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true-history-committee
civilization-iii
Commits
30a7a9e9
Commit
30a7a9e9
authored
Jan 24, 2018
by
16홍선우
Browse files
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Plain Diff
ManagementUI elements added. On/Off enabled.
parent
60581ff0
Changes
6
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6 changed files
with
1524 additions
and
80 deletions
+1524
-80
Deployment1.prefab
Assets/Prefabs/Deployment1.prefab
+77
-2
Production1.prefab
Assets/Prefabs/Production1.prefab
+625
-28
UnitToProduce.prefab
Assets/Prefabs/UnitToProduce.prefab
+486
-0
UnitToProduce.prefab.meta
Assets/Prefabs/UnitToProduce.prefab.meta
+10
-0
GameScene.unity
Assets/Scenes/GameScene.unity
+276
-32
ManagementUIController.cs
Assets/Scripts/ManagementUIController.cs
+50
-18
No files found.
Assets/Prefabs/Deployment1.prefab
View file @
30a7a9e9
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...
...
Assets/Prefabs/Production1.prefab
View file @
30a7a9e9
This diff is collapsed.
Click to expand it.
Assets/Prefabs/UnitToProduce.prefab
0 → 100644
View file @
30a7a9e9
This diff is collapsed.
Click to expand it.
Assets/Prefabs/UnitToProduce.prefab.meta
0 → 100644
View file @
30a7a9e9
fileFormatVersion: 2
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externalObjects: {}
mainObjectFileID: 100100000
userData:
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assetBundleVariant:
Assets/Scenes/GameScene.unity
View file @
30a7a9e9
This diff is collapsed.
Click to expand it.
Assets/Scripts/ManagementUIController.cs
View file @
30a7a9e9
...
...
@@ -11,14 +11,15 @@ public class ManagementUIController : MonoBehaviour {
public
Canvas
managementUI
;
public
Button
managementTab
;
p
ublic
LinkedList
<
Production
>
mProduction
;
p
ublic
LinkedList
<
Production
>
mDeployment
;
p
rivate
LinkedList
<
Production
>
mProduction
;
p
rivate
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
p
roductionQ
()
public
void
MakeP
roductionQ
()
{
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
d
eploymentQ
()
public
void
MakeD
eploymentQ
()
{
for
(
int
i
=
0
;
i
<
mDeployment
.
Count
;
i
++)
{
DQlist
[
i
]
=
Instantiate
(
depPrefab
)
as
GameObject
;
DQlist
[
i
]
=
Instantiate
(
depPrefab
);
}
}
...
...
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