Commit 30a7a9e9 authored by 16홍선우's avatar 16홍선우

ManagementUI elements added. On/Off enabled.

parent 60581ff0
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......
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......@@ -11,14 +11,15 @@ public class ManagementUIController : MonoBehaviour {
public Canvas managementUI;
public Button managementTab;
public LinkedList<Production> mProduction;
public LinkedList<Production> mDeployment;
private LinkedList<Production> mProduction;
private LinkedList<Production> mDeployment;
private Player mPlayer;
private IReadOnlyList<Player> mPlayers;
private GameObject gameManagerObject;
private CIVGameManager gameManager;
private Presenter mPresenter;
private Game mGame;
public GameObject[] PQlist;
public GameObject[] DQlist;
......@@ -27,50 +28,81 @@ public class ManagementUIController : MonoBehaviour {
public GameObject depPrefab; // prefab templates
public Button pioneer; // new unit production when clicked
public void setControlUI ()
public void SetManagementUI (bool val)
{
if (managementTab == true)
managementUI.enabled = true;// managementUI.gameObject.SetActive(true);
else
managementUI.enabled = false;// managementUI.gameObject.SetActive(false);
Debug.Log("manUI : " + val);
managementUI.enabled = val;// managementUI.gameObject.SetActive(true);// managementUI.gameObject.SetActive(false);
}
public void ManageButton() // Management tab on/off button
{
if (mPresenter.State == Presenter.States.Normal)
{
mPresenter.CommandProductUI();
}
else if (mPresenter.State == Presenter.States.ProductUI)
{
mPresenter.CommandCancel();
}
}
void Start()
{
gameManagerObject = CIVGameManager.GetGameManager();
gameManager = gameManagerObject.GetComponent<CIVGameManager>();
mPresenter = gameManager.GetPresenter();
mPlayers = mPresenter.Game.Players;
}
void Update()
{
if (managementTab == true)
managementUI.enabled = true;
else
managementUI.enabled = false;
mProduction = mPresenter.Game.PlayerInTurn.Production;
mDeployment = mPresenter.Game.PlayerInTurn.Deployment;
mProduction = mPlayer.Production; // The list of the not-finished productions of this player
mDeployment = mPlayer.Deployment; // The list of the ready-to-deploy productions of this player
switch (mPresenter.State)//for debug
{
case CivPresenter.Presenter.States.Deploy:
{
SetManagementUI(true);
Debug.Log("State : Deploy");
break;
}
case CivPresenter.Presenter.States.ProductUI:
{
SetManagementUI(true);
Debug.Log("State : ProductUI");
break;
}
case CivPresenter.Presenter.States.ProductAdd:
{
SetManagementUI(true);
Debug.Log("State : ProductAdd");
break;
}
default:
SetManagementUI(false);
break;
}
}
public void productionQ()
public void MakeProductionQ()
{
for (int i = 0; i < mProduction.Count; i++)
{
PQlist[i] = Instantiate(proPrefab) as GameObject;
PQlist[i] = Instantiate(proPrefab);
PQlist[i].GetComponent<Text>().text = 3 + "턴 이후 종료"; // need to calculate how many turns are left
}
}
public void deploymentQ()
public void MakeDeploymentQ()
{
for (int i = 0; i < mDeployment.Count; i++)
{
DQlist[i] = Instantiate(depPrefab) as GameObject;
DQlist[i] = Instantiate(depPrefab);
}
}
......
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