Commit 410e5e56 authored by Chae Ho Shin's avatar Chae Ho Shin

Non-resource assets for final revision

parent f0ed7cfd
This diff is collapsed.
......@@ -157,6 +157,167 @@
provides the feature about fixed/observable event
</summary>
</member>
<member name="T:CivObservable.NotifyingLinkedList`1">
<summary>
Represents a linked list that notifies its modification.
</summary>
<typeparam name="T">The type of elements.</typeparam>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.#ctor(System.Action)">
<summary>
Initializes a new instance of the <see cref="T:CivObservable.NotifyingLinkedList`1"/> class.
</summary>
<param name="notifyHandler">the handler to call on notification.</param>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.Contains(`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.NotifyingLinkedList`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="index"><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="M:CivObservable.NotifyingLinkedList`1.Find(`0)">
<summary>
Finds the specified value.
</summary>
<param name="value">The value.</param>
<returns></returns>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.FindLast(`0)">
<summary>
Finds the last.
</summary>
<param name="value">The value.</param>
<returns></returns>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.GetEnumerator">
<summary>
컬렉션을 반복하는 열거자를 반환합니다.
</summary>
<returns>
컬렉션을 반복하는 데 사용할 수 있는 열거자입니다.
</returns>
</member>
<member name="P:CivObservable.NotifyingLinkedList`1.Last">
<summary>
Gets the last.
</summary>
<value>
The last.
</value>
</member>
<member name="P:CivObservable.NotifyingLinkedList`1.First">
<summary>
Gets the first.
</summary>
<value>
The first.
</value>
</member>
<member name="P:CivObservable.NotifyingLinkedList`1.Count">
<summary>
<see cref="T:System.Collections.Generic.ICollection`1" />에 포함된 요소 수를 가져옵니다.
</summary>
</member>
<member name="P:CivObservable.NotifyingLinkedList`1.IsReadOnly">
<summary>
<see cref="T:System.Collections.Generic.ICollection`1" />가 읽기 전용인지 여부를 나타내는 값을 가져옵니다.
</summary>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.AddAfter(System.Collections.Generic.LinkedListNode{`0},`0)">
<summary>
Adds the after.
</summary>
<param name="node">The node.</param>
<param name="value">The value.</param>
<returns></returns>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.AddAfter(System.Collections.Generic.LinkedListNode{`0},System.Collections.Generic.LinkedListNode{`0})">
<summary>
Adds the after.
</summary>
<param name="node">The node.</param>
<param name="newNode">The new node.</param>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.AddBefore(System.Collections.Generic.LinkedListNode{`0},`0)">
<summary>
Adds the before.
</summary>
<param name="node">The node.</param>
<param name="value">The value.</param>
<returns></returns>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.AddBefore(System.Collections.Generic.LinkedListNode{`0},System.Collections.Generic.LinkedListNode{`0})">
<summary>
Adds the before.
</summary>
<param name="node">The node.</param>
<param name="newNode">The new node.</param>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.AddFirst(`0)">
<summary>
Adds the first.
</summary>
<param name="value">The value.</param>
<returns></returns>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.AddFirst(System.Collections.Generic.LinkedListNode{`0})">
<summary>
Adds the first.
</summary>
<param name="node">The node.</param>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.AddLast(`0)">
<summary>
Adds the last.
</summary>
<param name="value">The value.</param>
<returns></returns>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.AddLast(System.Collections.Generic.LinkedListNode{`0})">
<summary>
Adds the last.
</summary>
<param name="node">The node.</param>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.Clear">
<summary>
<see cref="T:System.Collections.Generic.ICollection`1" />에서 항목을 모두 제거합니다.
</summary>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.Remove(`0)">
<summary>
Removes the specified value.
</summary>
<param name="value">The value.</param>
<returns></returns>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.Remove(System.Collections.Generic.LinkedListNode{`0})">
<summary>
Removes the specified node.
