From 2e584dc7c255e5ca2c128812c82846dfe5962e64 Mon Sep 17 00:00:00 2001 From: redsuncore <yjh4645@naver.com> Date: Fri, 2 Mar 2018 07:48:11 +0900 Subject: [PATCH] Quest Now Available MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Quest View 구현 --- Assets/Prefabs/Quest1.prefab | 52 +- Assets/Prefabs/Quest2.prefab | 54 +- Assets/Prefabs/Quest3.prefab | 54 +- Assets/Scenes/MainScene.unity | 957 ++--------------------- Assets/Scripts/ManagementUIController.cs | 297 +++++-- Assets/Scripts/Prefabs/Quests.cs | 367 +++++++++ Assets/Scripts/Prefabs/Quests.cs.meta | 13 + Assets/Scripts/UIManager.cs | 1 + ProjectSettings/ProjectVersion.txt | 2 +- 9 files changed, 808 insertions(+), 989 deletions(-) create mode 100644 Assets/Scripts/Prefabs/Quests.cs create mode 100644 Assets/Scripts/Prefabs/Quests.cs.meta diff --git a/Assets/Prefabs/Quest1.prefab b/Assets/Prefabs/Quest1.prefab index 9d26cdb..bef83b5 100644 --- a/Assets/Prefabs/Quest1.prefab +++ 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LinkedList<Production> mDeployment; //private IReadOnlyList<IProductionFactory> facList; private IReadOnlyList<IProductionFactory> facList; + private IReadOnlyList<Quest> questList; private GameObject gameManagerObject; private GameManager gameManager; @@ -26,15 +27,87 @@ public class ManagementUIController : MonoBehaviour { private List<GameObject> EpicQlist, HighQlist, IntermediateQlist, LowQlist; // Unit production private List<GameObject> CityQlist, CityBuildingQlist, NormalBuildingQlist; private List<List<GameObject>> ASQlist; + private List<GameObject> DQQlist; //Deploied Quest Queue list + private List<GameObject> AQQlist; //Accepted Quest Queue list + private List<GameObject> CQQlist; //Completed Quset Queue list + + public GameObject DQPrefab; + public GameObject AQPrefab; + public GameObject CQPrefab; public GameObject proPrefab; public GameObject depPrefab; public GameObject productablePrefab; // prefab templates + public GameObject DQQueue; + public GameObject AQQueue; + public GameObject CQQueue; public GameObject proQueue; public GameObject depQueue; public GameObject EpicQueue, HighQueue, IntermediateQueue, LowQueue; // Unit production public GameObject CityQueue, CityBuildingQueue, NormalBuildingQueue; // Building production + public GameObject QuestInfo; + private Text[] questInfotexts; + + //ManageMentUI ê°±ì‹ í•¨ìˆ˜ + public void ManageFunction() // Management tab on/off button -> ManageMentUIActive + { + MakeSelectionQ(); + MakeProductionQ(); + MakeDeploymentQ(); + foreach (GameObject dq in DQlist) + { + dq.GetComponent<DepPrefab>().SetButton(DQlist.IndexOf(dq)); + } + } + void Awake() + { + DontDestroyOnLoad(this); + if (managementUIController == null) + { + managementUIController = this; + } + else + { + Destroy(this); + } + } + + void Start() + { + if (managementUIController == this) + { + gameManager = GameManager.I; + game = gameManager.Game; + ASQlist = new List<List<GameObject>>(); + ASQlist.Add(EpicQlist = new List<GameObject>()); + ASQlist.Add(HighQlist = new List<GameObject>()); + ASQlist.Add(IntermediateQlist = new List<GameObject>()); + ASQlist.Add(LowQlist = new List<GameObject>()); + ASQlist.Add(CityQlist = new List<GameObject>()); + ASQlist.Add(CityBuildingQlist = new List<GameObject>()); + ASQlist.Add(NormalBuildingQlist = new List<GameObject>()); + + PQlist = new List<GameObject>(); + DQlist = new List<GameObject>(); + + DQQlist = new List<GameObject>(); + AQQlist = new List<GameObject>(); + CQQlist = new List<GameObject>(); + questInfotexts = QuestInfo.GetComponentsInChildren<Text>(); + } + else + { + Destroy(this); + } + } + + void Update() + { + //Debug.Log(game); + mProduction = game.PlayerInTurn.Production; + mDeployment = game.PlayerInTurn.Deployment; + } private void MakeSelectionQ()//ì„ íƒ í 프리팹 ìƒì„± 함수 { @@ -55,12 +128,12 @@ public class ManagementUIController : MonoBehaviour { PartSelectionQ(EpicQlist, EpicQueue, fac); } //내용물 ì—†ì„ ë•Œ 빈칸 채우기 - foreach(var qlist in ASQlist) + foreach (var qlist in ASQlist) { if (qlist.Count == 0) { GameObject productableQueue; - switch(ASQlist.IndexOf(qlist)) + switch (ASQlist.IndexOf(qlist)) { case 0: productableQueue = EpicQueue; @@ -138,7 +211,7 @@ public class ManagementUIController : MonoBehaviour { ASQlist.Add(NormalBuildingQlist = new List<GameObject>()); } //ì„ íƒ í ì´ˆê¸°í™”ì— ì“°ì´ëŠ” 함수 - private void DeleteSQ(List<GameObject> SQlist) + private void DeleteSQ(List<GameObject> SQlist) { foreach (GameObject sq in SQlist) { @@ -147,61 +220,6 @@ public class ManagementUIController : MonoBehaviour { SQlist.Clear(); } - //ManageMentUI ê°±ì‹ í•¨ìˆ˜ - public void ManageFunction() // Management tab on/off button -> ManageMentUIActive - { - MakeSelectionQ(); - MakeProductionQ(); - MakeDeploymentQ(); - foreach (GameObject dq in DQlist) - { - dq.GetComponent<DepPrefab>().SetButton(DQlist.IndexOf(dq)); - } - } - void Awake() - { - DontDestroyOnLoad(this); - if (managementUIController == null) - { - managementUIController = this; - } - else - { - Destroy(this); - } - } - - void Start() - { - if (managementUIController == this) - { - gameManager = GameManager.I; - game = gameManager.Game; - ASQlist = new List<List<GameObject>>(); - ASQlist.Add(EpicQlist = new List<GameObject>()); - ASQlist.Add(HighQlist = new List<GameObject>()); - ASQlist.Add(IntermediateQlist = new List<GameObject>()); - ASQlist.Add(LowQlist = new List<GameObject>()); - ASQlist.Add(CityQlist = new List<GameObject>()); - ASQlist.Add(CityBuildingQlist = new List<GameObject>()); - ASQlist.Add(NormalBuildingQlist = new List<GameObject>()); - - PQlist = new List<GameObject>(); - DQlist = new List<GameObject>(); - } - else - { - Destroy(this); - } - } - - void Update() - { - //Debug.Log(game); - mProduction = game.PlayerInTurn.Production; - mDeployment = game.PlayerInTurn.Deployment; - } - public void MakeProductionQ() { List<GameObject> tempList = new List<GameObject>(); @@ -275,6 +293,169 @@ public class ManagementUIController : MonoBehaviour { dq.GetComponent<DepPrefab>().SetButton(DQlist.IndexOf(dq)); } } + + public void MakeQuestQueue() + { + List<GameObject> tempDList = new List<GameObject>(); + List<GameObject> tempAList = new List<GameObject>(); + List<GameObject> tempCList = new List<GameObject>(); + Debug.Log("QuestQueue making"); + foreach (GameObject item in DQQlist) + { + Destroy(item); + } + DQQlist.Clear(); + foreach (GameObject item in AQQlist) + { + Destroy(item); + } + AQQlist.Clear(); + foreach (GameObject item in CQQlist) + { + Destroy(item); + } + CQQlist.Clear(); + questList = game.PlayerInTurn.Quests; + Debug.Log("Quest : " + questList.Count); + foreach (Quest qst in questList) + { + switch (qst.Status) + { + case QuestStatus.Deployed: + var dqPrefab = Instantiate(DQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); + dqPrefab.transform.SetParent(DQQueue.transform); + dqPrefab.transform.localScale = new Vector3(1f, 1f, 1f); + dqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); + dqPrefab.name = "DQuest"; + tempDList.Add(dqPrefab.GetComponent<Quests>().MakeDItem(qst)); + break; + case QuestStatus.Accepted: + var aqPrefab = Instantiate(AQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); + aqPrefab.transform.SetParent(AQQueue.transform); + aqPrefab.transform.localScale = new Vector3(1f, 1f, 1f); + aqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); + aqPrefab.name = "AQuest"; + tempAList.Add(aqPrefab.GetComponent<Quests>().MakeAItem(qst)); + break; + case