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nippon culture research center
another world in jucheland
Commits
a7164a7d
Commit
a7164a7d
authored
Jan 26, 2019
by
18김민수
Browse files
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Plain Diff
Ending game update (Testable. Maybe.)
parent
691abf8c
Changes
23
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Showing
23 changed files
with
1577 additions
and
142 deletions
+1577
-142
EventManager.cs
ISEKAI/Assets/ISEKAI_VIEW/EventManager.cs
+1
-27
EndingGameManager.cs
...ets/ISEKAI_VIEW/Minigames/EndingGame/EndingGameManager.cs
+58
-2
EndingGameUnit.cs
...Assets/ISEKAI_VIEW/Minigames/EndingGame/EndingGameUnit.cs
+31
-40
Archer.cs
...I/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Archer.cs
+0
-1
Crossbowman.cs
...ets/ISEKAI_VIEW/Minigames/EndingGame/Units/Crossbowman.cs
+0
-1
Farmer.cs
...I/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Farmer.cs
+0
-1
IronCrossbowman.cs
...ISEKAI_VIEW/Minigames/EndingGame/Units/IronCrossbowman.cs
+0
-1
IronRifleman.cs
...ts/ISEKAI_VIEW/Minigames/EndingGame/Units/IronRifleman.cs
+0
-1
Knight.cs
...I/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Knight.cs
+2
-2
NKLieutenant.cs
...ts/ISEKAI_VIEW/Minigames/EndingGame/Units/NKLieutenant.cs
+25
-0
NKLieutenant.cs.meta
...EKAI_VIEW/Minigames/EndingGame/Units/NKLieutenant.cs.meta
+11
-0
NKSoldier.cs
...ssets/ISEKAI_VIEW/Minigames/EndingGame/Units/NKSoldier.cs
+45
-0
NKSoldier.cs.meta
.../ISEKAI_VIEW/Minigames/EndingGame/Units/NKSoldier.cs.meta
+11
-0
Pikeman.cs
.../Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Pikeman.cs
+0
-1
Rifleman.cs
...Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Rifleman.cs
+0
-1
Spearman.cs
...Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Spearman.cs
+0
-1
Tank.cs
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Tank.cs
+42
-0
Tank.cs.meta
...ssets/ISEKAI_VIEW/Minigames/EndingGame/Units/Tank.cs.meta
+11
-0
UnitPrefabs.prefab
ISEKAI/Assets/Prefabs/EndingGameUnits/UnitPrefabs.prefab
+1039
-61
Tank.png
ISEKAI/Assets/Resources/Sprites/EndingGame/Tank.png
+0
-0
Tank.png.meta
ISEKAI/Assets/Resources/Sprites/EndingGame/Tank.png.meta
+88
-0
EndingGameScene.unity
ISEKAI/Assets/Scenes/EndingGameScene.unity
+211
-0
EventScene.unity
ISEKAI/Assets/Scenes/EventScene.unity
+2
-2
No files found.
ISEKAI/Assets/ISEKAI_VIEW/EventManager.cs
View file @
a7164a7d
...
...
@@ -140,9 +140,7 @@ public class EventManager : MonoBehaviour
}
}
}
//for full script
if
(
c
.
commandNumber
!=
0
)
//if not explanation
{
...
...
@@ -150,30 +148,6 @@ public class EventManager : MonoBehaviour
_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
)
{
case
0
:
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/EndingGameManager.cs
View file @
a7164a7d
...
...
@@ -35,9 +35,11 @@ public class EndingGameManager : MonoBehaviour
InitGameInfo
();
UpdatePanel
();
StartCoroutine
(
StartMakingUnits
()
);
TurnOnAndOffNextWaveButton
(
);
}
public
bool
isInWave
=
false
;
public
Transform
unitPrefab
;
public
static
EndingGameManager
instance
;
...
...
@@ -48,7 +50,7 @@ public class EndingGameManager : MonoBehaviour
public
List
<
Queue
<
string
>>
waves
=
new
List
<
Queue
<
string
>>();
public
Image
[]
productionQueueImage
;
public
Button
nextWave
;
public
int
riflemanCount
=
3
;
public
int
currentWaveNumber
=
0
;
...
...
@@ -59,6 +61,9 @@ public class EndingGameManager : MonoBehaviour
public
Button
meleeButton
,
archerButton
,
riflemanButton
,
knightButton
;
public
string
meleeUnit
,
archerUnit
,
rifleUnit
,
knightUnit
=
"기사"
;
private
EndingGameUnit
_justMadeAllyUnit
=
null
,
_justMadeEnemyUnit
=
null
;
public
void
UpdatePanel
()
{
food
.
text
=
"음식: "
+
game
.
town
.
remainFoodAmount
;
...
...
@@ -130,14 +135,47 @@ public class EndingGameManager : MonoBehaviour
waves
.
Add
(
wave1
);
waves
.
Add
(
wave2
);
}
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
.
GetComponent
<
EndingGameUnit
>().
frontUnit
=
_justMadeAllyUnit
;
unitObject
.
gameObject
.
SetActive
(
true
);
unitObject
.
GetChild
(
0
).
