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true-history-committee
civilization-iii
Commits
0525dff6
Commit
0525dff6
authored
Jan 26, 2018
by
redsuncore
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Plain Diff
Production Queue Activated
생산 큐, 배치 큐 출력 가능. 생산 선택 큐에서 생산 큐로 선택한 유닛 보낼 수 있음.
parent
dc380f10
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310 additions
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307 deletions
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-307
Deployment1.prefab
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Production1.prefab
Assets/Prefabs/Production1.prefab
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UnitToProduce.prefab
Assets/Prefabs/UnitToProduce.prefab
+6
-6
GameScene.unity
Assets/Scenes/GameScene.unity
+5
-217
CIVGameManager.cs
Assets/Scripts/CIVGameManager.cs
+1
-1
ManagementUIController.cs
Assets/Scripts/ManagementUIController.cs
+103
-47
DepPrefab.cs
Assets/Scripts/PrefabScript/DepPrefab.cs
+39
-14
ProPrefab.cs
Assets/Scripts/PrefabScript/ProPrefab.cs
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SelPrefab.cs
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2
}
propertyPath
:
m_Pivot.y
value
:
1
objectReference
:
{
fileID
:
0
}
m_RemovedComponents
:
[]
m_ParentPrefab
:
{
fileID
:
100100000
,
guid
:
e251050c3a94e2a47be7fa8a4796fbbd
,
type
:
2
}
m_IsPrefabParent
:
0
---
!u!224
&992871568
stripped
RectTransform
:
m_PrefabParentObject
:
{
fileID
:
224370154200431468
,
guid
:
e251050c3a94e2a47be7fa8a4796fbbd
,
type
:
2
}
m_PrefabInternal
:
{
fileID
:
992871567
}
---
!u!1
&1038595374
GameObject
:
m_ObjectHideFlags
:
0
...
...
@@ -3516,11 +3310,6 @@ CanvasRenderer:
m_PrefabParentObject
:
{
fileID
:
0
}
m_PrefabInternal
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
1474852284
}
---
!u!224
&1489474474
stripped
RectTransform
:
m_PrefabParentObject
:
{
fileID
:
224863861108230814
,
guid
:
47ef1c05cbecfff42aec8f14c7958d12
,
type
:
2
}
m_PrefabInternal
:
{
fileID
:
796870828
}
---
!u!1
&1515273671
GameObject
:
m_ObjectHideFlags
:
0
...
...
@@ -3905,8 +3694,8 @@ MonoBehaviour:
m_TargetGraphic
:
{
fileID
:
1218335426
}
m_HandleRect
:
{
fileID
:
1218335425
}
m_Direction
:
2
m_Value
:
0
m_Size
:
1
m_Value
:
1
m_Size
:
0.99999994
m_NumberOfSteps
:
0
m_OnValueChanged
:
m_PersistentCalls
:
...
...
@@ -4511,8 +4300,7 @@ RectTransform:
m_LocalRotation
:
{
x
:
0
,
y
:
0
,
z
:
0
,
w
:
1
}
m_LocalPosition
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_LocalScale
:
{
x
:
1
,
y
:
1
,
z
:
1
}
m_Children
:
-
{
fileID
:
1489474474
}
m_Children
:
[]
m_Father
:
{
fileID
:
1038595375
}
m_RootOrder
:
0
m_LocalEulerAnglesHint
:
{
x
:
0
,
y
:
0
,
z
:
0
}
...
...
Assets/Scripts/CIVGameManager.cs
View file @
0525dff6
...
...
@@ -237,7 +237,7 @@ public class CIVGameManager : MonoBehaviour, IView {
cells
=
new
GameObject
[
Width
,
Height
];
DrawMap
();
Focus
(
new
Position
{
X
=
5
,
Y
=
5
});
//testcase
ManagementUIController
.
PrefabsSetting
();
}
else
{
...
...
Assets/Scripts/ManagementUIController.cs
View file @
0525dff6
...
...
@@ -8,11 +8,14 @@ using CivModel.Common;
public
class
ManagementUIController
:
MonoBehaviour
{
private
static
ManagementUIController
managementUIController
;
public
Canvas
managementUI
;
public
Button
managementTab
;
private
LinkedList
<
Production
>
mProduction
;
private
LinkedList
<
Production
>
mDeployment
;
private
IReadOnlyList
<
IProductionFactory
>
facList
;
private
IReadOnlyList
<
Player
>
mPlayers
;
...
