Commit 32c1e77c authored by Seungwon Ju's avatar Seungwon Ju

2018-08-10 Commit

parent 9da36678
File mode changed from 100644 to 100755
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<!-- Mono library mapping mechanism -->
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<dllentry os="osx" dll="libc.dylib"/>
<dllentry os="linux,solaris,freebsd" dll="libc.so.6"/>
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<!-- Mono library mapping mechanism -->
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<?xml version="1.0" encoding="utf-8"?>
<doc>
<assembly><name>CivModel.Path</name></assembly>
<members>
</members>
</doc>
<?xml version="1.0" encoding="utf-8"?>
<doc>
<assembly><name>CivModel.Path</name></assembly>
<members>
</members>
</doc>
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......@@ -252,6 +252,119 @@
</summary>
<returns>The copy of this object.</returns>
</member>
<member name="T:CivModel.Effect">
<summary>
An abstract classs represents an effect.
This class is used internally cannot be directly inherited.
</summary>
</member>
<member name="P:CivModel.Effect.Target">
<summary>
The target of this effect. <c>null</c> if target was destroyed.
</summary>
</member>
<member name="P:CivModel.Effect.Duration">
<summary>
The duration turn of this effect.
</summary>
<see cref="P:CivModel.Effect.LeftTurn"/>
</member>
<member name="P:CivModel.Effect.LeftTurn">
<summary>
The left duration turn of this effect.
</summary>
<see cref="P:CivModel.Effect.Duration"/>
</member>
<member name="P:CivModel.Effect.Enabled">
<summary>
Whether this effect is enabled.
</summary>
<remarks>
The setter of this property is a wrapper of <see cref="M:CivModel.Effect.EffectOn"/> and <see cref="M:CivModel.Effect.EffectOff"/>.
</remarks>
<seealso cref="M:CivModel.Effect.EffectOn"/>
<seealso cref="M:CivModel.Effect.EffectOff"/>
</member>
<member name="M:CivModel.Effect.#ctor(CivModel.IEffectTarget,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Effect"/> class.
</summary>
<param name="target">The target of the effect.</param>
<param name="duration">The duration of the effect. <c>-1</c> if forever.</param>
<exception cref="T:System.ArgumentOutOfRangeException"><paramref name="duration"/> is negative and not -1</exception>
<exception cref="T:System.ArgumentNullException"><paramref name="target"/> is <c>null</c>.</exception>
</member>
<member name="M:CivModel.Effect.EffectOn">
<summary>
Turn on this effect on <see cref="P:CivModel.Effect.Target"/> and set <see cref="P:CivModel.Effect.Enabled"/> to <c>true</c>.
</summary>
<seealso cref="P:CivModel.Effect.Enabled"/>
</member>
<member name="M:CivModel.Effect.EffectOff">
<summary>
Turn off this effect on <see cref="P:CivModel.Effect.Target"/> and set <see cref="P:CivModel.Effect.Enabled"/> to <c>false</c>.
</summary>
<seealso cref="P:CivModel.Effect.Enabled"/>
</member>
<member name="M:CivModel.Effect.OnEffectOn">
<summary>
Called when <see cref="M:CivModel.Effect.EffectOn"/> is called. This method should turn on this effect.
</summary>
</member>
<member name="M:CivModel.Effect.OnEffectOff">
<summary>
Called when <see cref="M:CivModel.Effect.EffectOff"/> is called. This method should turn off this effect.
</summary>
</member>
<member name="M:CivModel.Effect.OnTargetDestroy">
<summary>
Called when <see cref="P:CivModel.Effect.Target"/> is destroyed.
</summary>
</member>
<member name="M:CivModel.Effect.FixedPreTurn">
<summary>
Called on fixed event [pre turn].
</summary>
</member>
<member name="M:CivModel.Effect.FixedAfterPreTurn">
<summary>
Called on fixed event [after pre turn].
</summary>
</member>
<member name="M:CivModel.Effect.FixedPostTurn">
<summary>
Called on fixed event [post turn].
</summary>
</member>
<member name="M:CivModel.Effect.FixedAfterPostTurn">
<summary>
Called on fixed event [after post turn].
</summary>
</member>
<member name="M:CivModel.Effect.FixedPreSubTurn(CivModel.Player)">
<summary>
Called on fixed event [pre subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Effect.FixedAfterPreSubTurn(CivModel.Player)">
<summary>
Called on fixed event [after pre subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Effect.FixedPostSubTurn(CivModel.Player)">
<summary>
Called on fixed event [post subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Effect.FixedAfterPostSubTurn(CivModel.Player)">
<summary>
Called on fixed event [after post subturn]
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="T:CivModel.IActorProductionFactory">
<summary>
The factory interface of <see cref="T:CivModel.Production"/> which products <see cref="T:CivModel.Actor"/> objects.
......@@ -438,136 +551,31 @@
</summary>
<param name="opposite">The opposite who caused the dying of this actor. If not exists, <c>null</c>.</param>
</member>
<member name="M:CivModel.CityBase.PreTurn">
<member name="M:CivModel.CityBase.FixedPostTurn">
<summary>
Called before a turn.
Called on fixed event [post turn].
</summary>
</member>
<member name="M:CivModel.CityBase.PostTurn">
<summary>
Called after a turn.
</summary>
</member>
<member name="M:CivModel.CityBase.PrePlayerSubTurn(CivModel.Player)">
<summary>
Called before a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.CityBase.PostPlayerSubTurn(CivModel.Player)">
<summary>
Called after a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="T:CivModel.EffectTag">
<summary>
Tag of <see cref="T:CivModel.Effect"/>. Effects with the same tag cannot be applied together.
</summary>
</member>
<member name="F:CivModel.EffectTag.Ownership">
<summary>
Tag for ownership related effects.
</summary>
</member>
<member name="T:CivModel.Effect">
<member name="T:CivModel.ActorEffect">
<summary>
Represents an effect to <see cref="T:CivModel.Actor"/>.
</summary>
</member>
<member name="P:CivModel.Effect.Target">
<member name="P:CivModel.ActorEffect.Target">
<summary>
The target <see cref="T:CivModel.Actor"/> of this effect. <c>null</c> if target was destroyed.
</summary>
<seealso cref="M:CivModel.Actor.Destroy"/>
</member>
<member name="P:CivModel.Effect.Tag">
<member name="M:CivModel.ActorEffect.#ctor(CivModel.Actor,System.Int32)">
<summary>
<see cref="T:CivModel.EffectTag"/> of this effect.
</summary>
</member>
<member name="P:CivModel.Effect.Duration">
<summary>
The duration turn of this effect.
</summary>
<see cref="P:CivModel.Effect.LeftTurn"/>
</member>
<member name="P:CivModel.Effect.LeftTurn">
<summary>
The left duration turn of this effect.
</summary>
<see cref="P:CivModel.Effect.Duration"/>
</member>
<member name="P:CivModel.Effect.Enabled">
<summary>
Whether this effect is enabled.
</summary>
<remarks>
The setter of this property is a wrapper of <see cref="M:CivModel.Effect.EffectOn"/> and <see cref="M:CivModel.Effect.EffectOff"/>.
</remarks>
<seealso cref="M:CivModel.Effect.EffectOn"/>
<seealso cref="M:CivModel.Effect.EffectOff"/>
</member>
<member name="M:CivModel.Effect.#ctor(CivModel.Actor,System.Int32,CivModel.EffectTag)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Effect"/> class.
Initializes a new instance of the <see cref="T:CivModel.ActorEffect"/> class.
</summary>
<param name="target">The target of the effect.</param>
<param name="duration">The duration of the effect. <c>-1</c> if forever.</param>
<param name="tag"><see cref="T:CivModel.EffectTag"/> of the effect.</param>
<exception cref="T:System.ArgumentOutOfRangeException"><paramref name="duration"/> is negative and not -1</exception>
<exception cref="T:System.ArgumentNullException"><paramref name="target"/> is <c>null</c>.</exception>
</member>
<member name="M:CivModel.Effect.EffectOn">
<summary>
Turn on this effect on <see cref="P:CivModel.Effect.Target"/> and set <see cref="P:CivModel.Effect.Enabled"/> to <c>true</c>.
If other <see cref="T:CivModel.Effect"/> object with the same <see cref="P:CivModel.Effect.Tag"/> affects on <see cref="P:CivModel.Effect.Target"/>, Disable it before turning on this effect.
</summary>
<seealso cref="P:CivModel.Effect.Enabled"/>
</member>
<member name="M:CivModel.Effect.EffectOff">
<summary>
Turn off this effect on <see cref="P:CivModel.Effect.Target"/> and set <see cref="P:CivModel.Effect.Enabled"/> to <c>false</c>.
</summary>
<seealso cref="P:CivModel.Effect.Enabled"/>
</member>
<member name="M:CivModel.Effect.OnEffectOn">
<summary>
Called when <see cref="M:CivModel.Effect.EffectOn"/> is called. This method should turn on this effect.
</summary>
</member>
<member name="M:CivModel.Effect.OnEffectOff">
<summary>
Called when <see cref="M:CivModel.Effect.EffectOff"/> is called. This method should turn off this effect.
</summary>
</member>
<member name="M:CivModel.Effect.OnTargetDestroy">
<summary>
Called when <see cref="P:CivModel.Effect.Target"/> is destroyed.
</summary>
</member>
<member name="M:CivModel.Effect.PostTurn">
<summary>
Called after a turn.
</summary>
</member>
<member name="M:CivModel.Effect.PreTurn">
<summary>
Called before a turn.
</summary>
</member>
<member name="M:CivModel.Effect.PrePlayerSubTurn(CivModel.Player)">
<summary>
Called before a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Effect.PostPlayerSubTurn(CivModel.Player)">
<summary>
Called after a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="T:CivModel.Game">
<summary>
Represents one civ game.