</summary>
<param name="node">The node.</param>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.RemoveFirst">
<summary>
Removes the first.
</summary>
</member>
<member name="M:CivObservable.NotifyingLinkedList`1.RemoveLast">
<summary>
Removes the last.
</summary>
</member>
<member name="T:CivObservable.Observable`1">
<summary>
Represents an object observable by observer interface.
......
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......@@ -390,7 +393,7 @@ GameObject:
- component: {fileID: 1155206180}
- component: {fileID: 1155206179}
m_Layer: 5
m_Name: Image
m_Name: HwanImage
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
......@@ -512,6 +515,74 @@ Transform:
m_Father: {fileID: 0}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 50, y: -30, z: 0}
--- !u!1 &1920196080
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 1920196081}
- component: {fileID: 1920196083}
- component: {fileID: 1920196082}
m_Layer: 5
m_Name: FinnoImage
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!224 &1920196081
RectTransform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1920196080}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 1119985966}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1920196082
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1920196080}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_Sprite: {fileID: 21300000, guid: 40f0611053c667e43bb0cf81df72877f, type: 3}
m_Type: 3
m_PreserveAspect: 0
m_FillCenter: 1
m_FillMethod: 0
m_FillAmount: 0
m_FillClockwise: 1
m_FillOrigin: 0
--- !u!222 &1920196083
CanvasRenderer:
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m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1920196080}
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GameObject:
m_ObjectHideFlags: 0
......
......@@ -28,14 +28,15 @@ public class CameraControl : MonoBehaviour {
// Update is called once per frame
void Update()
{
//The earth is round
if (Camera.main.transform.position.x < 0)
Camera.main.transform.position = new Vector3(Camera.main.transform.position.x + Mathf.Sqrt(3) * GameManager.Instance.Game.Terrain.Width, Camera.main.transform.position.y, Camera.main.transform.position.z);
if (Camera.main.transform.position.x > Mathf.Sqrt(3) * GameManager.Instance.Game.Terrain.Width)
Camera.main.transform.position = new Vector3(Camera.main.transform.position.x - Mathf.Sqrt(3) * GameManager.Instance.Game.Terrain.Width, Camera.main.transform.position.y, Camera.main.transform.position.z);
if (!QuestUI.activeSelf && !ManagementUI.activeSelf)
if (!QuestUI.activeSelf && !ManagementUI.activeSelf && !UIManager.Instance.isTutorialActivated && !UIManager.Instance.AskToQuit.activeSelf)
{
//Camera scaler
if (Input.GetAxis("Mouse ScrollWheel") < 0 && ViewFieldSquareControl.ViewInstance.zoom_counter < 2)
{
if (!EventSystem.current.IsPointerOverGameObject())
......@@ -49,15 +50,13 @@ public class CameraControl : MonoBehaviour {
}
//Camera movement by putting mouse on edge
if (Input.mousePosition.x > screen_width - boundary && !Input.GetMouseButton(0))
Camera.main.transform.Translate(5 * speed * Time.deltaTime, 0, 0);
if (Input.mousePosition.x < 0 + boundary && !Input.GetMouseButton(0))
Camera.main.transform.Translate(-5 * speed * Time.deltaTime, 0, 0);
if (Input.mousePosition.y > screen_height - boundary && !Input.GetMouseButton(0))
{
if (Camera.main.transform.position.z < -10 - (Camera.main.transform.position.y - 10) / Mathf.Sqrt(3))
......@@ -66,26 +65,26 @@ public class CameraControl : MonoBehaviour {
else if (Camera.main.transform.position.z > -10 - (Camera.main.transform.position.y - 10) / Mathf.Sqrt(3))
Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, -10 - (Camera.main.transform.position.y - 10) / Mathf.Sqrt(3));
if (Input.mousePosition.y < 0 + boundary && !Input.GetMouseButton(0))
{
if (Camera.main.transform.position.z > -130)
if (Camera.main.transform.position.z > -95)
Camera.main.transform.Translate(0, -3 * speed * Time.deltaTime * Mathf.Sqrt(2), -3 * speed * Time.deltaTime * Mathf.Sqrt(2));
}
else if (Camera.main.transform.position.z < -130)
Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, -130);
else if (Camera.main.transform.position.z < -95)
Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, -95);
//Camera movement by mouse dragging
if (Input.GetMouseButton(1) && !EventSystem.current.IsPointerOverGameObject())
{
mouse_position = new Vector3(Input.GetAxis("Mouse X"), 0, Input.GetAxis("Mouse Y"));
Camera.main.transform.position -= mouse_position;
}
//Camera movement by clicking minimap
if (is_mouse_on_minimap() && MapUI.activeSelf)
{
float adjust_by_zoom;
adjust_by_zoom = 24.5f - (2 - ViewFieldSquareControl.ViewInstance.zoom_counter) * 6;
adjust_by_zoom = 35 - (2 - ViewFieldSquareControl.ViewInstance.zoom_counter) * 8;
if (Input.GetMouseButton(0))
{
......