...
@@ -33,7 +36,6 @@ public class ManagementUIController : MonoBehaviour {
public
GameObject
depQueue
;
public
GameObject
productableQueue
;
private
IReadOnlyList
<
IProductionFactory
>
facList
;
...
...
@@ -44,31 +46,6 @@ public class ManagementUIController : MonoBehaviour {
managementUI
.
enabled
=
val
;
}
public
GameObject
MakeDeploymentItem
(
GameObject
prefab
,
Unit
unit
)
{
GameObject
item
=
Instantiate
(
prefab
);
item
.
GetComponents
<
Text
>()[
1
].
text
=
unit
.
GetType
().
ToString
();
return
item
;
}
public
GameObject
MakeProductItem
(
GameObject
prefab
,
Unit
unit
)
{
GameObject
item
=
Instantiate
(
prefab
);
item
.
GetComponents
<
Text
>()[
1
].
text
=
unit
.
GetType
().
ToString
();
return
item
;
}
public
GameObject
MakeSelectionItem
(
GameObject
prefab
,
Unit
unit
)
{
GameObject
item
=
Instantiate
(
prefab
);
item
.
GetComponents
<
Text
>()[
1
].
text
=
unit
.
GetType
().
ToString
();
return
item
;
}
public
void
InitiateSelectionTap
(
Player
player
)
{
mPresenter
.
CommandApply
();
var
factoryList
=
mPresenter
.
AvailableProduction
;
}
public
void
ManageButton
()
// Management tab on/off button
{
...
...
@@ -108,23 +85,47 @@ public class ManagementUIController : MonoBehaviour {
}
SQlist
=
tempList
;
mPresenter
.
CommandCancel
();
MakeProductionQ
();
MakeDeploymentQ
();
foreach
(
GameObject
sq
in
SQlist
)
{
sq
.
GetComponent
<
SelPrefab
>().
SetButton
(
SQlist
.
IndexOf
(
sq
));
}
}
}
else
if
(
mPresenter
.
State
==
Presenter
.
States
.
ProductUI
)
{
mPresenter
.
CommandCancel
();
}
}
void
Awake
()
{
DontDestroyOnLoad
(
this
);
if
(
managementUIController
==
null
)
{
managementUIController
=
this
;
}
else
{
Destroy
(
this
);
}
}
void
Start
()
{
gameManagerObject
=
CIVGameManager
.
GetGameManager
();
gameManager
=
gameManagerObject
.
GetComponent
<
CIVGameManager
>();
mPresenter
=
gameManager
.
GetPresenter
();
mPlayers
=
mPresenter
.
Game
.
Players
;
SQlist
=
new
List
<
GameObject
>();
if
(
managementUIController
==
this
)
{
gameManagerObject
=
CIVGameManager
.
GetGameManager
();
gameManager
=
gameManagerObject
.
GetComponent
<
CIVGameManager
>();
mPresenter
=
gameManager
.
GetPresenter
();
mGame
=
mPresenter
.
Game
;
mPlayers
=
mGame
.
Players
;
}
else
{
Destroy
(
this
);
}
}
void
Update
()
...
...
@@ -154,31 +155,86 @@ public class ManagementUIController : MonoBehaviour {
break
;
}
}
public
void
AddNewProduction
(
bool
val
)
{
Debug
.
Log
(
"new production in queue"
);
}
public
void
MakeProductionQ
()
{
for
(
int
i
=
0
;
i
<
mProduction
.
Count
;
i
++)
List
<
GameObject
>
tempList
=
new
List
<
GameObject
>();
Debug
.
Log
(
"ProductionList startMaking"
);
foreach
(
GameObject
pq
in
PQlist
)
{
PQlist
[
i
]
=
Instantiate
(
proPrefab
);
PQlist
[
i
].
GetComponent
<
Text
>().
text
=
3
+
"턴 이후 종료"
;
// need to calculate how many turns are left
Destroy
(
pq
);
}
PQlist
.
Clear
();
mProduction
=
mGame
.
PlayerInTurn
.
Production
;
Debug
.
Log
(
"ProList : "
+
mProduction
.
Count
);
Debug
.
Log
(
"ProductionList Updated"
);
foreach
(
Production
prod
in
mProduction
)
{
var
PPrefab
=
Instantiate
(
proPrefab
,
new
Vector3
(
0f
,
0f
,
0f
),
Quaternion
.
identity
);
PPrefab
.
transform
.