......@@ -764,32 +772,32 @@
</member>
<member name="P:CivModel.Game.TurnObservable">
<summary>
An <see cref="T:CivModel.Observable`1"/> object which can be observed by <see cref="T:CivModel.ITurnObserver"/>.
An <see cref="T:CivObservable.IObservable`2"/> object which can be observed by <see cref="T:CivModel.ITurnObserver"/>.
</summary>
</member>
<member name="P:CivModel.Game.ProductionObservable">
<summary>
An <see cref="T:CivModel.Observable`1"/> object which can be observed by <see cref="T:CivModel.IProductionObserver"/>.
An <see cref="T:CivObservable.IObservable`2"/> object which can be observed by <see cref="T:CivModel.IProductionObserver"/>.
</summary>
</member>
<member name="P:CivModel.Game.TileObjectObservable">
<summary>
An <see cref="T:CivModel.Observable`1"/> object which can be observed by <see cref="T:CivModel.ITileObjectObserver"/>.
An <see cref="T:CivObservable.IObservable`2"/> object which can be observed by <see cref="T:CivModel.ITileObjectObserver"/>.
</summary>
</member>
<member name="P:CivModel.Game.BattleObservable">
<summary>
An <see cref="T:CivModel.Observable`1"/> object which can be observed by <see cref="T:CivModel.IBattleObserver"/>.
An <see cref="T:CivObservable.IObservable`2"/> object which can be observed by <see cref="T:CivModel.IBattleObserver"/>.
</summary>
</member>
<member name="P:CivModel.Game.QuestObservable">
<summary>
An <see cref="T:CivModel.Observable`1"/> object which can be observed by <see cref="T:CivModel.IQuestObserver"/>.
An <see cref="T:CivObservable.IObservable`2"/> object which can be observed by <see cref="T:CivModel.IQuestObserver"/>.
</summary>
</member>
<member name="P:CivModel.Game.VictoryObservable">
<summary>
An <see cref="T:CivModel.Observable`1"/> object which can be observed by <see cref="T:CivModel.IVictoryObserver"/>.
An <see cref="T:CivObservable.IObservable`2"/> object which can be observed by <see cref="T:CivModel.IVictoryObserver"/>.
</summary>
</member>
<member name="T:CivModel.GameConstants">
......@@ -1433,27 +1441,49 @@
Called before [destroy], by <see cref="M:CivModel.InteriorBuilding.Destroy"/>
</summary>
</member>
<member name="M:CivModel.InteriorBuilding.PostPlayerSubTurn(CivModel.Player)">
<member name="M:CivModel.InteriorBuilding.FixedPreTurn">
<summary>
Called on fixed event [pre turn].
</summary>
</member>
<member name="M:CivModel.InteriorBuilding.FixedAfterPreTurn">
<summary>
Called on fixed event [after pre turn].
</summary>
</member>
<member name="M:CivModel.InteriorBuilding.FixedPostTurn">
<summary>
Called on fixed event [post turn].
</summary>
</member>
<member name="M:CivModel.InteriorBuilding.FixedAfterPostTurn">
<summary>
Called on fixed event [after post turn].
</summary>
</member>
<member name="M:CivModel.InteriorBuilding.FixedPreSubTurn(CivModel.Player)">
<summary>
Called after a sub turn.
Called on fixed event [pre subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.InteriorBuilding.PostTurn">
<member name="M:CivModel.InteriorBuilding.FixedAfterPreSubTurn(CivModel.Player)">
<summary>
Called after a turn.
Called on fixed event [after pre subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.InteriorBuilding.PrePlayerSubTurn(CivModel.Player)">
<member name="M:CivModel.InteriorBuilding.FixedPostSubTurn(CivModel.Player)">
<summary>
Called before a sub turn.
Called on fixed event [post subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.InteriorBuilding.PreTurn">
<member name="M:CivModel.InteriorBuilding.FixedAfterPostSubTurn(CivModel.Player)">
<summary>
Called before a turn.
Called on fixed event [post subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="T:CivModel.IInteriorBuildingProductionFactory">
<summary>
......@@ -1566,7 +1596,7 @@
</member>
<member name="M:CivModel.ITileObjectObserver.TileObjectProduced(CivModel.TileObject)">
<summary>
Called when <see cref="T:CivModel.TileObject"/> is created.
Called when <see cref="T:CivModel.TileObject"/> is produced.
</summary>
<param name="obj">The <see cref="T:CivModel.TileObject"/>.</param>
</member>
......@@ -1591,32 +1621,66 @@
<param name="production">The <see cref="T:CivModel.Production"/> object.</param>
<param name="result">The production result object</param>
</member>
<member name="T:CivModel.Observable`1">
<member name="T:CivModel.PillageActorAction">
<summary>
Represents an object observable by observer interface.
Represents an pillage action.
</summary>
<seealso cref="T:CivModel.IActorAction" />
</member>
<member name="P:CivModel.PillageActorAction.Owner">
<summary>
The <see cref="T:CivModel.Actor" /> object which has this action.
</summary>
<typeparam name="T">The observer interface to receive</typeparam>
</member>
<member name="M:CivModel.Observable`1.AddObserver(`0)">
<member name="P:CivModel.PillageActorAction.IsParametered">
<summary>
Registers an observer object.
Whether the action has a target parameter or not.
</summary>
<param name="observer">The observer.</param>
<seealso cref="M:CivModel.Observable`1.RemoveObserver(`0)"/>
</member>
<member name="M:CivModel.Observable`1.RemoveObserver(`0)">
<member name="M:CivModel.PillageActorAction.#ctor(CivModel.Actor)">
<summary>
Removes a registered observer object.
Initializes a new instance of the <see cref="T:CivModel.PillageActorAction"/> class.
</summary>
<param name="observer">The observer.</param>
<exception cref="T:System.ArgumentException">observer is not registered</exception>
<seealso cref="M:CivModel.Observable`1.AddObserver(`0)"/>
<param name="owner">The <see cref="T:CivModel.Actor"/> who will own the action.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
</member>
<member name="M:CivModel.Observable`1.IterateObserver(System.Action{`0})">
<member name="M:CivModel.PillageActorAction.GetRequiredAP(CivModel.Terrain.Point,System.Nullable{CivModel.Terrain.Point})">
<summary>
Iterates through the registered observers.
Test if the action with given parameter is valid and return required AP to act.
Returns <see cref="F:CivModel.ActionPoint.NonAvailable"/> if the action is invalid.
</summary>
<param name="action">The action to do in iteration.</param>
<param name="origin">the point where <see cref="P:CivModel.PillageActorAction.Owner"/> would be while testing.</param>
<param name="target">the parameter with which action will be tested.</param>
<returns>
the required AP to act. If the action is invalid, <see cref="F:CivModel.ActionPoint.NonAvailable"/>.
</returns>
</member>
<member name="M:CivModel.PillageActorAction.Act(System.Nullable{CivModel.Terrain.Point})">
<summary>
Acts with the specified parameter.
</summary>
<param name="pt">The parameter.</param>
<exception cref="T:System.ArgumentException">AP is not enough</exception>
<exception cref="T:System.InvalidOperationException">Owner of this action is not placed yet</exception>
</member>
<member name="T:CivModel.PlayerEffect">
<summary>
Represents an effect to <see cref="T:CivModel.Player"/>.
</summary>
</member>
<member name="P:CivModel.PlayerEffect.Target">
<summary>
The target <see cref="T:CivModel.Player"/> of this effect.
</summary>
</member>
<member name="M:CivModel.PlayerEffect.#ctor(CivModel.Player,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.ActorEffect"/> class.
</summary>
<param name="target">The target of the effect.</param>
<param name="duration">The duration of the effect. <c>-1</c> if forever.</param>
<exception cref="T:System.ArgumentOutOfRangeException"><paramref name="duration"/> is negative and not -1</exception>
<exception cref="T:System.ArgumentNullException"><paramref name="target"/> is <c>null</c>.</exception>
</member>
<member name="T:CivModel.QuestStatus">
<summary>
......@@ -1781,25 +1845,47 @@
This method is called only if <see cref="P:CivModel.Quest.Status"/> is <see cref="F:CivModel.QuestStatus.Disabled"/>.
</summary>
</member>
<member name="M:CivModel.Quest.PreTurn">
<member name="M:CivModel.Quest.FixedPreTurn">
<summary>
Called on fixed event [pre turn].
</summary>
</member>
<member name="M:CivModel.Quest.FixedAfterPreTurn">
<summary>
Called on fixed event [after pre turn].
</summary>
</member>
<member name="M:CivModel.Quest.FixedPostTurn">
<summary>
Called on fixed event [post turn].
</summary>
</member>
<member name="M:CivModel.Quest.FixedAfterPostTurn">
<summary>
Called on fixed event [after post turn].
</summary>
</member>
<member name="M:CivModel.Quest.FixedPreSubTurn(CivModel.Player)">
<summary>
Called before a turn.
Called on fixed event [pre subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Quest.PostTurn">
<member name="M:CivModel.Quest.FixedAfterPreSubTurn(CivModel.Player)">
<summary>
Called after a turn.
Called on fixed event [after pre subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Quest.PrePlayerSubTurn(CivModel.Player)">
<member name="M:CivModel.Quest.FixedPostSubTurn(CivModel.Player)">
<summary>
Called before a sub turn.
Called on fixed event [post subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Quest.PostPlayerSubTurn(CivModel.Player)">
<member name="M:CivModel.Quest.FixedAfterPostSubTurn(CivModel.Player)">
<summary>
Called after a sub turn.
Called on fixed event [after post subturn]
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
......@@ -1826,23 +1912,45 @@
</member>
<member name="M:CivModel.ITurnObserver.PreTurn">
<summary>
Called before a turn.
Called on observable event [pre turn].
</summary>
</member>
<member name="M:CivModel.ITurnObserver.AfterPreTurn">
<summary>
Called on observable event [after pre turn].
