Commit a7164a7d authored by 18김민수's avatar 18김민수

Ending game update (Testable. Maybe.)

parent 691abf8c
......@@ -141,8 +141,6 @@ 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:
......
......@@ -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());
}
}
......@@ -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();
else
endingGame.deployedAllyUnits.Dequeue();
Destroy(attackTarget);
}
}
/*public void TryEnterBattleState()
{
isInBattleState = true;
if (attackTarget == null)
endingGame.deployedEnemyUnits.Dequeue();
if (EndingGameManager.instance.isInWave && endingGame.deployedEnemyUnits.Count == 0)
{
isInBattleState = false;
return;
}
StartCoroutine(StartBattle());
EndingGameManager.instance.isInWave = false;
EndingGameManager.instance.TurnOnAndOffNextWaveButton();
EndingGameManager.instance.CleanUpAllyUnits();
}
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;
}*/
}
......@@ -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;
......
......@@ -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;
......
......@@ -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;
......
......@@ -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;
......
......@@ -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;
......
......@@ -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;
}
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;
}
}
}
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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);
}
}
}
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......@@ -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;
......
......@@ -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;
......
......@@ -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;
......
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);
}
*/
}
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