SetParent
(
proQueue
.
transform
);
PPrefab
.
transform
.
localScale
=
new
Vector3
(
1f
,
1f
,
1f
);
PPrefab
.
transform
.
localPosition
=
new
Vector3
(
0f
,
0f
,
0f
);
tempList
.
Add
(
PPrefab
.
GetComponent
<
ProPrefab
>().
MakeItem
(
prod
));
}
if
(
mProduction
.
Count
==
0
)
{
Debug
.
Log
(
"ProductionList null"
);
var
PPrefab
=
Instantiate
(
proPrefab
,
new
Vector3
(
0f
,
0f
,
0f
),
Quaternion
.
identity
);
PPrefab
.
transform
.
SetParent
(
proQueue
.
transform
);
PPrefab
.
transform
.
localScale
=
new
Vector3
(
1f
,
1f
,
1f
);
PPrefab
.
transform
.
localPosition
=
new
Vector3
(
0f
,
0f
,
0f
);
PPrefab
.
GetComponent
<
ProPrefab
>().
MakeItem
();
tempList
.
Add
(
PPrefab
);
}
PQlist
=
tempList
;
}
public
void
MakeDeploymentQ
()
{
for
(
int
i
=
0
;
i
<
mDeployment
.
Count
;
i
++)
List
<
GameObject
>
tempList
=
new
List
<
GameObject
>();
Debug
.
Log
(
"DeploymentList startMaking"
);
foreach
(
GameObject
dq
in
DQlist
)
{
D
Qlist
[
i
]
=
Instantiate
(
depPrefab
);
D
estroy
(
dq
);
}
DQlist
.
Clear
();
mDeployment
=
mGame
.
PlayerInTurn
.
Deployment
;
Debug
.
Log
(
"DepList : "
+
mDeployment
.
Count
);
Debug
.
Log
(
"DeploymentList Updated"
);
foreach
(
Production
prod
in
mDeployment
)
{
var
DPrefab
=
Instantiate
(
depPrefab
,
new
Vector3
(
0f
,
0f
,
0f
),
Quaternion
.
identity
);
DPrefab
.
transform
.
SetParent
(
depQueue
.
transform
);
DPrefab
.
transform
.
localScale
=
new
Vector3
(
1f
,
1f
,
1f
);
DPrefab
.
transform
.
localPosition
=
new
Vector3
(
0f
,
0f
,
0f
);
tempList
.
Add
(
DPrefab
.
GetComponent
<
DepPrefab
>().
MakeItem
(
prod
));
}
if
(
mDeployment
.
Count
==
0
)
{
Debug
.
Log
(
"DeploymentList null"
);
var
DPrefab
=
Instantiate
(
depPrefab
,
new
Vector3
(
0f
,
0f
,
0f
),
Quaternion
.
identity
);
DPrefab
.
transform
.
SetParent
(
depQueue
.
transform
);
DPrefab
.
transform
.
localScale
=
new
Vector3
(
1f
,
1f
,
1f
);
DPrefab
.
transform
.
localPosition
=
new
Vector3
(
0f
,
0f
,
0f
);
tempList
.
Add
(
DPrefab
.
GetComponent
<
DepPrefab
>().
MakeItem
());
tempList
.
Add
(
DPrefab
);
}
DQlist
=
tempList
;
}
public
static
void
PrefabsSetting
()
{
ProPrefab
.
SetPresenter
();
DepPrefab
.
SetPresenter
();
SelPrefab
.
SetPresenter
();
}
public
static
ManagementUIController
GetManagementUIController
()
{
if
(
managementUIController
==
null
)
{
Debug
.
Log
(
"managementUIController not made"
);
throw
new
MissingComponentException
();
}
return
managementUIController
;
}
}
\ No newline at end of file
Assets/Scripts/PrefabScript/DepPrefab.cs
View file @
0525dff6
...
...
@@ -8,18 +8,24 @@ using CivPresenter;
public
class
DepPrefab
:
MonoBehaviour
{
private
static
Presenter
presenter
;
private
Text
unitName
;
private
Text
[]
textarguments
;
private
Image
unitPrt
;
private
Button
[]
buttons
;
// Use this for initialization
void
Awake
()
{
Debug
.
Log
(
"call DepPre"
);
unitName
=
gameObject
.