</summary>
</member>
<member name="M:CivModel.ITurnObserver.PostTurn">
<summary>
Called after a turn.
Called on observable event [post turn].
</summary>
</member>
<member name="M:CivModel.ITurnObserver.AfterPostTurn">
<summary>
Called on observable event [after post turn].
</summary>
</member>
<member name="M:CivModel.ITurnObserver.PrePlayerSubTurn(CivModel.Player)">
<member name="M:CivModel.ITurnObserver.PreSubTurn(CivModel.Player)">
<summary>
Called before a sub turn.
Called on observable event [pre subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.ITurnObserver.PostPlayerSubTurn(CivModel.Player)">
<member name="M:CivModel.ITurnObserver.AfterPreSubTurn(CivModel.Player)">
<summary>
Called after a sub turn.
Called on observable event [after pre subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.ITurnObserver.PostSubTurn(CivModel.Player)">
<summary>
Called on observable event [post subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.ITurnObserver.AfterPostSubTurn(CivModel.Player)">
<summary>
Called on observable event [after post subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
......@@ -2334,115 +2442,6 @@
<exception cref="T:System.ArgumentException">point is invalid</exception>
<seealso cref="M:CivModel.Production.Place(CivModel.Terrain.Point)"/>
</member>
<member name="T:CivModel.SafeIterationCollection`1">
<summary>
Represents a collection can be modified safely during <see langword="foreach"/> iteration.
</summary>
<remarks>
This class is not thread safe.
</remarks>
<typeparam name="T">The type of elements in the collection</typeparam>
<seealso cref="T:System.Collections.Generic.ICollection`1" />
<seealso cref="T:System.Collections.Generic.IReadOnlyCollection`1" />
</member>
<member name="P:CivModel.SafeIterationCollection`1.Count">
<summary>
<see cref="T:System.Collections.Generic.ICollection`1" />에 포함된 요소 수를 가져옵니다.
</summary>
</member>
<member name="P:CivModel.SafeIterationCollection`1.IsReadOnly">
<summary>
<see cref="T:System.Collections.Generic.ICollection`1" />가 읽기 전용인지 여부를 나타내는 값을 가져옵니다.
</summary>
</member>
<member name="P:CivModel.SafeIterationCollection`1.Locked">
<summary>
<see cref="T:CivModel.SafeIterationCollection`1"/> 개체에 대해 <see cref="M:CivModel.SafeIterationCollection`1.GetEnumerator"/>를 호출하지 못하게 잠기었는지 여부를 나타냅니다.
</summary>
<remarks>
이 값이 <c>true</c>이면 <see cref="P:CivModel.SafeIterationCollection`1.UnderlyingList"/>를 사용할 수 있지만, <see cref="M:CivModel.SafeIterationCollection`1.GetEnumerator"/>를 사용할 수 없게 되어
<see langword="foreach"/> 반복문을 수행할 수 없게 됩니다.
</remarks>
<exception cref="T:System.InvalidOperationException">Cannot lock collection while enumerators exist</exception>
<seealso cref="P:CivModel.SafeIterationCollection`1.UnderlyingList"/>
<seealso cref="M:CivModel.SafeIterationCollection`1.GetEnumerator"/>
</member>
<member name="P:CivModel.SafeIterationCollection`1.UnderlyingList">
<summary>
<see cref="T:CivModel.SafeIterationCollection`1"/> 개체의 요소를 갖고있는 <see cref="T:System.Collections.Generic.List`1"/> 개체를 가져옵니다.
</summary>
<remarks>
이 속성은 오직 <see cref="P:CivModel.SafeIterationCollection`1.Locked"/><c>true</c>일 때만 사용될 수 있습니다.
</remarks>
<exception cref="T:System.InvalidOperationException">Cannot retrieve underlying list of unlocked collection</exception>
<seealso cref="P:CivModel.SafeIterationCollection`1.Locked"/>
</member>
<member name="P:CivModel.SafeIterationCollection`1.Item(System.Int32)">
<summary>
읽기 전용 목록에서 지정된 인덱스의 요소를 가져옵니다.
</summary>
<param name="index">가져올 요소의 0부터 시작하는 인덱스입니다.</param>
<returns>읽기 전용 목록에서 지정된 인덱스의 요소입니다.</returns>
<exception cref="T:System.ArgumentOutOfRangeException">
<paramref name="index"/> is less than 0
or
<paramref name="index"/> is equal to or greater than <see cref="P:CivModel.SafeIterationCollection`1.Count"/>.
</exception>
</member>
<member name="M:CivModel.SafeIterationCollection`1.Add(`0)">
<summary>
<see cref="T:System.Collections.Generic.ICollection`1" />에 항목을 추가합니다.
</summary>
<param name="item"><see cref="T:System.Collections.Generic.ICollection`1" />에 추가할 개체입니다.</param>
</member>
<member name="M:CivModel.SafeIterationCollection`1.Remove(`0)">
<summary>
<see cref="T:System.Collections.Generic.ICollection`1" />에서 맨 처음 발견되는 특정 개체를 제거합니다.
</summary>
<param name="item"><see cref="T:System.Collections.Generic.ICollection`1" />에서 제거할 개체입니다.</param>
<returns>
<see langword="true" /><paramref name="item" />에서 제거되면 <see cref="T:System.Collections.Generic.ICollection`1" />이고, 그렇지 않으면 <see langword="false" />입니다.
이 메서드는 <see langword="false" />이 원래 <paramref name="item" />에 없는 경우에도 <see cref="T:System.Collections.Generic.ICollection`1" />를 반환합니다.
</returns>
</member>
<member name="M:CivModel.SafeIterationCollection`1.Clear">
<summary>
<see cref="T:System.Collections.Generic.ICollection`1" />에서 항목을 모두 제거합니다.
</summary>
</member>
<member name="M:CivModel.SafeIterationCollection`1.Contains(`0)">
<summary>
<see cref="T:System.Collections.Generic.ICollection`1" />에 특정 값이 들어 있는지 여부를 확인합니다.
</summary>
<param name="item"><see cref="T:System.Collections.Generic.ICollection`1" />에서 찾을 개체입니다.</param>
<returns>
<see langword="true" /><paramref name="item" />에 있으면 <see cref="T:System.Collections.Generic.ICollection`1" />이고, 그렇지 않으면 <see langword="false" />입니다.
</returns>
</member>
<member name="M:CivModel.SafeIterationCollection`1.GetEnumerator">
<summary>
컬렉션을 반복하는 열거자를 반환합니다.
</summary>
<returns>
컬렉션을 반복하는 데 사용할 수 있는 열거자입니다.
</returns>
<remarks>
이 메서드는 오직 <see cref="P:CivModel.SafeIterationCollection`1.Locked"/><c>true</c>일 때만 사용될 수 있습니다.
</remarks>
<exception cref="T:System.InvalidOperationException">collection is locked</exception>
<seealso cref="P:CivModel.SafeIterationCollection`1.Locked"/>
</member>
<member name="M:CivModel.SafeIterationCollection`1.CopyTo(`0[],System.Int32)">
<summary>
특정 <see cref="T:System.Collections.Generic.ICollection`1" /> 인덱스부터 시작하여 <see cref="T:System.Array" />의 요소를 <see cref="T:System.Array" />에 복사합니다.
</summary>
<param name="array"><see cref="T:System.Array" />에서 복사한 요소의 대상인 일차원 <see cref="T:System.Collections.Generic.ICollection`1" />입니다.
<see cref="T:System.Array" />에는 0부터 시작하는 인덱스가 있어야 합니다.</param>
<param name="arrayIndex"><paramref name="array" />에서 복사가 시작되는 0부터 시작하는 인덱스입니다.</param>
<exception cref="T:System.ArgumentNullException">array</exception>
<exception cref="T:System.ArgumentOutOfRangeException">arrayIndex - arrayIndex is less than 0</exception>
<exception cref="T:System.ArgumentException">The available space from arrayIndex to the end of the destination array is not enough</exception>
</member>
<member name="T:CivModel.SchemeLoader">
<summary>
Provides <see cref="T:CivModel.IGameScheme"/> management.
......@@ -2800,11 +2799,6 @@
<seealso cref="T:CivModel.Actor" />
<seealso cref="T:CivModel.InteriorBuilding"/>
</member>
<member name="P:CivModel.TileBuilding.MoveAct">
<summary>
The action performing movement. <c>null</c> by default.
</summary>
</member>
<member name="P:CivModel.TileBuilding.ProvidedGold">
<summary>
The amount of gold this building provides.
......@@ -2852,6 +2846,19 @@
<paramref name="constants"/> is <c>null</c>.
</exception>
</member>
<member name="M:CivModel.TileBuilding.BePillaged(CivModel.Actor)">
<summary>
Pillages this TileBuilding.
</summary>
<param name="pillager">The pillager.</param>
</member>
<member name="M:CivModel.TileBuilding.OnBeforePillaged(CivModel.Actor)">
<summary>
Called before pillaged.
</summary>
<param name="pillager">The pillager.</param>
<see cref="M:CivModel.TileBuilding.BePillaged(CivModel.Actor)"/>
</member>
<member name="M:CivModel.TileBuilding.OnChangePlacedPoint(System.Nullable{CivModel.Terrain.Point})">
<summary>
Called after <see cref="P:CivModel.TileObject.PlacedPoint" /> is changed.
......@@ -2870,6 +2877,12 @@
</summary>
<param name="prevOwner">The previous owner.</param>
</member>
<member name="M:CivModel.TileBuilding.StealAdjacentTerritory(CivModel.Player)">
<summary>
Steals the adjacent territory from other player.
</summary>
<param name="targetPlayer">The target player.</param>
</member>
<member name="M:CivModel.TileBuilding.OnBeforeDestroy">
<summary>
Called before [destroy], by <see cref="M:CivModel.Actor.Destroy" />
......@@ -2912,7 +2925,6 @@
An absract class represents the <see cref="T:CivModel.TileObject"/> which can have actions and action point (AP).
