Commit ce48ab18 authored by 17주승원's avatar 17주승원

VFX Changes

parent e8a7454b
File added
......@@ -65,8 +65,8 @@ namespace ISEKAI_Model
private void _InitEvents() // should add EVERY events when new event plan comes.
{
//allEventsList.Add(new Prolog_1(this));
//allEventsList.Add(new Prolog_2(this));
// allEventsList.Add(new Prolog_1(this));
allEventsList.Add(new Prolog_2(this));
allEventsList.Add(new ReturnWarning(this));
allEventsList.Add(new DeadEnd(this));
......
......@@ -16,7 +16,7 @@ namespace ISEKAI_Model
{
public Turn() // initiallize turn instance.
{
turnNumber = 1;
turnNumber = 0;
totalMonthNumber = 4;
state = State.PreTurn;
}
......
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace ISEKAI_Model
{
public class Blesphemy_1 : EventCore
{
public override int forcedEventPriority { get { return 0; } }
public override string eventName { get { return "개종 이벤트 1"; } }
public override EventLocation location { get { return EventLocation.TownWitchHouse; } }
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/Blesphemy_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 Blesphemy_1(Game game): base(game)
{
}
public override void Complete()
{
game.town.totalPleasantAmount += 5;
base.Complete();
}
}
}
\ No newline at end of file
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace ISEKAI_Model
{
public class Blesphemy_2 : EventCore
{
public override int forcedEventPriority { get { return 0; } }
public override string eventName { get { return "개종 이벤트 2"; } }
public override EventLocation location { get { return EventLocation.TownWitchHouse; } }
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/Blesphemy_2.txt"); } } // command list.
protected override bool exclusiveCondition()
{
int chance = (new Random()).Next() / 10;
bool chanceCondition = chance <= 2;
bool prevCondition = game.allEventsList.Find(e => e.eventName == "사냥 이벤트 1").status == EventStatus.Completed;
if (_isFirstOccur && prevCondition)
{
_isFirstOccur = false;
return prevCondition;
}
else
{
if (_isFirstOccur)
return false;
return prevCondition && chanceCondition;
}
}
private bool _isFirstOccur = true;
public Blesphemy_2(Game game): base(game)
{
}
public override void Complete()
{
game.town.totalPleasantAmount += 10;
game.town.pleasantChangeAddition += 20;
base.Complete();
}
}
}
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Load Background "Background\Town"
# "이 곳은 생각보다 미개한 곳이다."
# "그래도 비좁은 방구석에만 있다가 이런 넓은 평원으로 나오니 평화롭긴 하군."
# "밭에서 일하는 것도 그리 어렵지는 않았다. 대부분 일은 소가 하고, 나는 게다가 관리를 해 대부분의 일은 마을 사람들이 한다."
# "일을 마치고 마을로 돌아오는 중 전에 만난 노파 한명을 만나게 되었다."
Load Character "Character\Imperius\a\normal" -center
## "노파" "아, 동무, 이리 오시라요." -center
## "나" "뭐요?"
## "노파" "마을 동무들이 다 장 동무한테 고마워서… 오늘은 진수성찬을 대접하고 싶은네…" -center
## "나" "그렇다면야 저는 감사합니다."
# "딱히 거절할 필요도 없고? 일단 배고프니 노파의 집으로 따라가기로 하였다."
Unload Character -center
VFX Transition
Load Background "Background\GrannyRoom"
