>().hp;
deployedAllyUnits.Enqueue(unitObject.gameObject);
}
private bool _IsUnitProducible(string unitName)
{
switch (unitName)
{
case "농민":
return game.town.remainFoodAmount >= 20;
case "창병":
return game.town.remainFoodAmount >= 20 && game.town.totalIronAmount >= 1;
case "파이크병":
return game.town.remainFoodAmount >= 50 && game.town.totalIronAmount >= 1;
case "궁병":
return game.town.remainFoodAmount >= 30;
case "석궁병":
return game.town.remainFoodAmount >= 20;
case "석궁병(철)":
return game.town.remainFoodAmount >= 20 && game.town.totalIronAmount >= 2;
case "소총병":
return game.town.remainFoodAmount >= 35 && riflemanCount > 0;
case "소총병(철)":
return game.town.remainFoodAmount >= 35 && game.town.totalIronAmount >= 2 && riflemanCount > 0;
case "기사":
return game.town.remainFoodAmount >= 40 && game.town.totalIronAmount >= 10 && game.town.totalHorseAmount >= 1;
default:
throw new InvalidOperationException("Unit " + unitName + " has not implemented.");
}
}
private int _GetProductionTime(string unitName)
{
var unitObject = Instantiate(unitPrefab);
var unitInfo = unitObject.GetComponent<EndingGameUnit>();
switch(unitName)
{
/*case "농민":
unitInfo.attackPower = 5;
unitInfo.attackRange = 1;
unitInfo.attackSpeed = 2;
unitInfo.hp = 15;*/
case "농민":
return 1;
case "창병":
return 2;
case "파이크병":
return 3;
case "궁병":
return 5;
case "석궁병":
return 3;
case "석궁병(철)":
return 4;
case "소총병":
return 5;
case "소총병(철)":
return 6;
case "기사":
return 5;
default:
throw new InvalidOperationException("Unit " + unitName + " has not implemented.");
}
}
private int _GetUnitNumber(string unitName)
{
switch (unitName)
{
case "농민":
return 0;
case "창병":
return 1;
case "파이크병":
return 2;
case "궁병":
return 3;
case "석궁병":
return 4;
case "석궁병(철)":
return 5;
case "소총병":
return 6;
case "소총병(철)":
return 7;
case "기사":
return 8;
case "북한 군인":
return 9;
case "북한 장교":
return 10;
case "T-34 탱크":
return 11;
default:
throw new InvalidOperationException("Unit " + unitName + " has not implemented.");
}
}
private void _ConsumeResource(string unitName)
{
switch (unitName)
{
case "농민":
game.town.remainFoodAmount -= 20;
break;
case "창병":
game.town.remainFoodAmount -= 20;
game.town.totalIronAmount -= 1;
break;
case "파이크병":
game.town.remainFoodAmount -= 50;
game.town.totalIronAmount -= 1;
break;
case "궁병":
game.town.remainFoodAmount -= 30;
break;
case "석궁병":
game.town.remainFoodAmount -= 20;
break;
case "석궁병(철)":
game.town.remainFoodAmount -= 20;
game.town.totalIronAmount -= 2;
break;
case "소총병":
game.town.remainFoodAmount -= 35;
--riflemanCount;
break;
case "소총병(철)":
game.town.remainFoodAmount -= 35;
game.town.totalIronAmount -= 2;
--riflemanCount;
break;
case "기사":
game.town.remainFoodAmount -= 40;
game.town.totalIronAmount -= 10;
game.town.totalHorseAmount -= 1;
break;
}
}
private void _CheckProducibleUnits()
{
if (_IsUnitProducible(meleeUnit))
meleeButton.interactable = true;
else
meleeButton.interactable = false;
if(archerButton.gameObject.activeSelf)
{
if (_IsUnitProducible(archerUnit))
archerButton.interactable = true;
else
archerButton.interactable = false;
}
if (riflemanButton.gameObject.activeSelf)
{
if (_IsUnitProducible(rifleUnit))
riflemanButton.interactable = true;
else
riflemanButton.interactable = false;
}
if (knightButton.gameObject.activeSelf)
{
if (_IsUnitProducible(knightUnit))
knightButton.interactable = true;
else
knightButton.interactable = false;
}
}
private void _PutUnitIntoQueue(string unitName)
{
if (productionQueue.Count >= 5)
return;
_ConsumeResource(unitName);
UpdatePanel();
productionQueue.Enqueue(unitName);
_UpdateProductionQueue();
}
public void OnClickMeleeButton()
{
_PutUnitIntoQueue(meleeUnit);
}
public void OnClickArcherButton()
{
_PutUnitIntoQueue(archerUnit);
}
public void OnClickRiflemanButton()
{
_PutUnitIntoQueue(rifleUnit);
}
public void OnClickKnightButton()
{
_PutUnitIntoQueue(knightUnit);
}
public IEnumerator StartMakingUnits()
{
while(true)
{
if (productionQueue.Count == 0)
{
yield return null;
}
else
{
string unitName = productionQueue.Dequeue();
_UpdateProductionQueue();
float productionTime = _GetProductionTime(unitName);
yield return StartCoroutine(_ProgressBarHandler(productionTime));
