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

2018-08-10 Commit

parent 9da36678
File mode changed from 100644 to 100755
File mode changed from 100644 to 100755
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File mode changed from 100644 to 100755
File mode changed from 100644 to 100755
File mode changed from 100644 to 100755
File mode changed from 100644 to 100755
File mode changed from 100644 to 100755
File mode changed from 100644 to 100755
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File mode changed from 100644 to 100755
File mode changed from 100644 to 100755
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File mode changed from 100644 to 100755
File mode changed from 100644 to 100755
File mode changed from 100644 to 100755
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File mode changed from 100755 to 100644
File mode changed from 100755 to 100644
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...@@ -71,6 +71,9 @@ public class GameManager : MonoBehaviour { ...@@ -71,6 +71,9 @@ public class GameManager : MonoBehaviour {
public Camera minimap_camera; public Camera minimap_camera;
static List<Quest> AlarmedQuests = new List<Quest>();
static List<Production> AlarmedProduction = new List<Production>();
void Awake() { void Awake() {
// Singleton // Singleton
if (_manager != null) { if (_manager != null) {
...@@ -601,7 +604,7 @@ public class GameManager : MonoBehaviour { ...@@ -601,7 +604,7 @@ public class GameManager : MonoBehaviour {
{ {
while (true) while (true)
{ {
if (!EventSystem.current.IsPointerOverGameObject() && Input.GetMouseButtonDown(0)) if (!EventSystem.current.IsPointerOverGameObject() && Input.GetMouseButtonUp(0))
{ {
if (Instance.selectedTile == null) if (Instance.selectedTile == null)
yield return new WaitUntil(() => Instance.selectedTile != null); yield return new WaitUntil(() => Instance.selectedTile != null);
...@@ -655,7 +658,6 @@ public class GameManager : MonoBehaviour { ...@@ -655,7 +658,6 @@ public class GameManager : MonoBehaviour {
// Check if there exist quest that have finished. // Check if there exist quest that have finished.
public void CheckCompletedQuest() public void CheckCompletedQuest()
{ {
List<Quest> AlarmedQuests = new List<Quest>();
foreach (Quest qst in GameManager.Instance.Game.PlayerInTurn.Quests) foreach (Quest qst in GameManager.Instance.Game.PlayerInTurn.Quests)
{ {
switch (qst.Status) switch (qst.Status)
...@@ -683,7 +685,6 @@ public class GameManager : MonoBehaviour { ...@@ -683,7 +685,6 @@ public class GameManager : MonoBehaviour {
// Check if there exist production that have finished. // Check if there exist production that have finished.
public void CheckCompletedProduction() public void CheckCompletedProduction()
{ {
List<Production> AlarmedProduction = new List<Production>();
foreach (Production prod in GameManager.Instance.Game.PlayerInTurn.Deployment) foreach (Production prod in GameManager.Instance.Game.PlayerInTurn.Deployment)
{ {
......
...@@ -70,7 +70,7 @@ public class UIController : MonoBehaviour { ...@@ -70,7 +70,7 @@ public class UIController : MonoBehaviour {
CQQlist.Clear(); CQQlist.Clear();
questList = GameManager.Instance.Game.PlayerInTurn.Quests; questList = GameManager.Instance.Game.PlayerInTurn.Quests;
Debug.Log("Quest: " + questList.Count); // Debug.Log("Quest: " + questList.Count);
foreach (Quest qst in questList) { foreach (Quest qst in questList) {
switch (qst.Status) { switch (qst.Status) {
case QuestStatus.Deployed: case QuestStatus.Deployed:
......
...@@ -5,7 +5,6 @@ using UnityEngine.UI; ...@@ -5,7 +5,6 @@ using UnityEngine.UI;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using CivModel; using CivModel;
using CivModel.Common; using CivModel.Common;
using System.Text.RegularExpressions;
using System.Linq; using System.Linq;
public class UIManager : MonoBehaviour public class UIManager : MonoBehaviour
...@@ -95,13 +94,6 @@ public class UIManager : MonoBehaviour ...@@ -95,13 +94,6 @@ public class UIManager : MonoBehaviour
// Update selectedPoint using tile information // Update selectedPoint using tile information
GameManager.Instance.selectedPoint = tile.point; 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) if (tile.point.Unit != null && tile.point.TileBuilding != null)
{ {
...@@ -429,6 +421,7 @@ public class UIManager : MonoBehaviour ...@@ -429,6 +421,7 @@ public class UIManager : MonoBehaviour
// SkillButton // SkillButton
if (GameManager.Instance.selectedActor is CivModel.Actor && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn) if (GameManager.Instance.selectedActor is CivModel.Actor && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{ {
skillSet.SetActive(false);
if (GameManager.Instance.selectedActor.SpecialActs != null) if (GameManager.Instance.selectedActor.SpecialActs != null)
{ {
skillBtn.GetComponent<Button>().interactable = true; skillBtn.GetComponent<Button>().interactable = true;
......