GetComponentsInChildren
<
Text
>()[
2
];
unitName
.
text
=
"초기"
;
unitPrt
=
gameObject
.
GetComponentsInChildren
<
Image
>()[
0
];
Debug
.
Log
(
"call ProPre"
);
textarguments
=
gameObject
.
GetComponentsInChildren
<
Text
>();
foreach
(
Image
unt
in
gameObject
.
GetComponentsInChildren
<
Image
>())
{
if
(
unt
.
name
==
"Image"
)
{
unitPrt
=
unt
;
}
}
}
void
Start
()
...
...
@@ -33,23 +39,42 @@ public class DepPrefab : MonoBehaviour
}
public
GameObject
MakeItem
(
IProductionFactory
fact
)
public
GameObject
MakeItem
(
Production
prod
)
{
string
nameofFactory
=
ProductionFactoryTraits
.
GetFactoryName
(
fact
);
unitPrt
.
sprite
=
Resources
.
Load
<
Sprite
>(
"Unit_portrait/"
+
nameofFactory
);
unitName
.
text
=
nameofFactory
;
string
nameofProduction
=
ProductionFactoryTraits
.
GetFactoryName
(
prod
.
Factory
);
unitPrt
.
sprite
=
Resources
.
Load
<
Sprite
>(
"Unit_portrait/"
+
nameofProduction
+
"_portrait"
);
foreach
(
Text
txt
in
textarguments
)
{
switch
(
txt
.
name
)
{
case
"UnitName"
:
txt
.
text
=
nameofProduction
;
break
;
}
}
return
this
.
gameObject
;
}
public
GameObject
MakeItem
()
{
if
(
unitName
==
null
)
unitPrt
.
enabled
=
false
;
foreach
(
Text
txt
in
textarguments
)
{
Debug
.
Log
(
"Noname"
);
switch
(
txt
.
name
)
{
case
"UnitName"
:
txt
.
text
=
"비었음"
;
break
;
}
}
unitName
.
text
=
"배치 가능 유닛 없음"
;
unitName
.
fontSize
=
10
;
return
this
.
gameObject
;
}
public
void
SetButton
(
int
i
)
{
}
public
static
void
SetPresenter
()
{
presenter
=
CIVGameManager
.
GetGameManager
().
GetComponent
<
CIVGameManager
>().
GetPresenter
();
}
}
Assets/Scripts/PrefabScript/ProPrefab.cs
View file @
0525dff6
using
System.Collections
;
using
System
;
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
using
CivModel
;
using
CivModel.Common
;
using
CivPresenter
;
public
class
ProPrefab
:
MonoBehaviour
{
public
class
ProPrefab
:
MonoBehaviour
{
private
static
Presenter
presenter
;
// Use this for initialization
void
Start
()
{
}
// Update is called once per frame
void
Update
()
{
}
private
Text
[]
textarguments
;
private
Image
unitPrt
;
private
Button
[]
buttons
;
// Use this for initialization
void
Awake
()
{
Debug
.
Log
(
"call ProPre"
);
textarguments
=
gameObject
.
GetComponentsInChildren
<
Text
>();
foreach
(
Image
unt
in
gameObject
.
GetComponentsInChildren
<
Image
>())
{
if
(
unt
.
name
==
"Image"
)
{
unitPrt
=
unt
;
}
}
}
void
Start
()
{
}
// Update is called once per frame
void
Update
()
{
}
public
GameObject
MakeItem
(
Production
prod
)
{
string
nameofProduction
=
ProductionFactoryTraits
.
GetFactoryName
(
prod
.
Factory
);
unitPrt
.
sprite
=
Resources
.
Load
<
Sprite
>(
"Unit_portrait/"
+
nameofProduction
+
"_portrait"
);
foreach
(
Text
txt
in
textarguments
)
{
switch
(
txt
.
name
)
{
case
"TurnsLeft"
:
txt
.
text
=
"?턴 이후 배치 가능."
;
break
;
case
"UnitName"
:
txt
.
text
=
nameofProduction
;
break
;
case
"GoldPer"
:
txt
.
text
=
"금 : 턴당 "
+
"?"
+
" ("
+
"?"
+
"/"
+
Convert
.
ToInt32
(
prod
.
TotalCost
).
ToString
()
+
")"
;
break
;
case
"LaborPer"
:
txt
.
text
=
"노동력 : 턴당 "
+
"?"
+
" ("
+
Convert
.