......@@ -17,7 +17,7 @@ public class EndingMgr : MonoBehaviour {
else if (instance != this)
Destroy(gameObject);
DontDestroyOnLoad(gameObject);
//DontDestroyOnLoad(gameObject);
}
// Use this for initialization
void Start () {
......
This diff is collapsed.
......@@ -14,12 +14,6 @@ public class GameStarter : MonoBehaviour
GameInfo.SetPlayer(CivModel.Hwan.HwanPlayerNumber.Number);
}
// Update is called once per frame
void Update()
{
}
public void StartHwan()
{
GameInfo.SetPlayer(CivModel.Hwan.HwanPlayerNumber.Number);
......
......@@ -4,16 +4,20 @@ using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class LoadingSceneMgr : MonoBehaviour
public class LoadingSceneMgr : MonoBehaviour
{
public static string nextScene;
[SerializeField]
Image progressBar;
Image HwanprogressBar, FinnoprogressBar, progressBar;
private void Start()
{
if (GameInfo.UserPlayer == 0)
progressBar = HwanprogressBar;
else
progressBar = FinnoprogressBar;
StartCoroutine(LoadScene());
}
......
......@@ -17,7 +17,7 @@ public class QuestInfo : MonoBehaviour {
}
static public string GetRequesterCountry(Quest qst) {
return qst.Requester.PlayerName;
return qst.Requester?.PlayerName ?? "(없음)";
}
static public string GetQuestName(Quest qst)
......@@ -64,9 +64,49 @@ public class QuestInfo : MonoBehaviour {
{
questName = "finno_main1";
}
else if(qst is QuestHwanTuto1)
{
questName = "hwan_tuto1";
}
else if(qst is QuestHwanTuto2)
{
questName = "hwan_tuto2";
}
else if(qst is QuestHwanTuto3)
{
questName = "hwan_tuto3";
}
else if(qst is QuestHwanTuto4)
{
questName = "hwan_tuto4";
}
else if(qst is QuestHwanTuto5)
{
questName = "hwan_tuto5";
}
else if(qst is QuestFinnoTuto1)
{
questName = "finno_tuto1";
}
else if (qst is QuestFinnoTuto2)
{
questName = "finno_tuto2";
}
else if (qst is QuestFinnoTuto3)
{
questName = "finno_tuto3";
}
else if (qst is QuestFinnoTuto4)
{
questName = "finno_tuto4";
}
else if (qst is QuestFinnoTuto5)
{
questName = "finno_tuto5";
}
else
{
questName = "hwan_main1";
questName = "invisible";
Debug.Log("Unknown Quest: " + qst.TextName);
}
......@@ -78,6 +118,42 @@ public class QuestInfo : MonoBehaviour {
return Resources.Load<Sprite>("Quests/" + questName);
}
static public Sprite GetRequesterPortraitImage(Quest qst) {
if (qst.Requester == null)
return Resources.Load<Sprite>("Quests/lemuria");
int requesterNumber = qst.Requester.PlayerNumber;
string requesterName = "";
switch (requesterNumber)
{
case 0:
requesterName = "hwan"; break;
case 1:
requesterName = "finno"; break;
case 2:
requesterName = "egypt"; break;
case 3:
requesterName = "atlantis"; break;
case 4:
requesterName = "fish"; break;
case 5:
requesterName = "emu"; break;
case 6:
requesterName = "shied"; break;
case 7:
requesterName = "lemuria"; break;
case 8:
requesterName = "easter"; break;
default:
requesterName = GetQuestName(qst);
Debug.Log("Unknown Requester");
break;
}
return Resources.Load<Sprite>("Quests/" + requesterName);
}
static public Sprite GetExplainImage(Quest qst)
{
string questName = GetQuestName(qst);
......@@ -88,4 +164,6 @@ public class QuestInfo : MonoBehaviour {
return "";
}
}
......@@ -108,8 +108,8 @@ public class ResourceInfo : MonoBehaviour {
}
else
{