QuestStatus.Completed: + var cqPrefab = Instantiate(CQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); + cqPrefab.transform.SetParent(CQQueue.transform); + cqPrefab.transform.localScale = new Vector3(1f, 1f, 1f); + cqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); + cqPrefab.name = "CQuest"; + tempCList.Add(cqPrefab.GetComponent<Quests>().MakeCItem(qst)); + break; + case QuestStatus.Disabled: + break; + + default: + Debug.Log("Undifined Status"); + throw new System.Exception("Undifined Status"); + } + } + if (tempDList.Count == 0) + { + var dqPrefab = Instantiate(DQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); + dqPrefab.transform.SetParent(DQQueue.transform); + dqPrefab.transform.localScale = new Vector3(1f, 1f, 1f); + dqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); + dqPrefab.name = "DQuest_null"; + tempDList.Add(dqPrefab.GetComponent<Quests>().MakeDItem()); + } + DQQlist = tempDList; + + if (tempAList.Count == 0) + { + var aqPrefab = Instantiate(AQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); + aqPrefab.transform.SetParent(AQQueue.transform); + aqPrefab.transform.localScale = new Vector3(1f, 1f, 1f); + aqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); + aqPrefab.name = "AQuest_null"; + tempAList.Add(aqPrefab.GetComponent<Quests>().MakeAItem()); + } + AQQlist = tempAList; + + if (tempCList.Count == 0) + { + var cqPrefab = Instantiate(CQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); + cqPrefab.transform.SetParent(CQQueue.transform); + cqPrefab.transform.localScale = new Vector3(1f, 1f, 1f); + cqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); + cqPrefab.name = "CQuest_null"; + tempCList.Add(cqPrefab.GetComponent<Quests>().MakeCItem()); + } + CQQlist = tempCList; + + foreach (GameObject dq in DQQlist) + { + dq.GetComponent<Quests>().SetDButton(); + } + foreach (GameObject aq in AQQlist) + { + aq.GetComponent<Quests>().SetAButton(); + } + foreach (GameObject cq in CQQlist) + { + cq.GetComponent<Quests>().SetCButton(); + } + + } + public void SetQuestInfo(Quest qst) + { + if (qst == null) + { + foreach(Text txt in questInfotexts) + { + switch(txt.name) + { + default: txt.text = ""; + break; + } + } + QuestInfo.SetActive(false); + } + else + { + + foreach (Text txt in questInfotexts) + { + switch (txt.name) + { + case "QuestName": + txt.text = qst.Name; + break; + case "Offered Turn": + txt.text = "ê²Œì‹œëœ í„´ : í„´ " + qst.PostingTurn; // qstì—서 불러올 수 ì—†ìŒ + if (qst.PostingTurn == -1) + txt.text = "ê²Œì‹œëœ í„´ : í„´ 1"; + break; + case "Available Turns": + txt.text = "게시 기한 : " + qst.LeftTurn + "í„´ ë™ì•ˆ"; + if (qst.LimitTurn == -1) + txt.text = "게시 기한 : ì˜êµ¬ížˆ"; + break; + case "Deadline": + txt.text = "ì œí•œ 기한 : " + qst.LimitTurn +"까지"; + if (qst.LimitTurn == -1) + txt.text = "ì œí•œ 기한 : ì—†ìŒ"; + break; + case "Country Name": + //txt.text = "게시 êµê°€ : " + qst.Requester.ToString(); + break; + case "Conditions": + txt.text = qst.GoalNotice; + break; + case "Rewards": + txt.text = qst.RewardNotice; + break; + default: + txt.text = ""; + break; + } + } + QuestInfo.SetActive(true); + } + } public static ManagementUIController GetManagementUIController() { if(managementUIController == null) diff --git a/Assets/Scripts/Prefabs/Quests.cs b/Assets/Scripts/Prefabs/Quests.cs new file mode 100644 index 0000000..3c2d903 --- /dev/null +++ b/Assets/Scripts/Prefabs/Quests.cs @@ -0,0 +1,367 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using CivModel; +using CivModel.Common; + +public class Quests : MonoBehaviour { + + public Quest quest; + + private Text[] textarguments; + private Image[] images; + private Button[] buttons; + // Use this for initialization + void Start () { + textarguments = gameObject.GetComponentsInChildren<Text>(); + images = gameObject.GetComponentsInChildren<Image>(); + buttons = gameObject.GetComponentsInChildren<Button>(); + } + + // Update is called once per frame + void Update () { + + } + + public void AcceptItem(Quest qst) + { + qst.Accept(); + ManagementUIController.GetManagementUIController().MakeQuestQueue(); + } + + public void CompleteItem(Quest quest) + { + quest.Complete(); + ManagementUIController.GetManagementUIController().MakeQuestQueue(); + } + + + public GameObject MakeDItem(Quest quest) + { + textarguments = gameObject.GetComponentsInChildren<Text>(); + images = gameObject.GetComponentsInChildren<Image>(); + buttons = gameObject.GetComponentsInChildren<Button>(); + this.quest = quest; + string leftturn; + if(quest.LeftTurn == -1) + { + leftturn = "ì˜êµ¬ì "; + } + else + { + leftturn = quest.LeftTurn.ToString() + "í„´ 남ìŒ"; + } + //image관리 + //.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofProduction + "_portrait"); + foreach (Text txt in textarguments) + { + switch (txt.name) + { + case "Country": + //txt.text = quest.Requester.ToString(); + break; + case "NumberOfUnits": + txt.text = "X 1"; + break; + case "TurnsLeft": + txt.text = leftturn; + break; + } + } + return this.gameObject; + } + + public GameObject MakeDItem() + { + textarguments = gameObject.GetComponentsInChildren<Text>(); + images = gameObject.GetComponentsInChildren<Image>(); + buttons = gameObject.GetComponentsInChildren<Button>(); + quest = null; + foreach (Image img in images) + { + switch (img.name) + { + case "Portrait": + img.enabled = false; + break; + case "ResourceImage": + img.enabled = false; + break; + } + } + + foreach (Text txt in textarguments) + { + switch (txt.name) + { + case "Country": + txt.text = "비었ìŒ"; + break; + case "NumberOfUnits": + txt.text = ""; + break; + case "TurnsLeft": + txt.text = ""; + break; + } + } + + foreach (Button but in buttons) + { + but.enabled = false; + } + return this.gameObject; + } + + public void SetDButton() + { + if (quest == null) + { + foreach (Button but in buttons) + { + switch (but.name) + { + case "DQuest_null": + break; + default: + but.gameObject.SetActive(false); + break; + } + } + } + else + { + foreach (Button but in buttons) + { + switch (but.name) + { + case "Take": + but.onClick.AddListener(delegate () { AcceptItem(quest); }); + break; + case "DQuest": + but.onClick.AddListener(delegate () { ShowInfoofQuest(quest); }); + break; + default: + Debug.Log("Undifined Button : " + but.name); + break; + } + } + } + } + + public GameObject MakeAItem(Quest quest) + { + textarguments = gameObject.GetComponentsInChildren<Text>(); + images = gameObject.GetComponentsInChildren<Image>(); + buttons = gameObject.GetComponentsInChildren<Button>(); + this.quest = quest; + string leftturn; + if (quest.LeftTurn == -1) + { + leftturn = "ì˜êµ¬ì "; + } + else + { + leftturn = quest.LeftTurn.ToString() + "í„´ 남ìŒ"; + } + //image관리 + //.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofProduction + "_portrait"); + foreach (Text txt in textarguments) + { + switch (txt.name) + { + case "Country": + //txt.text = quest.Requester.ToString(); + break; + case "NumberOfUnits": + txt.text = "X 1"; + break; + case "TurnsLeft": + txt.text = leftturn; + break; + } + } + return this.gameObject; + } + + public GameObject MakeAItem() + { + textarguments = gameObject.GetComponentsInChildren<Text>(); + images = gameObject.GetComponentsInChildren<Image>(); + buttons = gameObject.GetComponentsInChildren<Button>(); + quest = null; + foreach (Image img in images) + { + switch (img.name) + { + case "Portrait": + img.enabled = false; + break; + case "ResourceImage": + img.enabled = false; + break; + } + } + + foreach (Text