GetComponent
<
TextMesh
>().
text
=
"HP: "
+
unitObject
.
GetComponent
<
EndingGameUnit
>().
hp
;
deployedAllyUnits
.
Enqueue
(
unitObject
.
gameObject
);
_justMadeAllyUnit
=
unitObject
.
GetComponent
<
EndingGameUnit
>();
}
public
void
MakeEnemyUnit
(
string
unitName
)
{
var
unitObject
=
Instantiate
(
unitPrefab
.
GetChild
(
_GetUnitNumber
(
unitName
)),
new
Vector3
(
EnemyStartPosition
,
-
4f
,
0
),
Quaternion
.
identity
);
unitObject
.
GetComponent
<
EndingGameUnit
>().
endingGame
=
this
;
unitObject
.
GetComponent
<
EndingGameUnit
>().
frontUnit
=
_justMadeEnemyUnit
;
unitObject
.
gameObject
.
SetActive
(
true
);
unitObject
.
GetChild
(
0
).
GetComponent
<
TextMesh
>().
text
=
"HP: "
+
unitObject
.
GetComponent
<
EndingGameUnit
>().
hp
;
deployedEnemyUnits
.
Enqueue
(
unitObject
.
gameObject
);
_justMadeEnemyUnit
=
unitObject
.
GetComponent
<
EndingGameUnit
>();
}
public
void
ProceedWave
()
{
isInWave
=
true
;
TurnOnAndOffNextWaveButton
();
StartCoroutine
(
_StartWave
());
StartCoroutine
(
StartMakingUnits
());
}
private
IEnumerator
_StartWave
()
{
foreach
(
string
unitName
in
waves
[
currentWaveNumber
])
{
MakeEnemyUnit
(
unitName
);
yield
return
new
WaitForSeconds
(
1f
);
}
currentWaveNumber
++;
}
private
bool
_IsUnitProducible
(
string
unitName
)
{
switch
(
unitName
)
...
...
@@ -354,4 +392,22 @@ public class EndingGameManager : MonoBehaviour
}
progressBar
.
value
=
progressBar
.
minValue
;
}
public
void
TurnOnAndOffNextWaveButton
()
{
nextWave
.
interactable
=
!
isInWave
;
meleeButton
.
interactable
=
isInWave
;
archerButton
.
interactable
=
isInWave
;
riflemanButton
.
interactable
=
isInWave
;
knightButton
.
interactable
=
isInWave
;
}
public
void
CleanUpAllyUnits
()
{
foreach
(
GameObject
e
in
deployedAllyUnits
)
Destroy
(
e
);
while
(
deployedAllyUnits
.
Count
==
0
)
deployedEnemyUnits
.
Dequeue
();
StopCoroutine
(
StartMakingUnits
());
}
}
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/EndingGameUnit.cs
View file @
a7164a7d
...
...
@@ -9,13 +9,24 @@ public abstract class EndingGameUnit : MonoBehaviour
public
abstract
int
unitNumber
{
get
;
}
public
abstract
string
unitName
{
get
;
}
public
int
hp
;
public
abstract
int
attackPower
{
get
;
}
public
int
attackPower
;
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
virtual
float
unitSize
=>
2
;
public
bool
isTooCloseFrontUnit
{
get
{
if
(
frontUnit
==
null
)
return
false
;
else
return
(
Mathf
.
Abs
(
frontUnit
.
transform
.
position
.
x
-
transform
.
position
.
x
)
<=
(
unitSize
+
frontUnit
.
unitSize
)
/
2
);
}
}
public
EndingGameUnit
frontUnit
;
public
EndingGameManager
endingGame
;
public
EndingGameUnit
attackTarget
{
get
...
...
@@ -47,8 +58,15 @@ public abstract class EndingGameUnit : MonoBehaviour
CancelInvoke
(
"Attack"
);
}
if
(!
isInBattleState
)
transform
.
Translate
(
speed
*
Time
.
deltaTime
,
0
,
0
);
int
moveSpeed
;
if
(
isAllyUnit
)
moveSpeed
=
speed
;
else
moveSpeed
=
-
speed
;
if
(!
isInBattleState
&&
!
isTooCloseFrontUnit
)
transform
.
Translate
(
moveSpeed
*
Time
.
deltaTime
,
0
,
0
);
}
public
void
Attack
()
...
...
@@ -60,48 +78,21 @@ public abstract class EndingGameUnit : MonoBehaviour
attackTarget
.
transform
.
GetChild
(
0
).
GetComponent
<
TextMesh
>().
text
=
"HP: "
+
attackTarget
.
hp
;
if
(
attackTarget
.
hp
<=
0
)
{
Destroy
(
attackTarget
.
gameObject
);
if
(
isAllyUnit
)
{
endingGame
.
deployedEnemyUnits
.
Dequeue
();
if
(
EndingGameManager
.
instance
.
isInWave
&&
endingGame
.
deployedEnemyUnits
.
Count
==
0
)
{
EndingGameManager
.
instance
.
isInWave
=
false
;
EndingGameManager
.
instance
.
TurnOnAndOffNextWaveButton
();
EndingGameManager
.
instance
.