resourceSpriteName = "finno_crystal";
Debug.Log("Unknown Quest: " + qst.TextName);
resourceSpriteName = "questionmark";
//Debug.Log("Unknown Quest: " + qst.TextName);
}
return Resources.Load<Sprite>("SpecialResource/" + resourceSpriteName);
}
......
......@@ -31,42 +31,8 @@ public class HexTile : MonoBehaviour
void Start() {
SetTerrain();
SetBuilding();
SetColor();
terrains.GetChild((int)point.Type).GetComponent<Renderer>().material.color += color;
}
//Set tile's color depending on owner.
private void SetColor()
{
var owner = point.TileOwner;
if (owner == GameManager.Instance.Game.Players[0])
color = Color.red / 2;
else if (owner == GameManager.Instance.Game.Players[1])
color = Color.blue * 1.5f;
else if (owner == GameManager.Instance.Game.Players[2])
color = Color.yellow / 3;
else if (owner == GameManager.Instance.Game.Players[3])
color = Color.cyan / 3;
else if (owner == GameManager.Instance.Game.Players[4])
color = Color.gray;
else if (owner == GameManager.Instance.Game.Players[5])
color = Color.magenta;
else if (owner == GameManager.Instance.Game.Players[6])
color = Color.magenta * 2;
else if (owner == GameManager.Instance.Game.Players[7])
color = Color.yellow / 2;
else if (owner == GameManager.Instance.Game.Players[8])
color = Color.green / 2;
else
color = new Color(0, 0, 0, 0);
}
public void UpdateColor()
{
terrains.GetChild((int)point.Type).GetComponent<Renderer>().material.color -= color;
SetColor();
terrains.GetChild((int)point.Type).GetComponent<Renderer>().material.color += color;
}
// Change Tile position to given CivModel.Terrain.Point value
// Default y position is -.0.05f
public void SetPoints(CivModel.Terrain.Point p1) {
......@@ -81,14 +47,12 @@ public class HexTile : MonoBehaviour
// Render Tile Terrain
public void SetTerrain() {
terrains = transform.GetChild(0).transform;
if (terrains != null) {
foreach (Transform child in terrains) {
child.gameObject.SetActive(false);
}
terrains.GetChild((int)point.Type).gameObject.SetActive(true);
}
int type = (int)point.Type;
int owner = GetPlayerNumber();
for(int i = 0; i < 8; i++)
for(int j = 0; j < 10; j++)
transform.GetChild(0).GetChild(i).GetChild(j).gameObject.SetActive(false);
transform.GetChild(0).GetChild(type).GetChild(owner).gameObject.SetActive(true);
}
// Render Tile Building
......@@ -134,13 +98,33 @@ public class HexTile : MonoBehaviour
side = buildings.GetChild(1);
side.GetChild(4).gameObject.SetActive(true);
}
else if(building is CivModel.Hwan.Preternaturality) {
side = buildings.GetChild(0);
side.GetChild(5).gameObject.SetActive(true);
}
else if(building is CivModel.Finno.Preternaturality) {
side = buildings.GetChild(0);
side.GetChild(5).gameObject.SetActive(true);
}
}
// Set player number which model didn't implemented
public int GetPlayerNumber()
{
var owner = point.TileOwner;
if (owner == null) return 9;
else
for (int i = 0; i < 9; i++)
if (owner == GameManager.Instance.Game.Players[i])
return i;
return 9;
}
// Flicker Tile with White Color
public void FlickerWhite()
{
isFlickerForSelect = true;
if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
if (transform.GetChild(0).GetChild((int)point.Type).GetChild(GetPlayerNumber()).GetComponent<Renderer>() == null)
return;