# "저녁은 맛있게 먹었다."
# "비록 물자가 부족한것이 드러났고 고향 프랑스 음식에 비하면 맛이 없었지만, 그래도 이세계의 음식이라 색다른 느낌이었다."
# "노파랑 여러가지 이야기를 하다보니, 호기심이 많은 노인이라는 생각이 들었다."
Load Character "Character\Imperius\a\normal" -center
## "노파" "아 그러고보니" -center
## "노파" "로동 안하는 날에 맨날 하는 그거는 뭐신가?" -center
## "나" "...? 정확히 무엇을 말씀하시는 겁니까?" -center
## "노파" "그거 있잖어, 장 동지가 나무 막대기 두개를 서로 가른거 앞에 무릎 꿇고 하는거 있잖어." -center
# "아."
# "일요일 마다 드리는 기도를 보았나 보다."
# "사제가 없어서 미사를 드릴수는 없지만 그래도 기도를 하고는 있었다."
## "나" "당연히 우리 주 예수께 기도를 드리는 것이죠."
## "노파" "예수가 뭐심까?" -center
# "...아아 잠시만"
# "그러고보니 여긴 이세계다."
# "당연히 성자의 현계에 대해 계시를 받았을 가능성은 희박하다."
# "즉 이교도들인 것이다."
## "나" "오이오이, 설마, 『예수님』도 모르는것인가?"
## "노파" "모르겠습니다..." -center
# "이런..."
# "어디서부터 알려줘야 하나..."
# "일단 가방에 있는 성경을 꺼냈다."
## "나" "예수는 가장 높은 령도자 같은겁니다"
## "나" "죽어서도 가는 나라가 있는데 아오지를 갈지 평양을 갈지 예수가 결정하는 거임"
Load Character "Character\Imperius\a\surprised" -center
## "노파" "그러면 이분을 믿으면 극락왕생이 가능한 겁니까?" -center
## "나" "그렇습네다" -center
Unload Character -center
VFX Transition
# "그렇게 거의 2시간 동안 주 예수의 희생과 인류의 구원에 대해 설명을 하였다."
# "마침 정말 다행히도 수업때 신학 대전의 내용을 옮겨적은 종이들 또한 가방안에 있었다."
Load Character "Character\Imperius\a\crying" -center
## "노파" "오오 역시 구세주...흑흑, 믿쑵니다" -center
# "굉장히 개략적으로만 설명했는데 바로 신앙이 생겨버렸다..."
## "나" "할매, 일단 오늘은 여기까지 알아보고 계속 알려줄태니"
## "나" "오늘만 배우고 그만두지 말고 내일도 배우고 모래도 배우는게 좋지 않겠나?"
# "노파는 얼굴을 끄덕거린다."
# "아 그러고보니 세례도 해줘야 하나."
## "나" "혹시 물 없소?"
## "나" "우리 주님을 제대로 따르기 위해선 세례라는 의식을 치루어야 하오."
## "나" "그리고 세례명이란 새로운 이름이 필요하니, 무엇이 적당하겠소?"
Load Character "Character\Imperius\a\normal" -center
## "노파" "으음......항상 전 힘이 부족해 인생을 떠돌아 다니며 혼란스럽게 지낸것 같소이다." -center
## "노파" "무언가 강력한 힘과 질서, 용기를 상징할 만한 이름이 없을까요?" -center
## "나" "흐으음...황제의 힘과 질서를 뜻하는 단어로 임페리움이란 단어가 있소이다."
## "노파" "그것이 좋은 것 같슴메 쟝 동지, 그걸 이름 용을 바꾸려면 어떻게 해야 하오?" -center
## "나" "보통은 -우스를 붙히는데 --"
## "노파" "임페...리우스, 오오! 그것으로 하겠소!" -center
# "남성형이긴 하나 신앙심이 너무 강해보여 말리지 않았다."
Load Character "Character\Imperius\a\prayer" -center
# "그렇게 할머니 머리 위에 물을 부으며, 나는 성부와 성자와 성령의 이름으로 세례의식을 거행했다."
## "나" "아멘"
## "노파" "아멘"
## "나" "이제부터 할머니 이름은 임페리우스요."
## "노파" "오오...아… 알겠소" -center
# "이렇게 어쩌다보니 이교도 한명을 개종하게 되었다 (오이오이 위험하다고?)"
using Microsoft.Analytics.Interfaces;
using Microsoft.Analytics.Types.Sql;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace Assets.ISEKAI_Model.Scripts
{
class Blesphemy_2
{
}
}Load Background "Background\Town"
# "개종을 한 이후 나는 임페리우스에게 매주 일요일마다 성경을 함께 읽으며 기도를 하게 되었다."
## "나" "오늘 알려줄 부분은...."
## "나" "Et quidam descendentes de Judæa docebant fratres..."
## "나" "이부분 이군..."
# "그런데 오늘은 노파 집에 가다가 신기한 광경을 보게 되었다."
Load Background "Background\GrannyHouse"