MakeAllyUnit(unitName);
}
}
}
private IEnumerator _ProgressBarHandler(float unitTime)
{
float progress = 0;
while(progressBar.maxValue > progress)
{
progress += 100 * Time.deltaTime / unitTime;
progressBar.value = progress;
yield return null;
}
progressBar.value = progressBar.minValue;
}
}
......@@ -2,14 +2,106 @@
using System.Collections.Generic;
using UnityEngine;
using ISEKAI_Model;
using System.Linq;
public class EndingGameUnit : MonoBehaviour
public abstract class EndingGameUnit : MonoBehaviour
{
public string unitName;
public abstract int unitNumber { get; }
public abstract string unitName { get; }
public int hp;
public int attackPower;
public int attackSpeed;
public int attackRange;
public int productionTime;
public int speed;
public abstract int attackPower { get; }
public abstract int attackSpeed { get; }
public abstract int attackRange { get; }
public const int speed = 2;
public bool isInBattleState = false;
public abstract bool isAllyUnit { get; }
public EndingGameUnit frontUnit;
public EndingGameManager endingGame;
public EndingGameUnit attackTarget { get
{
GameObject potentialTarget; //= endingGame.deployedEnemyUnits.FirstOrDefault();
if (isAllyUnit) potentialTarget = endingGame.deployedEnemyUnits.FirstOrDefault();
else potentialTarget = endingGame.deployedAllyUnits.FirstOrDefault();
if (potentialTarget == null)
return null;
else if (Mathf.Abs(potentialTarget.transform.position.x - transform.position.x) <= attackRange)
return potentialTarget.GetComponent<EndingGameUnit>();
else
return null;
}
}
public virtual void Update()
{
if (attackTarget != null && !isInBattleState)
{
InvokeRepeating("Attack", 0.5f, attackSpeed);
isInBattleState = true;
}
if (attackTarget == null)
{
isInBattleState = false;
CancelInvoke("Attack");
}
if (!isInBattleState)
transform.Translate(speed * Time.deltaTime, 0, 0);
}
public void Attack()
{
if (attackTarget == null)
return;
attackTarget.hp -= attackPower;
attackTarget.transform.GetChild(0).GetComponent<TextMesh>().text = "HP: " + attackTarget.hp;
if (attackTarget.hp <= 0)
{
if (isAllyUnit)
endingGame.deployedEnemyUnits.Dequeue();
else
endingGame.deployedAllyUnits.Dequeue();
Destroy(attackTarget);
}
}
/*public void TryEnterBattleState()
{
isInBattleState = true;
if (attackTarget == null)
{
isInBattleState = false;
return;
}
StartCoroutine(StartBattle());
}
public virtual IEnumerator StartBattle()
{
while(attackTarget != null)
{
attackTarget.hp -= attackPower;
if (attackTarget.hp <= 0)
{
if (isAllyUnit)
endingGame.deployedEnemyUnits.Dequeue();
else
endingGame.deployedAllyUnits.Dequeue();
Destroy(attackTarget.gameObject);
ExitBattleState();
yield break;
}
yield return new WaitForSeconds(attackSpeed);
}
}
public void ExitBattleState()
{
isInBattleState = false;
}*/
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Archer : EndingGameUnit
{
public override int unitNumber => 3;
public override string unitName { get { return "궁병"; } }
public override int attackPower { get { return 6; } }
public override int attackSpeed { get { return 1; } }
public override int attackRange { get { return 20; } }
public override bool isAllyUnit => true;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Crossbowman : EndingGameUnit
{
public override int unitNumber => 4;
public override string unitName { get { return "석궁병"; } }
public override int attackPower { get { return 10; } }
public override int attackSpeed { get { return 3; } }
public override int attackRange { get { return 5; } }
public override bool isAllyUnit => true;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class Farmer : EndingGameUnit
{
public override int unitNumber => 0;
public override string unitName { get { return "농민"; } }
public override int attackPower { get { return 5; } }
public override int attackSpeed { get { return 2; } }
public override int attackRange { get { return 1; } }
public override bool isAllyUnit => true;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IronCrossbowman : EndingGameUnit
{
public override int unitNumber => 5;
public override string unitName { get { return "석궁병(철)"; } }
public override int attackPower { get { return 20; } }