ToInt32
(
prod
.
LaborInputed
).
ToString
()
+
"/"
+
Convert
.
ToInt32
(
prod
.
TotalCost
).
ToString
()
+
")"
;
break
;
}
}
return
this
.
gameObject
;
}
public
GameObject
MakeItem
()
{
unitPrt
.
enabled
=
false
;
foreach
(
Text
txt
in
textarguments
)
{
switch
(
txt
.
name
)
{
case
"TurnsLeft"
:
txt
.
text
=
"비었음"
;
break
;
case
"UnitName"
:
txt
.
text
=
"B었음"
;
break
;
}
}
return
this
.
gameObject
;
}
public
void
SetButton
(
int
i
)
{
}
public
static
void
SetPresenter
()
{
presenter
=
CIVGameManager
.
GetGameManager
().
GetComponent
<
CIVGameManager
>().
GetPresenter
();
}
}
Assets/Scripts/PrefabScript/SelPrefab.cs
View file @
0525dff6
...
...
@@ -8,22 +8,31 @@ using CivPresenter;
public
class
SelPrefab
:
MonoBehaviour
{
private
static
Presenter
presenter
;
private
static
ManagementUIController
uicontroller
;
private
Text
unitName
;
private
Image
unitPrt
;
private
Text
theNumberofProduce
;
// Use this for initialization
void
Awake
()
{
private
Button
[]
buttons
;
// Use this for initialization
void
Awake
()
{
Debug
.
Log
(
"call SelPre"
);
unitName
=
gameObject
.
GetComponentsInChildren
<
Text
>()[
1
];
unitName
.
text
=
"초기"
;
unitPrt
=
gameObject
.
GetComponentsInChildren
<
Image
>()[
0
];
foreach
(
Image
unt
in
gameObject
.
GetComponentsInChildren
<
Image
>())
{
if
(
unt
.
name
==
"Portrait"
)
{
unitPrt
=
unt
;
}
}
buttons
=
gameObject
.
GetComponentsInChildren
<
Button
>();
theNumberofProduce
=
gameObject
.
GetComponentsInChildren
<
Text
>()[
2
];
}
void
Start
()
{
uicontroller
=
ManagementUIController
.
GetManagementUIController
();
}
// Update is called once per frame
...
...
@@ -32,22 +41,49 @@ public class SelPrefab : MonoBehaviour {
public
GameObject
MakeItem
(
IProductionFactory
fact
)
{
Debug
.
Log
(
"Selection Queue Item Made"
);
string
nameofFactory
=
ProductionFactoryTraits
.
GetFactoryName
(
fact
);
unitPrt
.
sprite
=
Resources
.
Load
<
Sprite
>(
"Unit_portrait/"
+
nameofFactory
);
unitPrt
.
sprite
=
Resources
.
Load
<
Sprite
>(
"Unit_portrait/"
+
nameofFactory
+
"_portrait"
);
unitName
.
text
=
nameofFactory
;
theNumberofProduce
.
text
=
"X 1"
;
return
this
.
gameObject
;
}
public
GameObject
MakeItem
()
{
if
(
unitName
==
null
)
{
Debug
.
Log
(
"Fuck"
);
}
unitPrt
.
enabled
=
false
;
Debug
.
Log
(
"NULL Selection Queue"
);
unitName
.
text
=
"생산 가능 유닛 없음"
;
unitName
.
fontSize
=
10
;
theNumberofProduce
.
text
=
""
;
return
this
.
gameObject
;
}
public
void
SetButton
(
int
i
)
{
foreach
(
Button
but
in
buttons
)
{
if
(
but
.
name
==
"Produce"
)
{
but
.
onClick
.
AddListener
(
delegate
()
{
ProduceItem
(
i
);
});
}
}
}
public
static
void
SetPresenter
()
{
presenter
=
CIVGameManager
.
GetGameManager
().
GetComponent
<
CIVGameManager
>().
GetPresenter
();
}
private
void
ProduceItem
(
int
i
)
{
if
(
presenter
.
State
==
Presenter
.
States
.
ProductUI
)
{
presenter
.
CommandApply
();
for
(
int
k
=
0
;
k
<
i
;
k
++)
{
presenter
.
CommandArrowKey
(
Direction
.
Down
);
}
presenter
.
CommandApply
();
uicontroller
.
MakeProductionQ
();
uicontroller
.
MakeDeploymentQ
();
}
}
}
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