Commit 2e584dc7 authored by redsuncore's avatar redsuncore

Quest Now Available

Quest View 구현
parent fae78858
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......
......@@ -16,6 +16,7 @@ public class ManagementUIController : MonoBehaviour {
private 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 갱신 함수
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()//선택 큐 프리팹 생성 함수
{
......@@ -55,12 +128,12 @@ public class ManagementUIController : MonoBehaviour {
PartSelectionQ(EpicQlist, EpicQueue, fac);
}
//내용물 없을 때 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>());
}
//선택 큐 초기화에 쓰이는 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 갱신 함수
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 = "게시된 턴 : 턴 " + qst.PostingTurn; // qst에서 불러올 수 없음
if (qst.PostingTurn == -1)
txt.text = "게시된 턴 : 턴 1";
break;
case "Available Turns":
txt.text = "게시 기한 : " + qst.LeftTurn + "턴 동안";
if (qst.LimitTurn == -1)
txt.text = "게시 기한 : 영구히";
break;
case "Deadline":
txt.text = "제한 기한 : " + qst.LimitTurn +"까지";
if (qst.LimitTurn == -1)
txt.text = "제한 기한 : 없음";
break;
case "Country Name":
//txt.text = "게시 국가 : " + 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)
......
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 = "영구적";
}
else
{
leftturn = quest.LeftTurn.ToString() + "턴 남음";
}
//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 = "비었음";
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 = "영구적";
}
else
{
leftturn = quest.LeftTurn.ToString() + "턴 남음";
}
//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 = "비었음";
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 = "종료됨";
//몇 턴에 끝났는지 읽어올 방법 없음.
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 = "비었음";
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;
}
}
fileFormatVersion: 2
guid: 6e9dcfa9a45da2f45bdcbdc531c3f51b
timeCreated: 1519904732
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
......@@ -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);
......
m_EditorVersion: 2017.1.0p4
m_EditorVersion: 2017.3.0f3
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