</summary>
<seealso cref="T:CivModel.TileObject" />
<seealso cref="T:CivModel.ITurnObserver"/>
</member>
<member name="P:CivModel.Actor.Owner">
<summary>
......@@ -2942,7 +2954,7 @@
<member name="P:CivModel.Actor.RemainAP">
<summary>
The remaining AP. It must be in [0, <see cref="P:CivModel.Actor.MaxAP"/>].
It is reset to <see cref="P:CivModel.Actor.MaxAP"/> when <see cref="M:CivModel.Actor.PreTurn"/> is called.
It is reset to <see cref="P:CivModel.Actor.MaxAP"/> when <see cref="M:CivModel.Actor.FixedPreTurn"/> is called.
</summary>
<remarks>
When setting this property with the value close to <c>0</c> or <see cref="P:CivModel.Actor.MaxAP"/> within small error,
......@@ -2972,7 +2984,7 @@
<remarks>
If this is lower than <see cref="P:CivModel.Actor.MaxHP"/>,
this value is increased to min{<see cref="P:CivModel.Actor.MaxHP"/>, value + <see cref="P:CivModel.Actor.MaxHealPerTurn"/>}
when <see cref="M:CivModel.Actor.PreTurn"/> is called.
when <see cref="M:CivModel.Actor.FixedPreTurn"/> is called.
</remarks>
<exception cref="T:System.InvalidOperationException">actor is already destroyed</exception>
<exception cref="T:System.ArgumentOutOfRangeException"><see cref="P:CivModel.Actor.RemainHP"/> is not in [0, <see cref="P:CivModel.Actor.MaxHP"/>]</exception>
......@@ -3046,6 +3058,11 @@
The action performing moving attack. <c>null</c> if this actor cannot do.
</summary>
</member>
<member name="P:CivModel.Actor.PillageAct">
<summary>
The action performing pillage. <c>null</c> if this actor cannot do.
</summary>
</member>
<member name="P:CivModel.Actor.SpecialActs">
<summary>
The list of special actions. <c>null</c> if not exists.
......@@ -3094,13 +3111,6 @@
<paramref name="constants"/> is <c>null</c>.
</exception>
</member>
<member name="M:CivModel.Actor.GetEffectByTag(CivModel.EffectTag)">
<summary>
Gets the <see cref="T:CivModel.Effect"/> object on this actor by <see cref="T:CivModel.EffectTag"/>.
</summary>
<param name="tag">The tag.</param>
<returns>The <see cref="T:CivModel.Effect"/> object.</returns>
</member>
<member name="M:CivModel.Actor.ChangeOwner(CivModel.Player)">
<summary>
Changes <see cref="P:CivModel.Actor.Owner"/>. <see cref="M:CivModel.Actor.OnBeforeChangeOwner(CivModel.Player)"/> is called before the property is changed.
......@@ -3337,6 +3347,14 @@
<param name="to">The <see cref="T:CivModel.Terrain.Point"/> to move to</param>
<returns>the required AP.</returns>
</member>
<member name="M:CivModel.Actor.GetRequiredAPForTile(CivModel.TerrainType)">
<summary>
Gets the required ap for a specific type of <see cref="T:CivModel.Terrain.Point"/>.
This method is used for a default implementation of <see cref="M:CivModel.Actor.GetRequiredAPToMoveNearBy(CivModel.Terrain.Point,CivModel.Terrain.Point)"/>.
</summary>
<param name="type">The type of tile.</param>
<returns>the required AP.</returns>
</member>
<member name="M:CivModel.Actor.Die(CivModel.Player)">
<summary>
Make this actor die. This function calls <see cref="M:CivModel.Actor.OnDie(CivModel.Player)"/>.
......@@ -3351,31 +3369,49 @@
</summary>
<param name="opposite">The opposite who caused the dying of this actor. If not exists, <c>null</c>.</param>
</member>
<member name="M:CivModel.Actor.PreTurn">
<member name="M:CivModel.Actor.FixedPreTurn">
<summary>
Called before a turn.
Called on fixed event [pre turn].
</summary>
<exception cref="T:System.InvalidOperationException">actor is already destroyed</exception>
</member>
<member name="M:CivModel.Actor.PostTurn">
<member name="M:CivModel.Actor.FixedAfterPreTurn">
<summary>
Called after a turn.
Called on fixed event [after pre turn].
</summary>
</member>
<member name="M:CivModel.Actor.FixedPostTurn">
<summary>
Called on fixed event [post turn].
</summary>
</member>
<member name="M:CivModel.Actor.FixedAfterPostTurn">
<summary>
Called on fixed event [after post turn].
</summary>
<exception cref="T:System.InvalidOperationException">actor is already destroyed</exception>
</member>
<member name="M:CivModel.Actor.PrePlayerSubTurn(CivModel.Player)">
<member name="M:CivModel.Actor.FixedPreSubTurn(CivModel.Player)">
<summary>
Called before a sub turn.
Called on fixed event [pre subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
<exception cref="T:System.InvalidOperationException">actor is already destroyed</exception>
</member>
<member name="M:CivModel.Actor.PostPlayerSubTurn(CivModel.Player)">
<member name="M:CivModel.Actor.FixedAfterPreSubTurn(CivModel.Player)">
<summary>
Called after a sub turn.
Called on fixed event [after pre subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Actor.FixedPostSubTurn(CivModel.Player)">
<summary>
Called on fixed event [post subturn].
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Actor.FixedAfterPostSubTurn(CivModel.Player)">
<summary>
Called on fixed event [after post subturn]
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
<exception cref="T:System.InvalidOperationException">actor is already destroyed</exception>
</member>
<member name="T:CivModel.ITileBuildingProductionFactory">
<summary>
......@@ -4047,28 +4083,6 @@
<returns><c>true</c> if the specified player is null or allied with this player; otherwise, <c>false</c>.</returns>
<seealso cref="M:CivModel.Player.IsAlliedWith(CivModel.Player)"/>
</member>
<member name="M:CivModel.Player.PreTurn">
<summary>
Called before a turn.
</summary>
</member>
<member name="M:CivModel.Player.PostTurn">
<summary>
Called after a turn.
</summary>
</member>
<member name="M:CivModel.Player.PrePlayerSubTurn(CivModel.Player)">
<summary>
Called before a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Player.PostPlayerSubTurn(CivModel.Player)">
<summary>
Called after a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Player.EstimateResourceInputs">
<summary>
Update <see cref="P:CivModel.Production.EstimatedLaborInputing"/>, <see cref="P:CivModel.Production.EstimatedGoldInputing"/>,
......@@ -4087,6 +4101,11 @@
The action performing movement. A <see cref="T:CivModel.MoveActorAction"/> object by default.
</summary>
</member>
<member name="P:CivModel.Unit.PillageAct">
<summary>
The action performing pillage. A <see cref="T:CivModel.MoveActorAction"/> object by default.
</summary>
</member>
<member name="M:CivModel.Unit.#ctor(CivModel.Player,CivModel.ActorConstants,CivModel.Terrain.Point)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Unit"/> class.
......@@ -4269,5 +4288,20 @@
</summary>
<param name="player">The player.</param>
</member>
<member name="T:CivModel.ObserverPriority">
<summary>
The enumeration represents priority of an observer to an observable event.
</summary>
</member>
<member name="F:CivModel.ObserverPriority.Model">
<summary>
The priority of an observer of model extension module.
</summary>
</member>
<member name="F:CivModel.ObserverPriority.View">
<summary>
The priority of an observer of view module.
</summary>
</member>
</members>
</doc>
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<doc>
<assembly>
<name>CivObservable</name>
</assembly>
<members>
<member name="T:CivObservable.FixedEvent`1">
<summary>
Represents a fixed event.
</summary>
<typeparam name="FixedReceiver">The type of the fixed event receiver.</typeparam>
<seealso cref="T:CivObservable.IFixedEventReceiver`1"/>
<seealso cref="T:CivObservable.ObservableEvent`2"/>
<seealso cref="T:CivObservable.FixedObservableEvent`3"/>
</member>
<member name="M:CivObservable.FixedEvent`1.#ctor(System.Func{System.Collections.Generic.IEnumerable{CivObservable.IFixedEventReceiver{`0}}})">
<summary>
Initializes a new instance of the <see cref="T:CivObservable.FixedEvent`1"/> class by children supplier.
</summary>
<param name="childrenSupplier">The function that returns children of root in fixed event hierarchy.</param>
<exception cref="T:System.ArgumentNullException">childrenSupplier is <c>null</c>.</exception>
</member>
<member name="M:CivObservable.FixedEvent`1.#ctor(CivObservable.IFixedEventReceiver{`0})">
<summary>
Initializes a new instance of the <see cref="T:CivObservable.FixedEvent`1"/> class by a specific root receiver.
</summary>
<param name="fixedRoot">The root receiver in fixed event hierarchy.</param>
<exception cref="T:System.ArgumentNullException">fixedRoot is <c>null</c>.</exception>
</member>
<member name="M:CivObservable.FixedEvent`1.RaiseFixedForward(System.Action{`0})">
<summary>
Raises the fixed event in the direction of forward DFS.
</summary>
<param name="action">The action to be called with receiver.</param>
</member>
<member name="M:CivObservable.FixedEvent`1.RaiseFixedBackward(System.Action{`0})">
<summary>
Raises the fixed event in the direction of backward DFS.
</summary>
<param name="action">The action to be called with receiver.</param>
</member>
<member name="T:CivObservable.FixedEventReceiver">
<summary>
The static class provides methods to raise a fixed event.
</summary>
</member>
<member name="M:CivObservable.FixedEventReceiver.RaiseDownForward``1(CivObservable.IFixedEventReceiver{``0},System.Action{``0})">
<summary>
Raises a fixed event with the specific root of hierarchy, in the direction of forward DFS.