Load Character "Character\Imperius\b\invertedscared" -left
Load Character "Character\Crowd\angry" -right
## "마을 사람들" "이런 사람을 홀리는 나쁜 년!" -right
## "마을 사람들" "무당을 죽여라! 혼쭐 내주자!" -right
# "노파는 거꾸로 묶여있었고 다른 마을 사람들이 횃불을 들고있었다."
## "나" "이 무슨--!"
## "마을 사람들" "오오 장 동지!" -right
## "마을 사람들" "그래 동지 잘 왔소" -right
## "마을 사람들" "동지, 긍께 이 노인네가 무당이라는 사실을 알고있었소?" -right
# "...?"
# "그 후 전해들은 설명은 이 노파가 젊을 때 잡신과 귀신을 섬기며, 밤에 하늘을 날아다니면서 남을 저주하고 병에 걸리게 했던 무당이라는 것이었다."
## "마을 사람들" "그러니까 동지도 조심하오" -right
# "허, 잠깐 뭔가 이상하다."
# "설마 이 녀석들, 마법을 믿는건가?"
# "분명 교황께서는 마법은 존재하지 않는다 선언했을텐데...."
## "나" "잠시만 동무들"
## "나" "혹시 마법을 믿는것이오?"
## "마을 사람들" "동지가 이 나쁜 년이 주술 부리는 것을 안보아서 그렇소!" -right
## "마을 사람들" "주술의 힘은 우리들이 겪어 보아서 아오!" -right
## "마을 사람들" "악령들을 부르는 저주가 아니라면 이 가뭄들이 어떻게 설명되오?!" -right
## "나" "허허....."
## "나" "아니 마을 동지 여러분, 진실을 바라보십쇼!"
## "나" "마을의 농사가 망한것은 주술 때문이 아니라, 당의 농사법이 잘못됬기 때문입니다!"
Load Character "Character\Crowd\sugunsugun" -right
# "동네사람들은 약간 벙찐 모습이었다."
## "나" "교황 XXX 성하께서는 분명 교회법을 통해 마법은 미신에 불과하다 선포하셨소이다."
## "나" "동무들… 혹시 이단이었소?"
## "나" "그래도 못믿겠다면, 내가 악마와 상종하는 자와 참된 신앙인을 구별하는 법을 아오."
## "나" "잠시 저 노파를 내려보시오."
# "마을 사람들은 나의 말에 혼란을 겪었는지 잠시 머뭇거리다 무당을 풀어주었다."
Unload Character -left
Load Character "Character\Imperius\b\scared" -left
# "임페리우스가 다시 내려오자, 나는 그녀를 바라보며 물어보기 시작했다."
## "나" "마을 동무들, 잘 보시오, 내가 말하는 질문에 대답을 올바르게 할수 있다면 이 노파는 무고하오."
## "나" "Credo in unum Deum, Patrem omnipoténtem..."
## "임페리우스" "Factorem cæli et terræ, visibílium ómnium et invisibilium."
## "임페리우스" "Et in unum Dóminum Iesum Christum, Filium Dei unigénitum et ex Patre natum ante ómnia sǽcula...."
# "그렇게 임페리우스는 니케아 신경을 끝까지 읽어 내려갔다."
# "라틴어로 신앙의 고백을 읽자 마을 사람들을 뜻은 모르지만 무언가에 홀린 듯이 듣기 시작했다."
## "임페리우스" "Et exspécto resurrectiónem mortuórum, et vitam ventúri sæculi."
## "임페리우스" "Amen"
## "나" "아멘!"
# "그러고 나서 나는 마을 사람들을 타일르기 시작했다."
## "나" "이렇게 독실한 신자를 마녀로 몰다니..."
## "나" "동무들은 영혼이 지옥이란 아오지중 아오지 불에 떨어질 위기에 처해있다!"
# "그렇게 나는 지옥의 꺼지지 않는 불과 영원한 심판에 대해 서술하기 시작했다."
# "듣다 참다못한 마을 사람들은 덜덜 떨기 시작했다."
Load Character "Character\Crowd\scared" -right
## "마을 사람들" "아, 안돼! 그런 아오지가 있다니...그럴 순 없소!" -right
## "나" "어서 동무들 모두 죄를 뇌우치세요!"
## "마을 사람들" "하지만 어떻게 해야지 죄를 씻을수가 있소!"
## "나" "오이오이, 지금 까지 설명 했는데, 설마 그것도 모르는 것들인가!"
## "나" "주님의 말씀과 전통을 담은, 보편교회의 일부로 들어와야 한다!"
## "나" "어서 당의 미신을 버리고, 이성적이고 논리적인 보편교회의 가르침을 따르라!"
# "아 맞다, 그러고 보니 가방 속에 신학대전 노트들을 지금도 들고 있었다."
## "나" "이것은『신학대전』이란 것이다. 내가 있던 곳에선 다들 읽던 것이지."
# "내용을 읊어주자 임페리우스 처럼 다들 진리에 설득당해 무릎을 꿇고 자신들의 죄를 뇌우치며 울기 시작했다."
Load Character "Character\Crowd\crying" -right
## "마을 사람들" "어엉...흑, 믿씀메...." -right
## "나" "자 따라해보시오, ‘예수 천국, 불신 아오지'!"
## "마을 사람들" "예수 천국, 불신 아오지!"
# "이 사건으로 임페리우스집 앞에 모였던 전원이 개종되었고, 그 이후 마을 전체에 이 아오지중 아오지와 보편교회의 소식을 퍼져나갔다."
# "그렇게 몇달만에 나는 마을의 대다수를 보편교회로 개종시키고 세례를 진행하게 되었다."
# "오이오이, 위험하다고?"
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......@@ -45,10 +45,16 @@ public class EventManager : MonoBehaviour
public GameObject fullScriptText;
public GameObject scriptText;
public bool isNextButtonActive;
public Button NextButton;
public bool isNextButtonActive = true;
public GameObject UIButton;
public GameObject UIScript;
private String _fullScript = "";
private int _scriptLength = 4;
private int _scriptLength = 4;
private int _loadingCharacterCount = 0;
void Start()
{
......@@ -63,9 +69,12 @@ public class EventManager : MonoBehaviour
Debug.Log("stop");
StopCoroutine("loadVideo");
videoVFX.Stop();
UI.SetActive(true);
UIButton.SetActive(true);
UIScript.SetActive(true);
ExecuteOneScript();
}
NextButton.interactable = isNextButtonActive;
}
public void SetUpEventManager() // when playing new event, this instance should be made.