_coroutine = Flicker(Color.white);
StartCoroutine(_coroutine);
......@@ -148,9 +132,9 @@ public class HexTile : MonoBehaviour
// Flicker Tile with Cyan Color
public void FlickerCyan() {
isFlickerForSelect = true;
//Debug.Log(gameObject.name + " is flickering with cyan");
if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
return;
//Debug.Log(gameObject.name + " is flickering with cyan");
if (transform.GetChild(0).GetChild((int)point.Type).GetChild(GetPlayerNumber()).GetComponent<Renderer>() == null)
return;
_coroutine = Flicker(Color.cyan);
StartCoroutine(_coroutine);
}
......@@ -159,7 +143,7 @@ public class HexTile : MonoBehaviour
{
isFlickering = true;
//Debug.Log(gameObject.name + " is flickering with blue");
if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
if (transform.GetChild(0).GetChild((int)point.Type).GetChild(GetPlayerNumber()).GetComponent<Renderer>() == null)
return;
_coroutine = Flicker(Color.blue);
StartCoroutine(_coroutine);
......@@ -170,7 +154,7 @@ public class HexTile : MonoBehaviour
{
isFlickering = true;
//Debug.Log(gameObject.name + " is flickering with red");
if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
if (transform.GetChild(0).GetChild((int)point.Type).GetChild(GetPlayerNumber()).GetComponent<Renderer>() == null)
return;
_coroutine = Flicker(Color.red);
StartCoroutine(_coroutine);
......@@ -182,20 +166,18 @@ public class HexTile : MonoBehaviour
isFlickering = false;
isFlickerForSelect = false;
//Debug.Log(gameObject.name + " stopped flickering");
if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
if (transform.GetChild(0).GetChild((int)point.Type).GetChild(GetPlayerNumber()).GetComponent<Renderer>() == null)
return;
if (_coroutine == null)
return;
StopCoroutine(_coroutine);
Material mat = terrains.GetChild((int)point.Type).GetComponent<Renderer>().material;
mat.SetColor("_Color", Color.white);
terrains.GetChild((int)point.Type).GetComponent<Renderer>().material.color += color;
transform.GetChild(0).GetChild((int)point.Type).GetChild(GetPlayerNumber()).GetComponent<Renderer>().material.SetColor("_Color", Color.white);
}
// Make tile flicker with color c.
IEnumerator Flicker(Color c)
{
Material mat = terrains.GetChild((int)point.Type).GetComponent<Renderer>().material;
Material mat = transform.GetChild(0).GetChild((int)point.Type).GetChild(GetPlayerNumber()).GetComponent<Renderer>().material;
Color delta = Color.white - c;
while (true)
......@@ -343,4 +325,4 @@ public class HexTile : MonoBehaviour
}
_skillParameterPoints.Clear();
}
}
}
\ No newline at end of file
......@@ -3,7 +3,6 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using System;
using System.Linq;
......@@ -22,8 +21,6 @@ public class AlarmManager : MonoBehaviour
public AudioClip alarmSound;
AudioSource alarmAudio;
int rowCount = 0;
void Awake()
{
// Singleton
......@@ -48,10 +45,13 @@ public class AlarmManager : MonoBehaviour
void ActiveAlarm()
{
if (alarmViewPort.transform.childCount <= 0)
{
alarmTab.SetActive(false);
}
else
{
alarmTab.SetActive(true);
PlayAlarmSound();
}
}
......@@ -82,14 +82,10 @@ public class AlarmManager : MonoBehaviour
// Update leftTurn of alarms and Show alarms whose leftTurn is 0.