public override int attackSpeed { get { return 4; } }
public override int attackRange { get { return 15; } }
public override bool isAllyUnit => true;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class IronRifleman : EndingGameUnit
{
public override int unitNumber => 7;
public override string unitName { get { return "소총병(철)"; } }
public override int attackPower { get { return 20; } }
public override int attackSpeed { get { return 3; } }
public override int attackRange { get { return 20; } }
public override bool isAllyUnit => true;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class Knight : EndingGameUnit
{
public override int unitNumber => 8;
public override string unitName { get { return "기사"; } }
public override int attackPower { get { return 25; } }
public override int attackSpeed { get { return 2; } }
public override int attackRange { get { return 1; } }
public override bool isAllyUnit => true;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class Pikeman : EndingGameUnit
{
public override int unitNumber => 2;
public override string unitName { get { return "파이크병"; } }
public override int attackPower { get { return 25; } }
public override int attackSpeed { get { return 2; } }
public override int attackRange { get { return 1; } }
public override bool isAllyUnit => true;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class Rifleman : EndingGameUnit
{
public override int unitNumber => 6;
public override string unitName { get { return "소총병"; } }
public override int attackPower { get { return 20; } }
public override int attackSpeed { get { return 3; } }
public override int attackRange { get { return 20; } }
public override bool isAllyUnit => true;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Spearman : EndingGameUnit
{
public override int unitNumber => 1;
public override string unitName { get { return "창병"; } }
public override int attackPower { get { return 10; } }
public override int attackSpeed { get { return 2; } }
public override int attackRange { get { return 1; } }
public override bool isAllyUnit => true;
}
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// BEGIN MIT LICENSE BLOCK //
//
// Copyright (c) 2017 dskjal
// This software is released under the MIT License.
// http://opensource.org/licenses/mit-license.php
//
// END MIT LICENSE BLOCK //
/*
* *注意*
* 改行の処理はしてない.ルビを必要とする部分が途中で改行されないよう処理する必要がある.
* http://dskjal.com/unity/detect-unity-ugui-break-pos.html を参照.
*/
/*
* 設定方法
* uGUI の Text にこのスクリプトをつける.
* 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 UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Text), typeof(RectTransform))]
public class RubyText : MonoBehaviour
{
Text text;
RectTransform rt;
public GameObject TextPrefab; // テキストはセンタリングしておくこと
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;
this.end = end;
this.ruby = ruby;
}
}
void Awake()
{
text = GetComponent<Text>();
rt = GetComponent<RectTransform>();
text.text = "ルビが必要な例文章です.";
RubyPos[] rubyPos = new RubyPos[] {
new RubyPos(3, 4, "ひつよう"),
new RubyPos(6, 8, "れいぶんしょう")
};
var generator = new TextGenerator();
// テキストのレンダリング位置の計算
generator.Populate(text.text, text.GetGenerationSettings(rt.sizeDelta));
// 各文字のレンダリング位置を記録した文字配列の取得
var charArray = generator.GetCharactersArray();
foreach (var ruby in rubyPos)
{
var start = charArray[ruby.start].cursorPos;
var end = charArray[ruby.end].cursorPos;
end.x += charArray[ruby.end].charWidth;
PlaceRuby(start.x + (end.x - start.x) / 2f, start.y, ruby.ruby);
}
}
// TextPrefab をインスタンス化して配置する
void PlaceRuby(float x, float y, string text)
{
var o = GameObject.Instantiate(TextPrefab);
o.name = text;
o.transform.SetParent(this.transform);
var prt = o.GetComponent<RectTransform>();
prt.localPosition = new Vector3(x, y + 20f, 0f);
o.GetComponent<Text>().text = text;
}
}
\ No newline at end of file
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......@@ -46,9 +46,4 @@ public class UIEventManager : MonoBehaviour
{
eventManager.ExecuteOneScript();
}
public void OnClickChoiceButton()
{
eventManager.ExecuteOneScript();
}
}
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