</summary>
<typeparam name="T">The type of receiver.</typeparam>
<param name="root">The root of fixed event hierarchy.</param>
<param name="action">The action to be called with receiver.</param>
</member>
<member name="M:CivObservable.FixedEventReceiver.RaiseDownBackward``1(CivObservable.IFixedEventReceiver{``0},System.Action{``0})">
<summary>
Raises a fixed event with the specific root of hierarchy, in the direction of backward DFS.
</summary>
<typeparam name="T">The type of receiver.</typeparam>
<param name="root">The root of fixed event hierarchy.</param>
<param name="action">The action to be called with receiver.</param>
</member>
<member name="T:CivObservable.FixedObservableEvent`3">
<summary>
Represents an event that is both a fixed event and an observable event.
</summary>
<typeparam name="Observer">The type of the observer.</typeparam>
<typeparam name="Priority">
The type of the priority. This must be enumeration type of <see cref="T:System.Int32"/> where all of values are non-negative.
</typeparam>
<typeparam name="FixedReceiver">The type of the fixed event receiver.</typeparam>
<seealso cref="T:CivObservable.ObservableEvent`2" />
<seealso cref="T:CivObservable.FixedEvent`1"/>
<seealso cref="T:CivObservable.ObservableEvent`2"/>
</member>
<member name="P:CivObservable.FixedObservableEvent`3.AsFixedEvent">
<summary>
Gets this object as <see cref="T:CivObservable.FixedEvent`1"/>.
</summary>
</member>
<member name="P:CivObservable.FixedObservableEvent`3.AsObservableEvent">
<summary>
Gets this object as <see cref="T:CivObservable.ObservableEvent`2"/>.
</summary>
</member>
<member name="M:CivObservable.FixedObservableEvent`3.#ctor(System.Func{System.Collections.Generic.IEnumerable{CivObservable.IFixedEventReceiver{`2}}})">
<summary>
Initializes a new instance of the <see cref="T:CivObservable.FixedObservableEvent`3"/> class by children supplier.
</summary>
<param name="childrenSupplier">The function that returns children of root in fixed event hierarchy.</param>
<exception cref="T:System.ArgumentNullException">childrenSupplier is <c>null</c>.</exception>
</member>
<member name="M:CivObservable.FixedObservableEvent`3.#ctor(CivObservable.IFixedEventReceiver{`2})">
<summary>
Initializes a new instance of the <see cref="T:CivObservable.FixedObservableEvent`3"/> class by a specific root receiver.
</summary>
<param name="fixedRoot">The root receiver in fixed event hierarchy.</param>
<exception cref="T:System.ArgumentNullException">fixedRoot is <c>null</c>.</exception>
</member>
<member name="M:CivObservable.FixedObservableEvent`3.RaiseFixedForward(System.Action{`2})">
<summary>
Raises the fixed event in the direction of forward DFS.
</summary>
<param name="action">The action to be called with receiver.</param>
</member>
<member name="M:CivObservable.FixedObservableEvent`3.RaiseFixedBackward(System.Action{`2})">
<summary>
Raises the fixed event in the direction of backward DFS.
</summary>
<param name="action">The action to be called with receiver.</param>
</member>
<member name="T:CivObservable.IFixedEventReceiver`1">
<summary>
The interface represents an object which can receive fixed event.
</summary>
<typeparam name="T">The type of receiver</typeparam>
</member>
<member name="P:CivObservable.IFixedEventReceiver`1.Children">
<summary>
The children of this receiver, in the hierarchy of fixed event.
</summary>
</member>
<member name="P:CivObservable.IFixedEventReceiver`1.Receiver">
<summary>
The receiver object.
</summary>
</member>
<member name="T:CivObservable.IObservable`2">
<summary>
The interface represents an object observable by observer interface.
</summary>
<typeparam name="Observer">The type of observer.</typeparam>
<typeparam name="Priority">The type of priority. This must be convertible to <see cref="T:System.Int32"/>.</typeparam>
</member>
<member name="M:CivObservable.IObservable`2.AddObserver(`0,`1)">
<summary>
Registers an observer object.
</summary>
<param name="observer">The observer.</param>
<param name="priority">The priority of the observer.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="observer"/> is <c>null</c></exception>
<exception cref="T:System.ArgumentOutOfRangeException"><paramref name="priority"/> is invalid</exception>
<exception cref="T:System.ArgumentException"><paramref name="observer"/> is already registered</exception>
<seealso cref="M:CivObservable.IObservable`2.RemoveObserver(`0)"/>
</member>
<member name="M:CivObservable.IObservable`2.RemoveObserver(`0)">
<summary>
Removes a registered observer object.
</summary>
<param name="observer">The observer.</param>
<exception cref="T:System.ArgumentException">observer is not registered</exception>
<seealso cref="M:CivObservable.IObservable`2.AddObserver(`0,`1)"/>
</member>
<member name="T:CivObservable.Observable`1">
<summary>
Represents an object observable by observer interface.
</summary>
<typeparam name="T">The observer interface to receive</typeparam>
<remarks>
<para>
The observable object from which observers can be modified during event is raised.
</para>
<para>
If observer is removed during event, the observer list is immediately affected.<br/>
If observer is added during event, the effect on the observer list is delayed until event raising is finished,
that is, the added observer is not called during current event but next event.<br/>
However, the added observer can be safely removed during the same event.
</para>
<para>
The same observer cannot be registered on the same observable twice or more.
Equality of observer is checked by <see cref="M:System.Object.ReferenceEquals(System.Object,System.Object)"/>.
</para>
</remarks>
</member>
<member name="P:CivObservable.Observable`1.CountOfPriority">
<summary>
The count of priorities of an observer to this observable.
</summary>
</member>
<member name="M:CivObservable.Observable`1.#ctor(System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:CivObservable.Observable`1"/> class.
</summary>
<param name="countOfPriority">The count of priorities of an observer to this observable.</param>
</member>
<member name="M:CivObservable.Observable`1.AddObserver(`0,System.Int32)">
<summary>
Registers an observer object.
</summary>
<param name="observer">The observer.</param>
<param name="priority">The priority of the observer.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="observer"/> is <c>null</c></exception>
<exception cref="T:System.ArgumentOutOfRangeException"><paramref name="priority"/> is invalid</exception>
<exception cref="T:System.ArgumentException"><paramref name="observer"/> is already registered</exception>
<seealso cref="M:CivObservable.Observable`1.RemoveObserver(`0)"/>
</member>
<member name="M:CivObservable.Observable`1.RemoveObserver(`0)">
<summary>
Removes a registered observer object.
</summary>
<param name="observer">The observer.</param>
<exception cref="T:System.ArgumentException">observer is not registered</exception>
<seealso cref="M:CivObservable.Observable`1.AddObserver(`0,System.Int32)"/>
</member>
<member name="M:CivObservable.Observable`1.IterateObserver(System.Action{`0})">
<summary>
Iterates through the registered observers.
</summary>
<param name="action">The action to do in iteration.</param>
</member>
<member name="T:CivObservable.ObservableEvent`2">
<summary>
Represents an observable event.
</summary>
<typeparam name="Observer">The type of the observer.</typeparam>
<typeparam name="Priority">
The type of the priority. This must be enumeration type of <see cref="T:System.Int32"/> where all of values are non-negative.
</typeparam>
<seealso cref="T:CivObservable.IObservable`2" />
<seealso cref="T:CivObservable.FixedEvent`1"/>
<seealso cref="T:CivObservable.FixedObservableEvent`3"/>
</member>
<member name="M:CivObservable.ObservableEvent`2.#ctor">
<summary>
Initializes a new instance of the <see cref="T:CivObservable.ObservableEvent`2"/> class.
</summary>
<exception cref="T:System.InvalidOperationException">
Priority is not an enumeration type of int
or
one of values of Priority enumeration is negative
</exception>
</member>
<member name="M:CivObservable.ObservableEvent`2.AddObserver(`0,`1)">
<summary>
Registers an observer object.
</summary>
<param name="observer">The observer.</param>
<param name="priority">The priority of the observer.</param>
<seealso cref="M:CivObservable.IObservable`2.RemoveObserver(`0)" />
</member>
<member name="M:CivObservable.ObservableEvent`2.RemoveObserver(`0)">
<summary>
Removes a registered observer object.
</summary>
<param name="observer">The observer.</param>
<seealso cref="M:CivObservable.IObservable`2.AddObserver(`0,`1)" />
</member>
<member name="M:CivObservable.ObservableEvent`2.RaiseObservable(System.Action{`0})">
<summary>
Raises the observable event.
</summary>
<param name="action">The action to be called with observer.</param>
</member>
<member name="T:CivObservable.SafeIterationList`1">
<summary>
Represents a collection can be modified safely during <see langword="foreach"/> iteration.
</summary>
<remarks>
This class is not thread safe.
</remarks>
<typeparam name="T">The type of elements in the collection</typeparam>
<seealso cref="T:System.Collections.Generic.ICollection`1" />
<seealso cref="T:System.Collections.Generic.IReadOnlyCollection`1" />
</member>
<member name="P:CivObservable.SafeIterationList`1.Count">
<summary>
<see cref="T:System.Collections.Generic.ICollection`1" />에 포함된 요소 수를 가져옵니다.
</summary>
</member>
<member name="P:CivObservable.SafeIterationList`1.IsReadOnly">
<summary>
<see cref="T:System.Collections.Generic.ICollection`1" />가 읽기 전용인지 여부를 나타내는 값을 가져옵니다.
</summary>
</member>
<member name="P:CivObservable.SafeIterationList`1.IsWorking">
<summary>
<see cref="T:CivObservable.SafeIterationList`1"/> 개체에 대한 작업이 진행중인지 여부를 나타내는 값을 가져옵니다.