// Called After a Turn Starts.
public void updateAlarmQueue()
{
rowCount = 0;
alarmViewPort.GetComponent<RectTransform>().sizeDelta = Vector2.zero;
foreach(Transform alarm in alarmViewPort.GetComponentsInChildren<Transform>().Skip(1))
{
for (int x = alarmViewPort.transform.childCount - 1; x >= 0; x--)
{
Destroy(alarm.gameObject);
DeleteAlarm(alarmViewPort.transform.GetChild(x).gameObject);
}
List<GameObject> alarmToRemove = new List<GameObject>();
......@@ -130,13 +126,14 @@ public class AlarmManager : MonoBehaviour
alarm.transform.SetParent(alarmViewPort.transform, false);
alarm.GetComponent<AlarmModel>().DispAlarmData(isDied);
alarmViewPort.GetComponent<GridLayoutGroup>().constraintCount = ++rowCount;
alarmViewPort.GetComponent<RectTransform>().sizeDelta += new Vector2(0, 20);
//alarmViewPort.GetComponent<GridLayoutGroup>().constraintCount = ++rowCount;
//alarmViewPort.GetComponent<RectTransform>().sizeDelta += new Vector2(0, 20);
ActiveAlarm();
}
public void PlayAlarmSound()
{
if (alarmAudio.isPlaying) return;
alarmAudio.PlayOneShot(alarmSound);
}
......
......@@ -4,7 +4,6 @@ using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using CivModel;
using CivModel.Common;
using System;
public class CityBuilding : MonoBehaviour
......
This diff is collapsed.
......@@ -3,7 +3,6 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class InvestmentController : MonoBehaviour {
......@@ -13,10 +12,10 @@ public class InvestmentController : MonoBehaviour {
public GameObject TechInv;
public GameObject Logistics;
private Slider taxSlider;
private Slider eiSlider;
private Slider tiSlider;
private Slider logiSlider;
public Slider taxSlider;
public Slider eiSlider;
public Slider tiSlider;
public Slider logiSlider;
private Text taxRateText;
private Text eiRateText;
......@@ -116,62 +115,79 @@ public class InvestmentController : MonoBehaviour {
}
}
public void OnValueChanged()
{
GameUI.Instance.updatePanel();
}
public void ChangeTaxValue(float adden)
{
taxSlider.value += adden;
GameUI.Instance.updatePanel();
}
public void ChangeEIValue(float adden)
{
eiSlider.value += adden;
GameUI.Instance.updatePanel();
}
public void ChangeTIValue(float adden)
{
tiSlider.value += adden;
GameUI.Instance.updatePanel();
}
public void ChangeLogiValue(float adden)
{
logiSlider.value += adden;
GameUI.Instance.updatePanel();
}
public void ChangeTaxPlus(float adden)
{
taxSlider.value += 0.01f;
if (taxSlider.value > 1) taxSlider.value = 1;
GameUI.Instance.updatePanel();
}
public void ChangeEIPlus(float adden)
{
eiSlider.value += 0.01f;
if (taxSlider.value > 2) taxSlider.value = 2;
GameUI.Instance.updatePanel();
}
public void ChangeTIPlus(float adden)
{
tiSlider.value += 0.01f;
if (taxSlider.value > 2) taxSlider.value = 2;
GameUI.Instance.updatePanel();
}
public void ChangeLogiPlus(float adden)
{
logiSlider.value += 0.01f;
if (taxSlider.value > 1) taxSlider.value = 1;
GameUI.Instance.updatePanel();
}
public void ChangeTaxMinus(float adden)
{
taxSlider.value -= 0.01f;
if (taxSlider.value < 0) taxSlider.value = 0;
GameUI.Instance.updatePanel();
}
public void ChangeEIMinus(float adden)
{
eiSlider.value -= 0.01f;
if (eiSlider.value < 0) eiSlider.value = 0;
GameUI.Instance.updatePanel();
}
public void ChangeTIMinus(float adden)
{
tiSlider.value -= 0.01f;