......@@ -99,6 +108,8 @@ public class EventManager : MonoBehaviour
private void _ExecuteCommand(Command c)
{
NextButton.interactable = true;
int choiceDependencyNum;
choiceDependencyNum = c.choiceDependency.Item1;
......@@ -222,10 +233,21 @@ public class EventManager : MonoBehaviour
}
}
IEnumerator WaitUntilCharacterLoaded()
{
if (_loadingCharacterCount != 0)
{
Debug.Log("Wait Until Character Loaded");
}
yield return new WaitUntil(() => _loadingCharacterCount == 0);
}
private void _Explanation(Explanation explanation)
{
Debug.Log("explanation");
StartCoroutine(WaitUntilCharacterLoaded());
containerChoice.SetActive(false);
containerConversation.SetActive(false);
containerFullScript.SetActive(true);
......@@ -262,10 +284,13 @@ public class EventManager : MonoBehaviour
return _fullScript + "<<";
}
private void _Conversation(Conversation conversation)
{
Debug.Log("conversation");
StartCoroutine(WaitUntilCharacterLoaded());
containerChoice.SetActive(false);
containerConversation.SetActive(true);
containerFullScript.SetActive(false);
......@@ -284,6 +309,8 @@ public class EventManager : MonoBehaviour
scriptText.GetComponent<RubyText>().isCalled = false;
}
private void _LoadCharacter(LoadCharacter loadCharacter)
{
containerChoice.SetActive(false);
......@@ -294,15 +321,20 @@ public class EventManager : MonoBehaviour
if(loadCharacter.location != SpriteLocation.None)
{
isNextButtonActive = false;
StartCoroutine(fadeCharacter(loadCharacter));
}
// ExecuteOneScript();
}
IEnumerator fadeCharacter(LoadCharacter loadCharacter)
{
_loadingCharacterCount++;
ExecuteOneScript();
var locationGameObject = spritePeople[(int)loadCharacter.location];
var spriteRenderer = locationGameObject.GetComponent<SpriteRenderer>();
......@@ -335,7 +367,9 @@ public class EventManager : MonoBehaviour
yield return new WaitForSeconds(0.04f);
}
ExecuteOneScript();
// ExecuteOneScript();
_loadingCharacterCount--;
isNextButtonActive = true;
}
private void _UnloadCharacter(UnloadCharacter unloadCharacter)
......@@ -374,6 +408,7 @@ public class EventManager : MonoBehaviour
{
// 그냥 페이드 인
spriteBackgroundTemp.SetActive(false);
isNextButtonActive = false;
StartCoroutine(FadeBackground(loadBackground, background, mainBackgroundRenderer));
}
else
......@@ -392,6 +427,7 @@ public class EventManager : MonoBehaviour
spriteBackground.SetActive(true);
spriteBackgroundTemp.SetActive(true);
isNextButtonActive = false;
StartCoroutine(DissolveBackground(loadBackground, background, mainBackgroundRenderer, tmpBackgroundRenderer));
}
}
......@@ -425,6 +461,7 @@ public class EventManager : MonoBehaviour
yield return new WaitForSeconds(0.05f);
}
isNextButtonActive = true;
ExecuteOneScript();
}
......@@ -470,7 +507,8 @@ public class EventManager : MonoBehaviour
mainBackgroundRenderer.sprite = background;
mainBackgroundRenderer.color = mainBackgroundColor;
isNextButtonActive = true;
ExecuteOneScript();
}
......@@ -503,7 +541,11 @@ public class EventManager : MonoBehaviour
Sprite cg;
cg = Resources.Load<Sprite>(loadCG.filePath);
spriteCG.GetComponent<SpriteRenderer>().sprite = cg;
spriteCG.GetComponent<SpriteRenderer>().sprite = cg;
isNextButtonActive = false;
UIButton.SetActive(false);
UIScript.SetActive(false);
StartCoroutine("showCG");
}
......@@ -511,15 +553,16 @@ public class EventManager : MonoBehaviour
IEnumerator showCG()
{
spriteCG.SetActive(true);
UI.SetActive(false);
yield return new WaitForSeconds(1f);
//Debug.Log("hi");
spriteCG.GetComponent<SpriteRenderer>().sortingLayerName = "background";
spriteCG.GetComponent<SpriteRenderer>().sortingOrder =
spriteBackground.GetComponent<SpriteRenderer>().sortingOrder + 1;
UI.SetActive(true);
isNextButtonActive = true;
UIButton.SetActive(true);
UIScript.SetActive(true);
ExecuteOneScript();
}
......@@ -537,6 +580,7 @@ public class EventManager : MonoBehaviour
{
Debug.Log("VFXCamerashake");
isNextButtonActive = false;
StartCoroutine(cameraShake());
}
......@@ -548,9 +592,29 @@ public class EventManager : MonoBehaviour
yield return new WaitForSeconds(aniLength);
isNextButtonActive = true;
ExecuteOneScript();
}
//private bool _IsAnimatorPlaying(Animator animator)
//{