</summary>
<remarks>
이 값이 <c>true</c>이면 이 객체에 대한 작업이 순회 작업과 동시에 일어날 수 있도록 처리됩니다.
</remarks>
<seealso cref="M:CivObservable.SafeIterationList`1.GetEnumerator"/>
</member>
<member name="P:CivObservable.SafeIterationList`1.Item(System.Int32)">
<summary>
읽기 전용 목록에서 지정된 인덱스의 요소를 가져옵니다.
</summary>
<param name="index">가져올 요소의 0부터 시작하는 인덱스입니다.</param>
<returns>읽기 전용 목록에서 지정된 인덱스의 요소입니다.</returns>
<exception cref="T:System.ArgumentOutOfRangeException">
<paramref name="index"/> is less than 0
or
<paramref name="index"/> is equal to or greater than <see cref="P:CivObservable.SafeIterationList`1.Count"/>.
</exception>
</member>
<member name="M:CivObservable.SafeIterationList`1.Add(`0)">
<summary>
<see cref="T:System.Collections.Generic.ICollection`1" />에 항목을 추가합니다.
</summary>
<param name="item"><see cref="T:System.Collections.Generic.ICollection`1" />에 추가할 개체입니다.</param>
</member>
<member name="M:CivObservable.SafeIterationList`1.Remove(`0)">
<summary>
<see cref="T:System.Collections.Generic.ICollection`1" />에서 맨 처음 발견되는 특정 개체를 제거합니다.
</summary>
<param name="item"><see cref="T:System.Collections.Generic.ICollection`1" />에서 제거할 개체입니다.</param>
<returns>
<see langword="true" /><paramref name="item" />에서 제거되면 <see cref="T:System.Collections.Generic.ICollection`1" />이고, 그렇지 않으면 <see langword="false" />입니다.
이 메서드는 <see langword="false" />이 원래 <paramref name="item" />에 없는 경우에도 <see cref="T:System.Collections.Generic.ICollection`1" />를 반환합니다.
</returns>
</member>
<member name="M:CivObservable.SafeIterationList`1.Clear">
<summary>
<see cref="T:System.Collections.Generic.ICollection`1" />에서 항목을 모두 제거합니다.
</summary>
</member>
<member name="M:CivObservable.SafeIterationList`1.Contains(`0)">
<summary>
<see cref="T:System.Collections.Generic.ICollection`1" />에 특정 값이 들어 있는지 여부를 확인합니다.
</summary>
<param name="item"><see cref="T:System.Collections.Generic.ICollection`1" />에서 찾을 개체입니다.</param>
<returns>
<see langword="true" /><paramref name="item" />에 있으면 <see cref="T:System.Collections.Generic.ICollection`1" />이고, 그렇지 않으면 <see langword="false" />입니다.
</returns>
</member>
<member name="M:CivObservable.SafeIterationList`1.GetEnumerator">
<summary>
컬렉션을 반복하는 열거자를 반환합니다. 열거하는 동안 <see cref="P:CivObservable.SafeIterationList`1.IsWorking"/><c>true</c>가 됩니다.
</summary>
<returns>
컬렉션을 반복하는 데 사용할 수 있는 열거자입니다.
</returns>
</member>
<member name="M:CivObservable.SafeIterationList`1.Reverse">
<summary>
시퀀스의 요소 순서를 반전합니다.
</summary>
<returns>시퀀스의 요소 순서를 뒤집은 시퀀스입니다.</returns>
</member>
<member name="M:CivObservable.SafeIterationList`1.CopyTo(`0[],System.Int32)">
<summary>
특정 <see cref="T:System.Collections.Generic.ICollection`1" /> 인덱스부터 시작하여 <see cref="T:System.Array" />의 요소를 <see cref="T:System.Array" />에 복사합니다.
</summary>
<param name="array"><see cref="T:System.Array" />에서 복사한 요소의 대상인 일차원 <see cref="T:System.Collections.Generic.ICollection`1" />입니다.
<see cref="T:System.Array" />에는 0부터 시작하는 인덱스가 있어야 합니다.</param>
<param name="arrayIndex"><paramref name="array" />에서 복사가 시작되는 0부터 시작하는 인덱스입니다.</param>
<exception cref="T:System.ArgumentNullException">array</exception>
<exception cref="T:System.ArgumentOutOfRangeException">arrayIndex - arrayIndex is less than 0</exception>
<exception cref="T:System.ArgumentException">The available space from arrayIndex to the end of the destination array is not enough</exception>
</member>
</members>
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<?xml version="1.0"?>
<doc>
<assembly>
<name>CivPresenter</name>
</assembly>
<members>
<member name="T:CivPresenter.Direction">
<summary>
Represents a direction.
</summary>
</member>
<member name="F:CivPresenter.Direction.Up">
<summary>
Up direction
</summary>
</member>
<member name="F:CivPresenter.Direction.Down">
<summary>
Down direction
</summary>
</member>
<member name="F:CivPresenter.Direction.Left">
<summary>
Left direction
</summary>
</member>
<member name="F:CivPresenter.Direction.Right">
<summary>
Right direction
</summary>
</member>
<member name="T:CivPresenter.IView">
<summary>
The interface represents a View.
</summary>
</member>
<member name="M:CivPresenter.IView.Refocus">
<summary>
Called when view should refocus on <see cref="P:CivPresenter.Presenter.FocusedPoint"/>
</summary>
</member>
<member name="M:CivPresenter.IView.Shutdown">
<summary>
Called when the game should be shutdown.
</summary>
</member>
<member name="M:CivPresenter.IView.Invoke(System.Action)">
<summary>
Invokes the specified action in the UI thread. This method must be thread-safe.
</summary>
<param name="action">The action.</param>
</member>
<member name="T:CivPresenter.NamespaceDoc">
<summary>
The <see cref="N:CivPresenter"/> namespace of CivPresenter.dll module
provides <see cref="T:CivPresenter.Presenter"/> class and other utils for it.
</summary>
</member>
<member name="T:CivPresenter.Presenter">
<summary>
Represents a presenter.
</summary>
<remarks>
The presenter works like a Finite State Machine.
<see cref="P:CivPresenter.Presenter.State"/> is changed by Command~~~ operations.
</remarks>
</member>
<member name="P:CivPresenter.Presenter.View">
<summary>
The <see cref="T:CivPresenter.IView"/> object
</summary>
</member>
<member name="P:CivPresenter.Presenter.Game">
<summary>
The <see cref="P:CivPresenter.Presenter.Game"/> object
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedActor">
<summary>
The selected <see cref="T:CivModel.Actor"/>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.FocusedPoint">
<summary>
The focused <see cref="T:CivModel.Terrain.Point"/>.
This point can be changed by [arrow key] command, or View's calling setter.
</summary>
</member>
<member name="P:CivPresenter.Presenter.IsThereTodos">
<summary>
Whether there is something to do in this turn.
If this value is <c>false</c>, user can go to the next turn
</summary>
</member>
<member name="P:CivPresenter.Presenter.RunningAction">
<summary>
The <see cref="T:CivModel.IReadOnlyActorAction"/> object used now.
<c>null</c> if no action is being done.
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedInvestment">
<summary>
Index of the selected investment.
If <see cref="P:CivPresenter.Presenter.SelectedProduction"/> is not <c>-1</c>, this value is <c>-1</c>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductUI"/></c>.
See remarks section for information about the value.
</summary>
<remarks>
<list type="bullet">
<item><c>0</c> if <see cref="P:CivModel.Player.TaxRate"/> is selected.</item>
<item><c>1</c> if <see cref="P:CivModel.Player.EconomicInvestmentRatio"/> is selected.</item>
<item><c>2</c> if <see cref="P:CivModel.Player.ResearchInvestmentRatio"/> is selected.</item>
<item><c>3</c> if <see cref="P:CivModel.Player.RepairInvestmentRatio"/> is selected.</item>
<item><c>-1</c> if there is no selected deploy.</item>
</list>
</remarks>
</member>
<member name="P:CivPresenter.Presenter.SelectedDeploy">
<summary>
Index of the selected deploy to <see cref="P:CivModel.Player.Deployment"/> list.
<c>-1</c> if there is no selected deploy.
If <see cref="P:CivPresenter.Presenter.SelectedProduction"/> or <see cref="P:CivPresenter.Presenter.SelectedInvestment"/> is not <c>-1</c>, this value is <c>-1</c>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductUI"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedProduction">
<summary>
Index of the selected production to <see cref="P:CivModel.Player.Production"/> list.
<c>-1</c> if there is no selected production.
If <see cref="P:CivPresenter.Presenter.SelectedDeploy"/> or <see cref="P:CivPresenter.Presenter.SelectedInvestment"/> is not <c>-1</c>, this value is <c>-1</c>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductUI"/> || <see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductAdd"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.IsProductManipulating">
<summary>
Whether user is manipulating a production.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductUI"/></c>
</summary>
</member>
<member name="P:CivPresenter.Presenter.AvailableProduction">
<summary>
The list of the available production, retrieved by <see cref="P:CivModel.Player.AvailableProduction"/>
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductAdd"/></c>
</summary>
</member>
<member name="P:CivPresenter.Presenter.DeployProduction">
<summary>
The production to deploy.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.Deploy"/></c>
</summary>
</member>
<member name="P:CivPresenter.Presenter.State">
<summary>
The state of <see cref="T:CivPresenter.Presenter"/>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.StateParam">
<summary>
The parameter of this <see cref="P:CivPresenter.Presenter.State"/>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.SpecialAct"/></c>,
and the value is the number of a special action.