if (taxSlider.value < 0) taxSlider.value = 0;
GameUI.Instance.updatePanel();
}
public void ChangeLogiMinus(float adden)
{
logiSlider.value -= 0.01f;
if (taxSlider.value < 0) taxSlider.value = 0;
GameUI.Instance.updatePanel();
}
}
\ No newline at end of file
......@@ -3,7 +3,6 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using System.Linq;
// 운영/내정 관련 큐 만들어서 프리팹 생성하는 컨트롤러
......@@ -14,8 +13,8 @@ public class ManagementController : MonoBehaviour {
public Canvas managementUI;
private LinkedList<Production> mProduction;
private LinkedList<Production> mDeployment;
private CivObservable.NotifyingLinkedList<Production> mProduction;
private CivObservable.NotifyingLinkedList<Production> mDeployment;
private IReadOnlyList<IProductionFactory> facList;
private GameObject gameManagerObject;
......@@ -45,14 +44,14 @@ public class ManagementController : MonoBehaviour {
MakeDeploymentQ();
foreach (GameObject dq in DQlist)
{
dq.GetComponent<DeployPrefab>().SetButton(DQlist.IndexOf(dq));
dq.GetComponent<DeployPrefab>().SetButton();
}
}
void Awake()
{
DontDestroyOnLoad(this);
// DontDestroyOnLoad(this);
if (managementcontroller == null)
{
managementcontroller = this;
......@@ -199,7 +198,7 @@ public class ManagementController : MonoBehaviour {
throw new MissingComponentException();
}
//Debug.Log("SelectionList: " + ASQlist.IndexOf(qlist) + "null");
var SPrefab = Instantiate(productablePrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
var SPrefab = Instantiate(productablePrefab, new Vector3(10f, 0f, 0f), Quaternion.identity);
SPrefab.transform.SetParent(productableQueue.transform);
SPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
SPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
......@@ -216,7 +215,7 @@ public class ManagementController : MonoBehaviour {
{
return null;
}*/
var SPrefab = Instantiate(productablePrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
var SPrefab = Instantiate(productablePrefab, new Vector3(10f, 0f, 0f), Quaternion.identity);
SPrefab.transform.SetParent(productableQueue.transform);
SPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
SPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
......@@ -291,7 +290,7 @@ public class ManagementController : MonoBehaviour {
foreach (Production prod in ProductionDic.Keys)
{
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
var PPrefab = Instantiate(proPrefab, new Vector3(10f, 0f, 0f), Quaternion.identity);
PPrefab.transform.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
......@@ -300,7 +299,7 @@ public class ManagementController : MonoBehaviour {
if (mProduction.Count == 0)
{
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
var PPrefab = Instantiate(proPrefab, new Vector3(10f, 0f, 0f), Quaternion.identity);
PPrefab.transform.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
......@@ -350,7 +349,7 @@ public class ManagementController : MonoBehaviour {
foreach (Production prod in DeploymentDic.Keys)
{
var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
var DPrefab = Instantiate(depPrefab, new Vector3(10f, 0f, 0f), Quaternion.identity);
DPrefab.transform.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
......@@ -360,7 +359,7 @@ public class ManagementController : MonoBehaviour {
if (mDeployment.Count == 0)
{