// return animator.GetCurrentAnimatorStateInfo(0).length >
// animator.GetCurrentAnimatorStateInfo(0).normalizedTime;
//}
private float _GetAnimLength(Animator animator)
{
float length = 0.0f;
foreach (AnimationClip clip in animator.runtimeAnimatorController.animationClips)
{
length += clip.length;
}
return length;
}
private void _VFXLoadSprite(VFXLoadSprite vfxLoadSprite)
{
Debug.Log("VFXLoadSprite");
......@@ -565,6 +629,22 @@ public class EventManager : MonoBehaviour
animator.runtimeAnimatorController = Resources.Load(vfxLoadSprite.filePath + "AnimController") as RuntimeAnimatorController;
Debug.Log(vfxLoadSprite.filePath + "AnimController");
spriteVFX.SetActive(true);
UIButton.SetActive(false);
UIScript.SetActive(false);
StartCoroutine(WaitUnilAnimFinish(animator));
}
IEnumerator WaitUnilAnimFinish(Animator animator)
{
yield return new WaitForSeconds(_GetAnimLength(animator));
UIButton.SetActive(true);
UIScript.SetActive(true);
ExecuteOneScript();
}
private void _VFXUnloadSprite(VFXUnloadSprite vfxUnloadSprite)
......@@ -572,6 +652,8 @@ public class EventManager : MonoBehaviour
Debug.Log("VFXUnloadSprite");
spriteVFX.SetActive(false);
ExecuteOneScript();
}
private void _VFXSound(VFXSound vfxSound)
......@@ -614,6 +696,9 @@ public class EventManager : MonoBehaviour
videoVFX.clip = videoClip;
UIButton.SetActive(false);
UIScript.SetActive(false);
StartCoroutine(loadVideoandPlay());
}
......@@ -623,11 +708,11 @@ public class EventManager : MonoBehaviour
videoLength = (float) videoVFX.clip.length;
videoVFX.Play();
UI.SetActive(false);
yield return new WaitForSeconds(videoLength);
UI.SetActive(true);
UIButton.SetActive(true);
UIScript.SetActive(true);
ExecuteOneScript();
}
......@@ -758,11 +843,15 @@ public class EventManager : MonoBehaviour
IEnumerator transtionVFXPlay()
{
yield return StartCoroutine(fadeOut());
//UIButton.SetActive(false);
//UIScript.SetActive(false);
ExecuteOneScript();
yield return StartCoroutine(fadeIn());
yield return StartCoroutine(fadeIn());
}
IEnumerator fadeOut()
......@@ -803,6 +892,7 @@ public class EventManager : MonoBehaviour
{
Debug.Log("VFXPause");
isNextButtonActive = false;
StartCoroutine(pauseVFXPlay(vfxPause.second / 1000)); //millisecond to second
}
......@@ -810,6 +900,8 @@ public class EventManager : MonoBehaviour
{
yield return new WaitForSeconds(seconds);
isNextButtonActive = true;
ExecuteOneScript();
}
......
......@@ -81,9 +81,34 @@ public class GameManager : MonoBehaviour
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.
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];
{
int monthOffset;
if (game.turn.monthNumber >= 0 && game.turn.monthNumber < 6)
monthOffset = 5 - game.turn.monthNumber;
else
monthOffset = 11 - game.turn.monthNumber;
int totalMonthLeft = 6 * (e.turnsLeft - 1) + monthOffset;
int year = totalMonthLeft / 12;
int month = totalMonthLeft % 12 + 1;
string apText;
if (year == 0)
apText = " " + month + "개월 남음";
else
apText = year + "년 " + month + "개월 남음";
sd.GetChild(2).GetComponent<TextMesh>().text = apText;
}
//sd.GetChild(1).GetChild(0).GetComponent<SpriteRenderer>().sprite = numberSprites[e.cost];
sd.GetChild(1).GetComponent<TextMesh>().text = e.cost + "달";
if (e.availableSeason == Season.None)
sd.GetChild(4).gameObject.SetActive(false);
else
......@@ -106,11 +131,33 @@ public class GameManager : MonoBehaviour
sd.gameObject.SetActive(false);
if (e.givenMaxTurn < 0)
return;
continue;
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];
{
//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.
int monthOffset;
if (game.turn.monthNumber >= 0 && game.turn.monthNumber < 6)
monthOffset = 5 - game.turn.monthNumber;
else
monthOffset = 11 - game.turn.monthNumber;
int totalMonthLeft = 6 * (e.turnsLeft - 1) + monthOffset;
int year = totalMonthLeft / 12;
int month = totalMonthLeft % 12 + 1;
string apText;
if (year == 0)
apText = " " + month + "개월 남음";
else
apText = year + "년 " + month + "개월 남음";
sd.GetChild(2).GetComponent<TextMesh>().text = apText;
}
//sd.GetChild(1).GetChild(0).GetComponent<SpriteRenderer>().sprite = numberSprites[e.cost];
if (e.availableSeason == Season.None)
sd.GetChild(4).gameObject.SetActive(false);
else
......