txt in textarguments) + { + switch (txt.name) + { + case "Country": + txt.text = "비었ìŒ"; + break; + case "NumberOfUnits": + txt.text = ""; + break; + case "TurnsLeft": + txt.text = ""; + break; + } + } + + foreach (Button but in buttons) + { + but.enabled = false; + } + return this.gameObject; + } + + public void SetAButton() + { + if (quest == null) + { + foreach (Button but in buttons) + { + switch (but.name) + { + case "AQuest_null": + break; + default: + but.gameObject.SetActive(false); + break; + } + } + } + else + { + foreach (Button but in buttons) + { + switch (but.name) + { + case "AQuest": + but.onClick.AddListener(delegate () { ShowInfoofQuest(quest); }); + break; + default: + Debug.Log("Undifined Button : " + but.name); + break; + } + } + } + } + public GameObject MakeCItem(Quest quest) + { + textarguments = gameObject.GetComponentsInChildren<Text>(); + images = gameObject.GetComponentsInChildren<Image>(); + buttons = gameObject.GetComponentsInChildren<Button>(); + this.quest = quest; + //image관리 + //.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofProduction + "_portrait"); + foreach (Text txt in textarguments) + { + switch (txt.name) + { + case "Country": + //txt.text = quest.Requester.ToString(); + break; + case "NumberOfUnits": + txt.text = "X 1"; + break; + case "TurnsLeft": + txt.text = "종료ë¨"; + //몇 í„´ì— ë났는지 ì½ì–´ì˜¬ 방법 ì—†ìŒ. + break; + } + } + return this.gameObject; + } + public GameObject MakeCItem() + { + textarguments = gameObject.GetComponentsInChildren<Text>(); + images = gameObject.GetComponentsInChildren<Image>(); + buttons = gameObject.GetComponentsInChildren<Button>(); + quest = null; + foreach (Image img in images) + { + switch (img.name) + { + case "Portrait": + img.enabled = false; + break; + case "ResourceImage": + img.enabled = false; + break; + } + } + + foreach (Text txt in textarguments) + { + switch (txt.name) + { + case "Country": + txt.text = "비었ìŒ"; + break; + case "NumberOfUnits": + txt.text = ""; + break; + case "TurnsLeft": + txt.text = ""; + break; + } + } + + foreach (Button but in buttons) + { + but.enabled = false; + } + return this.gameObject; + } + + public void SetCButton() + { + if (quest == null) + { + foreach (Button but in buttons) + { + switch (but.name) + { + case "CQuest_null": + break; + default: + but.gameObject.SetActive(false); + break; + } + } + } + else + { + foreach (Button but in buttons) + { + switch (but.name) + { + case "CQuest": + but.onClick.AddListener(delegate () { ShowInfoofQuest(quest); }); + break; + default: + Debug.Log("Undifined Button : " + but.name); + break; + } + } + } + } + public void ShowInfoofQuest(Quest quest) + { + ManagementUIController.GetManagementUIController().SetQuestInfo(quest); + return; + } +} diff --git a/Assets/Scripts/Prefabs/Quests.cs.meta b/Assets/Scripts/Prefabs/Quests.cs.meta new file mode 100644 index 0000000..f95db8c --- /dev/null +++ b/Assets/Scripts/Prefabs/Quests.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 6e9dcfa9a45da2f45bdcbdc531c3f51b +timeCreated: 1519904732 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UIManager.cs b/Assets/Scripts/UIManager.cs index ce62db9..ea76641 100644 --- a/Assets/Scripts/UIManager.cs +++ b/Assets/Scripts/UIManager.cs @@ -135,6 +135,7 @@ public class UIManager : MonoBehaviour { public void QuestUIActive() // Quest UI tab { SkillSet.SetActive(false); + uicontroller.MakeQuestQueue(); QuestUI.SetActive(true); MapUI.SetActive(false); ManagementUI.SetActive(false); diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt index c0a7b29..e6cd1f9 100644 --- a/ProjectSettings/ProjectVersion.txt +++ b/ProjectSettings/ProjectVersion.txt @@ -1 +1 @@ -m_EditorVersion: 2017.1.0p4 +m_EditorVersion: 2017.3.0f3 -- 2.22.0