...@@ -33,11 +33,6 @@ public class Unit : MonoBehaviour ...@@ -33,11 +33,6 @@ public class Unit : MonoBehaviour
private CivModel.Terrain.Point?[] _parameterPoints; private CivModel.Terrain.Point?[] _parameterPoints;
private List<CivModel.Terrain.Point> _skillParameterPoints = new List<CivModel.Terrain.Point>(); 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 // Change Unit position to given CivModel.Terrain.Point value
// Default y position is 1.25f // Default y position is 1.25f
public void SetPoints(CivModel.Terrain.Point p1) public void SetPoints(CivModel.Terrain.Point p1)
...@@ -133,6 +128,7 @@ public class Unit : MonoBehaviour ...@@ -133,6 +128,7 @@ public class Unit : MonoBehaviour
// Flicker하고 있는 Tile을 선택했을 때 // Flicker하고 있는 Tile을 선택했을 때
if (GameManager.Instance.selectedTile.isFlickering) if (GameManager.Instance.selectedTile.isFlickering)
{ {
UIManager.Instance.updateSelectedInfo(unitToMove);
if (unitToMove.MovingAttackAct != null && unitToMove.MovingAttackAct.IsActable(destPoint)) if (unitToMove.MovingAttackAct != null && unitToMove.MovingAttackAct.IsActable(destPoint))
{ {
unitToMove.MovingAttackAct.Act(destPoint); unitToMove.MovingAttackAct.Act(destPoint);
...@@ -157,6 +153,7 @@ public class Unit : MonoBehaviour ...@@ -157,6 +153,7 @@ public class Unit : MonoBehaviour
// Flicker 하지 않는 타일 선택 // Flicker 하지 않는 타일 선택
else else
{ {
UIManager.Instance.updateSelectedInfo(unitToMove);
MoveStateExit(); MoveStateExit();
break; break;
} }
...@@ -240,6 +237,7 @@ public class Unit : MonoBehaviour ...@@ -240,6 +237,7 @@ public class Unit : MonoBehaviour
// Flicker하고 있는 Tile을 선택했을 때 // Flicker하고 있는 Tile을 선택했을 때
if (GameManager.Instance.selectedTile.isFlickering) if (GameManager.Instance.selectedTile.isFlickering)
{ {
UIManager.Instance.updateSelectedInfo(unitToMove);
if (unitToMove.HoldingAttackAct != null && unitToMove.HoldingAttackAct.IsActable(destPoint)) if (unitToMove.HoldingAttackAct != null && unitToMove.HoldingAttackAct.IsActable(destPoint))
{ {
unitToMove.HoldingAttackAct.Act(destPoint); unitToMove.HoldingAttackAct.Act(destPoint);
...@@ -251,6 +249,7 @@ public class Unit : MonoBehaviour ...@@ -251,6 +249,7 @@ public class Unit : MonoBehaviour
// Flicker 하지 않는 타일 선택 // Flicker 하지 않는 타일 선택
else else
{ {
UIManager.Instance.updateSelectedInfo(unitToMove);
MoveStateExit(); MoveStateExit();
break; break;
} }
...@@ -325,6 +324,8 @@ public class Unit : MonoBehaviour ...@@ -325,6 +324,8 @@ public class Unit : MonoBehaviour
if (_skillParameterPoints.Count != 0) if (_skillParameterPoints.Count != 0)
{ {
IEnumerator _coroutine = SkillUnit(GameManager.Instance.selectedActor); IEnumerator _coroutine = SkillUnit(GameManager.Instance.selectedActor);
var _tile = GameManager.Instance.selectedTile;
var _gameObject = GameManager.Instance.selectedGameObject;
StartCoroutine(_coroutine); StartCoroutine(_coroutine);
} }
else else
...@@ -346,6 +347,7 @@ public class Unit : MonoBehaviour ...@@ -346,6 +347,7 @@ public class Unit : MonoBehaviour
if (GameManager.Instance.selectedTile.isFlickering) if (GameManager.Instance.selectedTile.isFlickering)
{ {
CivModel.Terrain.Point destPoint = GameManager.Instance.selectedPoint; CivModel.Terrain.Point destPoint = GameManager.Instance.selectedPoint;
UIManager.Instance.updateSelectedInfo(unitToSkill);
if (unitToSkill.SpecialActs[_currentSkill].IsActable(destPoint)) if (unitToSkill.SpecialActs[_currentSkill].IsActable(destPoint))
{ {
unitToSkill.SpecialActs[_currentSkill].Act(destPoint); unitToSkill.SpecialActs[_currentSkill].Act(destPoint);
...@@ -362,6 +364,7 @@ public class Unit : MonoBehaviour ...@@ -362,6 +364,7 @@ public class Unit : MonoBehaviour
// Flicker 하지 않는 타일 선택 // Flicker 하지 않는 타일 선택
else else
{ {
UIManager.Instance.updateSelectedInfo(unitToSkill);
SkillStateExit(); SkillStateExit();
break; break;
} }
......
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