fileFormatVersion: 2
guid: 3de7ef44d0e8d8a4399ab69fa7812deb
TextScriptImporter:
guid: 5c32eba93cbebb54194ddc4a97ca8f7e
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System;
public class RaidingGameManager : MonoBehaviour
{
public Text playerHPText;
public Text boarHPText;
public Slider boarHPBar;
public Text skillDiscription;
public Text boarBehaviourDiscription;
public const int maxPlayerHP = 100;
public int playerHP = 100;
public const int maxBoarHP = 150;
public int boarHP = 150;
public int playerAtkPower = 20;
public int boarAtkPower = 15;
public int playerBlock = 0;
public bool isReadyToEvade = false;
public bool isBoarCharging = false;
public int turnsLeft = 15;
public int boarHealCount = 3;
public int boarEmpowerCount = 1;
public int boarChargeCount = 1;
public BoarBehaviour whatBoarGonnaDo = BoarBehaviour.Attack;
public PlayerSpecialSkill currentSpecialSkill = PlayerSpecialSkill.Empower;
public enum BoarBehaviour
{
Attack, Charge, Heal, Empower, ChargeAttack
}
public enum PlayerSpecialSkill
{
Empower, Heal, ReadyToEvade
}
// Start is called before the first frame update
void Start()
{
_UpdatePanel();
}
public void Proceed(int behaviourType) // 0 if attack, 1 if block, 2 if special
{
switch (behaviourType)
{
case 0:
_PlayerAttack();
break;
case 1:
_PlayerBlock();
break;
case 2:
_PlayerSpecialAct();
break;
default:
throw new InvalidOperationException("ERRORDSFASDFSFSDADF");
}
_BoarBehave();
_SetPlayerSkill();
_SetBoarBehaviour();
_EndTurn();
_UpdatePanel();
}
private void _UpdateBoarBehaviourDiscription()
{
string turnsLeftDiscription = turnsLeft + "턴 후에 와일드보어킹이 도망갑니다!\n\n";
switch(whatBoarGonnaDo)
{
case BoarBehaviour.Attack:
boarBehaviourDiscription.text = turnsLeftDiscription + "와일드보어킹이 당신을 " + boarAtkPower + "의 공격력으로 공격하려 합니다!";
break;
case BoarBehaviour.Charge:
boarBehaviourDiscription.text = turnsLeftDiscription + "와일드보어킹이 다음 턴을 위한 강력한 돌진 공격을 충전하려 합니다!";
break;
case BoarBehaviour.Empower:
boarBehaviourDiscription.text = turnsLeftDiscription + "와일드보어킹이 분노합니다! 와일드보어킹이 공격력이 10 증가합니다!";
break;
case BoarBehaviour.Heal:
boarBehaviourDiscription.text = turnsLeftDiscription + "와일드보어킹이 휴식을 취하려 합니다! 와일드보어킹이 체력을 20 회복합니다!";
break;
case BoarBehaviour.ChargeAttack:
boarBehaviourDiscription.text = turnsLeftDiscription + "와일드보어킹의 충전이 끝났습니다! 와일드보어킹이 당신을 " + boarAtkPower * 2 + "의 공격력으로 공격하려 합니다!";
break;
}
}
private void _UpdatePanel()
{
playerHPText.text = "your hp: " + playerHP;
boarHPText.text = boarHP + "/" + maxBoarHP;
boarHPBar.value = boarHP;
_UpdateBoarBehaviourDiscription();
}
private void _PlayerAttack()
{
boarHP -= playerAtkPower;
}
private void _PlayerBlock()
{
playerBlock += 10;
}
private void _PlayerSpecialAct()
{
switch (currentSpecialSkill)
{
case PlayerSpecialSkill.Empower:
playerAtkPower += 10;
break;
case PlayerSpecialSkill.Heal:
playerHP += 20;
break;
case PlayerSpecialSkill.ReadyToEvade:
isReadyToEvade = true;
break;
}
}
private void _BoarBehave()
{
switch (whatBoarGonnaDo)
{
case BoarBehaviour.Attack:
if (!isReadyToEvade)
playerHP = Math.Max(playerHP + playerBlock - boarAtkPower, 10);
return;
case BoarBehaviour.Charge:
isBoarCharging = true;
boarChargeCount--;
return;
case BoarBehaviour.Empower:
boarEmpowerCount--;
boarAtkPower += 10;
return;
case BoarBehaviour.Heal:
boarHealCount--;
boarHP = Math.Min(boarHP + 20, maxBoarHP);
return;
case BoarBehaviour.ChargeAttack:
if (!isReadyToEvade)
playerHP = Math.Max(playerHP + playerBlock - boarAtkPower * 2, 10);
isBoarCharging = false;
return;
}
}
private void _EndTurn()
{
_SetPlayerSkill();
_SetBoarBehaviour();
playerBlock = 0;
turnsLeft--;
}
private void _SetPlayerSkill()
{
currentSpecialSkill = (PlayerSpecialSkill)((new System.Random()).Next() % 3);
}
private void _SetBoarBehaviour()
{
if (isBoarCharging)
{
whatBoarGonnaDo = BoarBehaviour.ChargeAttack;
}
else
{
whatBoarGonnaDo = (BoarBehaviour)((new System.Random()).Next() % 4);
if ((boarHealCount <= 0 && whatBoarGonnaDo == BoarBehaviour.Heal) ||
(boarEmpowerCount <= 0 && whatBoarGonnaDo == BoarBehaviour.Empower) ||
(boarChargeCount <= 0 && whatBoarGonnaDo == BoarBehaviour.Charge))
{
_SetBoarBehaviour();
}
}
}
}
\ No newline at end of file
fileFormatVersion: 2
guid: bc9a07a3a2955d64bb1413f4a974af3f
guid: 573e2fb33ff83814287632e1e1b842dd
MonoImporter:
externalObjects: {}
serializedVersion: 2
......