</summary>
</member>
<member name="P:CivPresenter.Presenter.AcceptedQuests">
<summary>
The list of <see cref="T:CivModel.Quest"/> of <see cref="P:CivModel.Game.PlayerInTurn"/> whose status is <see cref="F:CivModel.QuestStatus.Accepted"/>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.Quest"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.DeployedQuests">
<summary>
The list of <see cref="T:CivModel.Quest"/> of <see cref="P:CivModel.Game.PlayerInTurn"/> whose status is <see cref="F:CivModel.QuestStatus.Deployed"/>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.Quest"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.CompletedQuests">
<summary>
The list of <see cref="T:CivModel.Quest"/> of <see cref="P:CivModel.Game.PlayerInTurn"/> whose status is <see cref="F:CivModel.QuestStatus.Completed"/>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.Quest"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.DisabledQuests">
<summary>
The list of <see cref="T:CivModel.Quest"/> of <see cref="P:CivModel.Game.PlayerInTurn"/> whose status is <see cref="F:CivModel.QuestStatus.Disabled"/>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.Quest"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedQuest">
<summary>
Index of the selected quest to <see cref="P:CivModel.Player.Quests"/> list.
<c>-1</c> if there is no selected quest.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.Quest"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedCity">
<summary>
The selected city.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.CityView"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.MovePath">
<summary>
The path to move. If there is no vaild path, <c>null</c>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.PathFinding"/></c>
</summary>
</member>
<member name="P:CivPresenter.Presenter.SaveFile">
<summary>
The path of the save file.
</summary>
</member>
<member name="M:CivPresenter.Presenter.#ctor(CivPresenter.IView)">
<summary>
Initializes a new instance of the <see cref="T:CivPresenter.Presenter"/> class, by creating a new game with testing-purpose parameters.
</summary>
<param name="view">The <see cref="T:CivPresenter.IView"/> object.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="view"/> is <c>null</c></exception>
<remarks>
This constructor calls <see cref="M:CivPresenter.Presenter.#ctor(CivPresenter.IView,System.Int32,System.Int32,System.Int32)"/> constructor with preset testing-purpsoe parameters.
</remarks>
<seealso cref="M:CivPresenter.Presenter.#ctor(CivPresenter.IView,System.Int32,System.Int32,System.Int32)"/>
</member>
<member name="M:CivPresenter.Presenter.#ctor(CivPresenter.IView,System.Int32,System.Int32,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:CivPresenter.Presenter"/> class, by creating a new game.
</summary>
<param name="view">The <see cref="T:CivPresenter.IView"/> object.</param>
<param name="terrainWidth"><see cref="P:CivModel.Terrain.Width"/> of the new game. If this value is <c>-1</c>, uses default value.</param>
<param name="terrainHeight"><see cref="P:CivModel.Terrain.Height"/> of the new game. If this value is <c>-1</c>, uses default value.</param>
<param name="numOfPlayer">The number of players of the new game. If this value is <c>-1</c>, uses default value.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="view"/> is <c>null</c></exception>
</member>
<member name="M:CivPresenter.Presenter.#ctor(CivPresenter.IView,System.String)">
<summary>
Initializes a new instance of the <see cref="T:CivPresenter.Presenter"/> class, by loading a existing save file.
</summary>
<param name="view">The <see cref="T:CivPresenter.IView"/> object.</param>
<param name="saveFile">The path of the save file to load. If <c>null</c>, create a new game.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="view"/> is <c>null</c></exception>
<remarks>
This constructor calls <see cref="M:CivModel.Game.#ctor(System.String,System.Collections.Generic.IEnumerable{CivModel.IGameSchemeFactory})"/> constructor.
See the <strong>exceptions</strong> and <strong>remarks</strong> parts of
the documentation of <see cref="M:CivModel.Game.#ctor(System.String,System.Collections.Generic.IEnumerable{CivModel.IGameSchemeFactory})"/> constructor.
</remarks>
<seealso cref="M:CivModel.Game.#ctor(System.String,System.Collections.Generic.IEnumerable{CivModel.IGameSchemeFactory})"/>
</member>
<member name="M:CivPresenter.Presenter.CommandApply">
<summary>
Gives the command [apply].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandCancel">
<summary>
Gives the command [cancel].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandArrowKey(CivPresenter.Direction)">
<summary>
Gives the command [arrow key].
</summary>
<param name="direction">The direction.</param>
</member>
<member name="M:CivPresenter.Presenter.CommandNumeric(System.Int32)">
<summary>
Gives the command [numeric].
This method may introduce <see cref="F:CivPresenter.Presenter.States.SpecialAct"/> state
if called when <see cref="F:CivPresenter.Presenter.States.Normal"/> state.
</summary>
<param name="index">The index.</param>
</member>
<member name="M:CivPresenter.Presenter.CommandRemove">
<summary>
Gives the command [remove].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandSkip">
<summary>
Gives the command [skip].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandSleep">
<summary>
Gives the command [sleep].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandRefocus">
<summary>
Gives the command [refocus].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandSelect">
<summary>
Gives the command [select].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandSave">
<summary>
Gives the command [save].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandMove">
<summary>
Gives the command [move].
This method may introduce <see cref="F:CivPresenter.Presenter.States.Move"/> state.
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandMovingAttack">
<summary>
Gives the command [moving attack].
This method may introduce <see cref="F:CivPresenter.Presenter.States.MovingAttack"/> state.
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandHoldingAttack">
<summary>
Gives the command [holding attack].
This method may introduce <see cref="F:CivPresenter.Presenter.States.HoldingAttack"/> state.
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandPillage">
<summary>
Gives the command [pillage].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandProductUI">
<summary>
Gives the command [product UI].
This method may introduce <see cref="F:CivPresenter.Presenter.States.ProductUI"/> state.
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandQuest">
<summary>
Gives the command [quest].
This method may introduce <see cref="F:CivPresenter.Presenter.States.Quest"/> state.
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandCityView">
<summary>
Gives the command [city view].
This method may introduce <see cref="F:CivPresenter.Presenter.States.CityView"/> state.
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandPathFinding">
<summary>
Gives the command [path finding].
This method may introduce <see cref="F:CivPresenter.Presenter.States.PathFinding"/> state.
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandActorCancel">
<summary>
Gives the command [actor cancel].
</summary>
</member>
<member name="T:CivPresenter.Presenter.States">
<summary>
Indicates the state of <see cref="T:CivPresenter.Presenter"/>.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.Normal">
<summary>
State [normal]. This is a default state.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.Move">
<summary>
State [move]. This state indicates user is giving a move action command.
<see cref="M:CivPresenter.Presenter.CommandMove"/> method may introduce this state.
In this state, <see cref="P:CivPresenter.Presenter.RunningAction"/> is set to an action of move.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.MovingAttack">
<summary>
State [moving attack]. This state indicates user is giving a moving attack action command.
<see cref="M:CivPresenter.Presenter.CommandMovingAttack"/> method may introduce this state.
In this state, <see cref="P:CivPresenter.Presenter.RunningAction"/> is set to an action of moving attack.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.HoldingAttack">
<summary>
State [holding attack]. This state indicates user is giving a holding attack action command.
<see cref="M:CivPresenter.Presenter.CommandHoldingAttack"/> method may introduce this state.
In this state, <see cref="P:CivPresenter.Presenter.RunningAction"/> is set to an action of holding attack.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.SpecialAct">
<summary>
State [special act]. This state indicates user is giving a special action command.
<see cref="M:CivPresenter.Presenter.CommandNumeric(System.Int32)"/> method may introduce this state.
In this state, <see cref="P:CivPresenter.Presenter.RunningAction"/> is set to an action of special act,
and <see cref="P:CivPresenter.Presenter.StateParam"/> indicates the index of special act.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.ProductUI">
<summary>
State [product UI]. This state indicates user is viewing a production UI.
<see cref="M:CivPresenter.Presenter.CommandProductUI"/> method may introduce this state.
In this state, <see cref="P:CivPresenter.Presenter.SelectedDeploy"/> and <see cref="P:CivPresenter.Presenter.SelectedProduction"/> indicate user's selection.
If user is manipulating a selected production, <see cref="P:CivPresenter.Presenter.IsProductManipulating"/> is set.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.ProductAdd">
<summary>
State [product Add]. This state indicates user is viewing a production addition UI.
This state may be introduced by <see cref="F:CivPresenter.Presenter.States.ProductUI"/> state.
In this state, <see cref="P:CivPresenter.Presenter.SelectedProduction"/> indicates user's selection,
and <see cref="P:CivPresenter.Presenter.AvailableProduction"/> indicates the list of available productions to add.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.Deploy">
<summary>
State [deploy]. This state indicates user is giving a deployment command.
This state may be introduced by <see cref="F:CivPresenter.Presenter.States.ProductUI"/> state.
In this state, <see cref="P:CivPresenter.Presenter.DeployProduction"/> indicates the production to deploy.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.Quest">
<summary>
State [quest]. This state indicates user is viewing the list of quests.
<see cref="M:CivPresenter.Presenter.CommandQuest"/> method may introduce this state.
In this state, asdf indicates asdf.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.Ending">
<summary>
State [Ending]. This state indicates user is viewing a ending screen.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.AIControl">
<summary>
State [AI control]. This state indicates AI player is doing his job now.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.CityView">
<summary>
State [city view]. This state indicates player is viewing the city.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.PathFinding">
<summary>
State [path finding]. This state indicates path of actor is being found.