CleanUpAllyUnits
();
}
}
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;
}*/
}
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Archer.cs
View file @
a7164a7d
...
...
@@ -5,7 +5,6 @@ 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
;
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Crossbowman.cs
View file @
a7164a7d
...
...
@@ -5,7 +5,6 @@ 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
;
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Farmer.cs
View file @
a7164a7d
...
...
@@ -7,7 +7,6 @@ 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
;
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/IronCrossbowman.cs
View file @
a7164a7d
...
...
@@ -5,7 +5,6 @@ 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
;
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/IronRifleman.cs
View file @
a7164a7d
...
...
@@ -7,7 +7,6 @@ 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
;
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Knight.cs
View file @
a7164a7d
...
...
@@ -7,9 +7,9 @@ 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
;
public
override
float
unitSize
=>
6
;
}
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/NKLieutenant.cs
0 → 100644
View file @
a7164a7d
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
System.Linq
;
public
class
NKLieutenant
:
EndingGameUnit
{
public
override
int
unitNumber
=>
10
;
public
override
string
unitName
{
get
{
return
"북한 장교"
;
}
}
public
override
int
attackSpeed
{
get
{
return
2
;
}
}
public
override
int
attackRange
{
get
{
return
10
;
}
}
public
override
bool
isAllyUnit
=>
false
;
private
void
Start
()
{
foreach
(
GameObject
unit
in
endingGame
.
deployedEnemyUnits
)
{
if
(
unit
.
GetComponent
<
EndingGameUnit
>().
unitNumber
==
10
)
return
;
unit
.
GetComponent
<
EndingGameUnit
>().
attackPower
*=
2
;
}
}
}
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/NKLieutenant.cs.meta
0 → 100644
View file @
a7164a7d
fileFormatVersion: 2
guid: a13c82786fad785418474bbe47cd4fc3
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/NKSoldier.cs
0 → 100644
View file @
a7164a7d
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
System.Linq
;
public
class
NKSoldier
:
EndingGameUnit
{
public
override
int
unitNumber
=>
9
;
public
override
string
unitName
{
get
{
return
"북한 군인"
;
}
}
public
override
int
attackSpeed
{
get
{
return
2
;
}
}
public
override
int
attackRange
{
get
{
return
10
;
}
}
public
override
bool
isAllyUnit
=>
false
;
public
override
void
Update
()
{
if
(
attackTarget
!=
null
&&
!
isInBattleState
)
{
InvokeRepeating
(
"Attack"
,
0.5f
,
attackSpeed
);
isInBattleState
=
true
;
}
if
(
attackTarget
==
null
)
{
isInBattleState
=
false
;
CancelInvoke
(
"Attack"
);
}
int
moveSpeed
;
if
(
isAllyUnit
)
moveSpeed
=
speed
;
else
moveSpeed
=
-
speed
;
if
(!
isInBattleState
&&
!
isTooCloseFrontUnit
)
transform
.
Translate
(
moveSpeed
*
Time
.
deltaTime
,
0
,
0
);
if
(
endingGame
.
deployedAllyUnits
.
Count
>
0
)
if
(
endingGame
.
deployedAllyUnits
.
Peek
().
GetComponent
<
EndingGameUnit
>().
unitNumber
==
8
&&
!
endingGame
.
deployedEnemyUnits
.
Any
(
u
=>
u
.
GetComponent
<
EndingGameUnit
>().
unitNumber
==
10
))
{
endingGame
.
deployedEnemyUnits
.
Dequeue
();
Destroy
(
gameObject
);
}
}
}
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/NKSoldier.cs.meta
0 → 100644
View file @
a7164a7d
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ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Pikeman.cs
View file @
a7164a7d
...
...
@@ -7,7 +7,6 @@ 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
;
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Rifleman.cs
View file @
a7164a7d
...
...
@@ -7,7 +7,6 @@ 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
;
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Spearman.cs
View file @
a7164a7d
...
...
@@ -5,7 +5,6 @@ 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
;
...
...
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Tank.cs
0 → 100644
View file @
a7164a7d
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
System.Linq
;
public
class
Tank
:
EndingGameUnit
{
public
override
int
unitNumber
=>
11
;
public
override
string
unitName
{
get
{
return
"T-34 탱크"
;
}
}
public
override
int
attackSpeed
{
get
{
return
5
;
}
}
public
override
int
attackRange
{
get
{
return
20
;
}
}
public
override
bool
isAllyUnit
=>
false
;
public
override
float
unitSize
=>
6
;
/*
public override void Update()
{
if (attackTarget != null && !isInBattleState)
{
InvokeRepeating("Attack", 0.5f, attackSpeed);
isInBattleState = true;
}
if (attackTarget == null)
{
isInBattleState = false;
CancelInvoke("Attack");
}
int moveSpeed;
if (isAllyUnit)
moveSpeed = speed;
else
moveSpeed = -speed;
if (!isInBattleState && !isTooCloseFrontUnit)
transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
}
*/
}
ISEKAI/Assets/ISEKAI_VIEW/Minigames/EndingGame/Units/Tank.cs.meta
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a7164a7d
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a7164a7d
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