......@@ -15,6 +15,17 @@ public class RubyText : MonoBehaviour
public Rect position;
public float yOffset = 10;
/*
*
* 유동크기 다시 돌릴떄
* 1. EventScene 2번째 캔버스 constant pixel size 로 바꾸기
* 2. 밑에거 주석 풀기
* 3. 밑에거 없애기
*/
public float canvasHeight = 1080;
public float canvasWidth = 1920;
public float canvasMatch = 1f;
public bool isCalled = false;
private Regex rubyRex = new Regex("\\{(.*?):(.*?)\\}");
......@@ -76,7 +87,11 @@ public class RubyText : MonoBehaviour
var prt = o.GetComponent<RectTransform>();
prt.localPosition = new Vector3((leftPos.x + rightPos.x) / 2, leftPos.y + yOffset, 0);
float screenScale = (canvasWidth / Screen.width) * (1.0f - canvasMatch) + (canvasHeight / Screen.height) * canvasMatch;
//2. 밑에거 주석 풀기
//prt.localPosition = new Vector3((leftPos.x + rightPos.x) / 2 , leftPos.y + yOffset, 0);
//3.밑에거 없애기
prt.localPosition = new Vector3(((leftPos.x + rightPos.x) / 2) * screenScale, (leftPos.y ) * screenScale + yOffset, 0);
o.GetComponent<Text>().text = furiText[i];
}
......
......@@ -6,7 +6,7 @@ using UnityEngine.UI;
public class TutorialManager : MonoBehaviour
{
public GameObject clickDetector;
/*public GameObject clickDetector;
public GameObject entireTutorial;
public GameObject[] tutorials;
public GameObject eventSDs;
......@@ -107,5 +107,5 @@ public class TutorialManager : MonoBehaviour
foreach (GameObject go in tutorials)
go.SetActive(false);
tutorials[idx].SetActive(true);
}
}*/
}
......@@ -117,6 +117,8 @@ public class UIEventManager : MonoBehaviour
buttonAuto.gameObject.
GetComponentInChildren<Text>().text = "Auto\nOn";
buttonNext.interactable = false;
StartCoroutine(autoPlay());
}
else if(isAuto == false)
......@@ -124,8 +126,8 @@ public class UIEventManager : MonoBehaviour
buttonAuto.gameObject.
GetComponentInChildren<Text>().text = "Auto\nOff";
Debug.Log("????");
buttonNext.interactable = true;
StopCoroutine(autoPlay());
}
}
......
......@@ -20,6 +20,7 @@ public class UITownManager : MonoBehaviour
public Transform test;
public GameObject moveBtnLocation;
public GameObject ButtonGoOutskirt;
public GameObject background;
public Text textPleasant;
......@@ -32,7 +33,11 @@ public class UITownManager : MonoBehaviour
public Sprite outskirtsSprite;
private Button _moveBtnLocation;
private Button _buttonGoOutskirt;
private Text _moveTxtlocation;
private Text _buttonGoOutskirtText;
private SpriteRenderer _background;
private Location _location;
private GameObject _eventList;
......@@ -46,13 +51,19 @@ public class UITownManager : MonoBehaviour
_location = Location.Outskirts;
_background = background.GetComponent<SpriteRenderer>();
_moveBtnLocation = moveBtnLocation.GetComponent<Button>();
_buttonGoOutskirt = ButtonGoOutskirt.GetComponent<Button>();
_moveTxtlocation = moveBtnLocation.GetComponentInChildren<Text>();
_buttonGoOutskirtText = ButtonGoOutskirt.GetComponentInChildren<Text>();
_moveBtnLocation.onClick.AddListener(OnMoveBtnClick);
_buttonGoOutskirt.onClick.AddListener(OnButtonGoOutskirtClicked);
UpdatePanel();
if (!GameManager.instance.isTutorialPlayed)
{
tutorialManager.InitTexts();
tutorialManager.ProceedTutorial();
//tutorialManager.InitTexts();
//tutorialManager.ProceedTutorial();
}
SetParentsOfEvents();
}
......@@ -62,7 +73,7 @@ public class UITownManager : MonoBehaviour
{
GameManager gm = GameManager.instance;
Debug.Log(gm.game.turn.turnNumber);
tutorialManager.ProceedTutorial();
//tutorialManager.ProceedTutorial();
switch (_location)
{
case Location.Outskirts:
......@@ -71,17 +82,37 @@ public class UITownManager : MonoBehaviour
outskirts.gameObject.SetActive(false);
town.gameObject.SetActive(true);
textLocation.text = "마을";
_moveTxtlocation.text = "마을 외곽으로";
moveBtnLocation.SetActive(false);
ButtonGoOutskirt.SetActive(true);
break;
default:
throw new InvalidOperationException("Location should be town or outskirts");
}
GameManager.instance.TryUpdateEventSDs();
}
//If button clicked, change location, and replace ui depend on location
public void OnButtonGoOutskirtClicked()
{
GameManager gm = GameManager.instance;
Debug.Log(gm.game.turn.turnNumber);
//tutorialManager.ProceedTutorial();
switch (_location)
{
case Location.Town:
_background.sprite = outskirtsSprite;
_location = Location.Outskirts;
outskirts.gameObject.SetActive(true);
town.gameObject.SetActive(false);
textLocation.text = "마을 외곽";
_moveTxtlocation.text = "마을로";
moveBtnLocation.SetActive(true);
ButtonGoOutskirt.SetActive(false);
break;
......@@ -90,6 +121,7 @@ public class UITownManager : MonoBehaviour
}
GameManager.instance.TryUpdateEventSDs();
}
/*
public void OnClickNextTurnButton()
{
......