</summary>
</member>
</members>
</doc>
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m_AnchoredPosition: {x: -0.00001696274, y: -0.000030517578}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 1}
--- !u!114 &1922030647
......@@ -21379,7 +21379,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: -0.00006363122, y: 0}
m_AnchoredPosition: {x: 0.000028716631, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 1}
--- !u!114 &1946056457
......@@ -22714,7 +22714,7 @@ RectTransform:
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 20, y: 20}
m_Pivot: {x: 0.5, y: 0.5}
......@@ -22983,7 +22983,7 @@ MonoBehaviour:
m_HandleRect: {fileID: 1833688073}
m_Direction: 2
m_Value: 0
m_Size: 0.99999994
m_Size: 1
m_NumberOfSteps: 0
m_OnValueChanged:
m_PersistentCalls:
......@@ -23142,7 +23142,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: -0.000054412994, y: 0}
m_AnchoredPosition: {x: 0.000037934857, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 1}
--- !u!114 &2017007226
......@@ -23779,7 +23779,7 @@ RectTransform:
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 20, y: 20}
m_Pivot: {x: 0.5, y: 0.5}
......@@ -23892,7 +23892,7 @@ MonoBehaviour:
m_HandleRect: {fileID: 145151053}
m_Direction: 2
m_Value: 0
m_Size: 0.99999994
m_Size: 1
m_NumberOfSteps: 0
m_OnValueChanged:
m_PersistentCalls:
......@@ -24082,8 +24082,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: -0.00006103568, y: 0.000061035156}
m_SizeDelta: {x: 0, y: 19.130436}
m_AnchoredPosition: {x: -0.00006103568, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 1}
--- !u!114 &2073969410
MonoBehaviour:
......@@ -24194,7 +24194,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 19.130436}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 1}
--- !u!114 &2085939217
MonoBehaviour:
......@@ -24461,7 +24461,7 @@ MonoBehaviour:
m_HandleRect: {fileID: 1628171449}
m_Direction: 2
m_Value: 0
m_Size: 0.9999998
m_Size: 1
m_NumberOfSteps: 0
m_OnValueChanged:
m_PersistentCalls:
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EndingMgr : MonoBehaviour {
public static EndingMgr instance = null;
public static EndingMgr instance = null;
public Image EndingImage;
public Sprite ImageSprite;
public Image EndingImage;
public Sprite ImageSprite;
void Awake() {
if (instance == null)
instance = this;
else if (instance != this)
Destroy(gameObject);
if (instance == null)
instance = this;
else if (instance != this)
Destroy(gameObject);
DontDestroyOnLoad(gameObject);
}
// Use this for initialization
void Start () {
EndingImage.sprite = ImageSprite;
ChangeSprite();
}
// Update is called once per frame
void Update () {
}
public void ChangeSprite()
{
if (GameManager.Instance.Game.PlayerInTurn.IsVictoried)
{
if (GameManager.Instance.Game.PlayerInTurn == GameManager.Instance.Game.Players[0])
{
ImageSprite = Resources.Load<Sprite>("Endings/Hwan_ending");
}
else
{
ImageSprite = Resources.Load<Sprite>("Endings/Finno_ending");
}
}
else if (GameManager.Instance.Game.PlayerInTurn.IsDefeated)
{
if (GameManager.Instance.Game.PlayerInTurn == GameManager.Instance.Game.Players[0])
{
ImageSprite = Resources.Load<Sprite>("Endings/Finno_ending");
}
else
{
EndingMgr.instance.ImageSprite = Resources.Load<Sprite>("Endings/Hwan_ending");
}
}
else if (GameManager.Instance.Game.PlayerInTurn.IsDrawed)
{
EndingMgr.instance.ImageSprite = Resources.Load<Sprite>("Endings/Draw_ending");
}
}
}
void Start () {
EndingImage.sprite = ImageSprite;
ChangeSprite();
}
// Update is called once per frame
void Update () {
}
public void ChangeSprite()
{
if (GameManager.Instance.Game.PlayerInTurn.IsVictoried)
{
if (GameManager.Instance.Game.PlayerInTurn == GameManager.Instance.Game.Players[0])
{
ImageSprite = Resources.Load<Sprite>("Endings/Hwan_ending");
}
else
{
ImageSprite = Resources.Load<Sprite>("Endings/Finno_ending");
}
}
else if (GameManager.Instance.Game.PlayerInTurn.IsDefeated)
{
if (GameManager.Instance.Game.PlayerInTurn == GameManager.Instance.Game.Players[0])
{
ImageSprite = Resources.Load<Sprite>("Endings/Finno_ending");
}
else
{
EndingMgr.instance.ImageSprite = Resources.Load<Sprite>("Endings/Hwan_ending");
}
}
else if (GameManager.Instance.Game.PlayerInTurn.IsDrawed)
{
EndingMgr.instance.ImageSprite = Resources.Load<Sprite>("Endings/Draw_ending");
}
}
}
......@@ -71,6 +71,9 @@ public class GameManager : MonoBehaviour {
public Camera minimap_camera;
static List<Quest> AlarmedQuests = new List<Quest>();
static List<Production> AlarmedProduction = new List<Production>();
void Awake() {
// Singleton
if (_manager != null) {
......@@ -601,7 +604,7 @@ public class GameManager : MonoBehaviour {
{
while (true)
{
if (!EventSystem.current.IsPointerOverGameObject() && Input.GetMouseButtonDown(0))
if (!EventSystem.current.IsPointerOverGameObject() && Input.GetMouseButtonUp(0))
{
if (Instance.selectedTile == null)
yield return new WaitUntil(() => Instance.selectedTile != null);
......@@ -655,7 +658,6 @@ public class GameManager : MonoBehaviour {
// Check if there exist quest that have finished.
public void CheckCompletedQuest()
{
List<Quest> AlarmedQuests = new List<Quest>();
foreach (Quest qst in GameManager.Instance.Game.PlayerInTurn.Quests)
{
switch (qst.Status)
......@@ -683,7 +685,6 @@ public class GameManager : MonoBehaviour {
// Check if there exist production that have finished.
public void CheckCompletedProduction()
{
List<Production> AlarmedProduction = new List<Production>();
foreach (Production prod in GameManager.Instance.Game.PlayerInTurn.Deployment)
{
......
......@@ -70,7 +70,7 @@ public class UIController : MonoBehaviour {
CQQlist.Clear();
questList = GameManager.Instance.Game.PlayerInTurn.Quests;
Debug.Log("Quest: " + questList.Count);
// Debug.Log("Quest: " + questList.Count);
foreach (Quest qst in questList) {
switch (qst.Status) {
case QuestStatus.Deployed:
......
......@@ -5,7 +5,6 @@ using UnityEngine.UI;
using UnityEngine.EventSystems;
using CivModel;
using CivModel.Common;
using System.Text.RegularExpressions;
using System.Linq;
public class UIManager : MonoBehaviour
......@@ -94,13 +93,6 @@ public class UIManager : MonoBehaviour
GameManager.Instance.selectedTile = tile;
// Update selectedPoint using tile information
GameManager.Instance.selectedPoint = tile.point;
Match isAdditionalclicked = Regex.Match(selectedActor.name, "Additional");
if (isAdditionalclicked.Success)
GameManager.Instance.isAdClicked = true;
else
GameManager.Instance.isAdClicked = false;
if (tile.point.Unit != null && tile.point.TileBuilding != null)
{
......@@ -429,6 +421,7 @@ public class UIManager : MonoBehaviour
// SkillButton
if (GameManager.Instance.selectedActor is CivModel.Actor && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
skillSet.SetActive(false);
if (GameManager.Instance.selectedActor.SpecialActs != null)
{
skillBtn.GetComponent<Button>().interactable = true;
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using CivModel;
public class UltimateMgr : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using CivModel;
public class UltimateMgr : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
......@@ -33,11 +33,6 @@ public class Unit : MonoBehaviour
private CivModel.Terrain.Point?[] _parameterPoints;
private List<CivModel.Terrain.Point> _skillParameterPoints = new List<CivModel.Terrain.Point>();
// Use this for initialization
void Start()
{
}
// Change Unit position to given CivModel.Terrain.Point value
// Default y position is 1.25f
public void SetPoints(CivModel.Terrain.Point p1)
......@@ -133,6 +128,7 @@ public class Unit : MonoBehaviour
// Flicker하고 있는 Tile을 선택했을 때
if (GameManager.Instance.selectedTile.isFlickering)
{
UIManager.Instance.updateSelectedInfo(unitToMove);
if (unitToMove.MovingAttackAct != null && unitToMove.MovingAttackAct.IsActable(destPoint))
{
unitToMove.MovingAttackAct.Act(destPoint);
......@@ -157,6 +153,7 @@ public class Unit : MonoBehaviour
// Flicker 하지 않는 타일 선택
else
{
UIManager.Instance.updateSelectedInfo(unitToMove);
MoveStateExit();
break;
}
......@@ -240,6 +237,7 @@ public class Unit : MonoBehaviour
// Flicker하고 있는 Tile을 선택했을 때
if (GameManager.Instance.selectedTile.isFlickering)
{
UIManager.Instance.updateSelectedInfo(unitToMove);
if (unitToMove.HoldingAttackAct != null && unitToMove.HoldingAttackAct.IsActable(destPoint))
{
unitToMove.HoldingAttackAct.Act(destPoint);
......@@ -251,6 +249,7 @@ public class Unit : MonoBehaviour
// Flicker 하지 않는 타일 선택
else
{
UIManager.Instance.updateSelectedInfo(unitToMove);
MoveStateExit();
break;
}
......@@ -325,6 +324,8 @@ public class Unit : MonoBehaviour
if (_skillParameterPoints.Count != 0)
{
IEnumerator _coroutine = SkillUnit(GameManager.Instance.selectedActor);
var _tile = GameManager.Instance.selectedTile;
var _gameObject = GameManager.Instance.selectedGameObject;
StartCoroutine(_coroutine);
}
else
......@@ -346,6 +347,7 @@ public class Unit : MonoBehaviour
if (GameManager.Instance.selectedTile.isFlickering)
{
CivModel.Terrain.Point destPoint = GameManager.Instance.selectedPoint;
UIManager.Instance.updateSelectedInfo(unitToSkill);
if (unitToSkill.SpecialActs[_currentSkill].IsActable(destPoint))
{
unitToSkill.SpecialActs[_currentSkill].Act(destPoint);
......@@ -362,6 +364,7 @@ public class Unit : MonoBehaviour
// Flicker 하지 않는 타일 선택
else
{
UIManager.Instance.updateSelectedInfo(unitToSkill);
SkillStateExit();
break;
}
......
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