This diff is collapsed.
fileFormatVersion: 2
guid: 8d48ac4eae8cb4d41b4f631a5a8fc0de
guid: 35a1774e56439e14b9b98fa67922cbbc
TextureImporter:
fileIDToRecycleName: {}
externalObjects: {}
......
......@@ -384,12 +384,12 @@ MonoBehaviour:
m_Script: {fileID: 1980459831, guid: f70555f144d8491a825f0804e09c671c, type: 3}
m_Name:
m_EditorClassIdentifier:
m_UiScaleMode: 0
m_UiScaleMode: 1
m_ReferencePixelsPerUnit: 100
m_ScaleFactor: 1
m_ReferenceResolution: {x: 800, y: 600}
m_ReferenceResolution: {x: 1920, y: 1080}
m_ScreenMatchMode: 0
m_MatchWidthOrHeight: 0
m_MatchWidthOrHeight: 1
m_PhysicalUnit: 3
m_FallbackScreenDPI: 96
m_DefaultSpriteDPI: 96
......@@ -1003,6 +1003,9 @@ MonoBehaviour:
width: 0
height: 0
yOffset: 60
canvasHeight: 1080
canvasWidth: 1920
canvasMatch: 1
isCalled: 0
--- !u!1 &918228352
GameObject:
......@@ -1229,7 +1232,7 @@ MonoBehaviour:
m_LineSpacing: 1
m_Text: 'Skip
On'
Off'
--- !u!222 &1008472587
CanvasRenderer:
m_ObjectHideFlags: 0
......@@ -1340,6 +1343,9 @@ MonoBehaviour:
width: 0
height: 0
yOffset: 60
canvasHeight: 1080
canvasWidth: 1920
canvasMatch: 1
isCalled: 0
--- !u!1 &1140836743
GameObject:
......@@ -2127,9 +2133,9 @@ RectTransform:
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: -859.99994, y: -324.7}
m_SizeDelta: {x: -1720, y: -749.6}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 100.00006, y: 187.29999}
m_SizeDelta: {x: 200, y: 274.40002}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &1692013383
GameObject:
......@@ -2398,7 +2404,10 @@ MonoBehaviour:
textFullScriptTest: {fileID: 0}
fullScriptText: {fileID: 902959464}
scriptText: {fileID: 1126384281}
isNextButtonActive: 0
NextButton: {fileID: 165578307}
isNextButtonActive: 1
UIButton: {fileID: 1973724594}
UIScript: {fileID: 204476203}
--- !u!4 &1800731944
Transform:
m_ObjectHideFlags: 0
......@@ -2521,7 +2530,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 2.61, y: -153}
m_AnchoredPosition: {x: 2.61, y: -153.00006}
m_SizeDelta: {x: 5994.8, y: 1494}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &1817215397
......
......@@ -124,7 +124,7 @@ GameObject:
- component: {fileID: 66325923}
- component: {fileID: 66325922}
m_Layer: 5
m_Name: Text
m_Name: BoarBehaviourDiscription
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
......@@ -204,7 +204,7 @@ GameObject:
- component: {fileID: 133932593}
- component: {fileID: 133932592}
m_Layer: 5
m_Name: Text
m_Name: PlayerHP
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
......@@ -250,8 +250,8 @@ MonoBehaviour:
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
m_FontSize: 14
m_Font: {fileID: 12800000, guid: a2b48e19229b9be49bb40a19b20769c3, type: 3}
m_FontSize: 27
m_FontStyle: 0
m_BestFit: 0
m_MinSize: 10
......@@ -262,7 +262,7 @@ MonoBehaviour:
m_HorizontalOverflow: 0
m_VerticalOverflow: 0
m_LineSpacing: 1
m_Text: 'YOUR HP: '
m_Text: 'your hp: 100'
--- !u!222 &133932593
CanvasRenderer:
m_ObjectHideFlags: 0
......@@ -365,7 +365,7 @@ GameObject:
- component: {fileID: 339778853}
- component: {fileID: 339778852}
m_Layer: 5
m_Name: Text
m_Name: BossHP
m_TagString: Untagged
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