//Debug.Log("DeploymentList null");
var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
var DPrefab = Instantiate(depPrefab, new Vector3(10f, 0f, 0f), Quaternion.identity);
DPrefab.transform.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
......@@ -368,10 +367,11 @@ public class ManagementController : MonoBehaviour {
tempList.Add(DPrefab);
}
DQlist = tempList;
foreach (GameObject dq in DQlist)
{
dq.GetComponent<DeployPrefab>().SetButton(DQlist.IndexOf(dq));
DQlist = tempList;
foreach (GameObject dq in DQlist)
{
dq.GetComponent<DeployPrefab>().SetButton();
}
}
......@@ -384,4 +384,20 @@ public class ManagementController : MonoBehaviour {
}
return managementcontroller;
}
public void onClickAutoSet()
{
var _player = GameManager.Instance.Game.PlayerInTurn;
if(_player.Happiness <= 50)
{
GameManager.Instance.Game.PlayerInTurn.EconomicInvestmentRatio = 2;
}
else
{
GameManager.Instance.Game.PlayerInTurn.EconomicInvestmentRatio = 1;
}
var _const = GameManager.Instance.Game.Constants;
double taxrate = _const.GoldCoefficient;
}
}
......@@ -4,11 +4,9 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class DeployPrefab : MonoBehaviour
{
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
......@@ -47,6 +45,7 @@ public class DeployPrefab : MonoBehaviour
public GameObject MakeItem(Production prod, int numOfUnit)
{
_deployment = prod;
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
this.numOfUnit = numOfUnit;
......@@ -68,6 +67,7 @@ public class DeployPrefab : MonoBehaviour
public GameObject MakeItem()
{
_deployment = null;
unitPrt.enabled = false;
foreach (Text txt in textarguments)
{
......@@ -93,9 +93,9 @@ public class DeployPrefab : MonoBehaviour
}
public void SetButton(int i)
public void SetButton()
{
if (i == -1)
if (_deployment == null)
{
foreach (Button but in buttons)
{
......@@ -104,42 +104,37 @@ public class DeployPrefab : MonoBehaviour
}
else
{
LinkedListNode<Production> dep = GameManager.Instance.Game.PlayerInTurn.Deployment.First;
for (int k = 0; k < i; k++)
{
dep = dep.Next;
}
foreach (Button but in buttons)
{
switch (but.name)
{
case "Deploy":
if (dep != null)
{
if (ProductionFactoryTraits.isCityBuilding(dep.Value.Factory))
{
but.onClick.AddListener(delegate ()
{
List<Production> prodToDepList = new List<Production>();
LinkedListNode<Production> nodeToDep = GameManager.Instance.Game.PlayerInTurn.Deployment.First;
while (nodeToDep != null)
{
if (ProductionFactoryTraits.GetFactoryName(nodeToDep.Value.Factory) == ProductionFactoryTraits.GetFactoryName(dep.Value.Factory))
{
prodToDepList.Add(nodeToDep.Value);
}
nodeToDep = nodeToDep.Next;
}
DeployItem(prodToDepList);
});
}
else
{
but.interactable = false;
if (_deployment != null)
{
if (ProductionFactoryTraits.isCityBuilding(_deployment.Factory))
{
but.onClick.AddListener(delegate ()
{
List<Production> prodToDepList = new List<Production>();
LinkedListNode<Production> nodeToDep = GameManager.Instance.Game.PlayerInTurn.Deployment.First;
while (nodeToDep != null)
{
if (ProductionFactoryTraits.GetFactoryName(nodeToDep.Value.Factory) == ProductionFactoryTraits.GetFactoryName(_deployment.Factory))
{
prodToDepList.Add(nodeToDep.Value);
}
nodeToDep = nodeToDep.Next;
}
DeployItem(prodToDepList);
});
}
else
{
but.interactable = false;
}
}
break;
......@@ -147,7 +142,7 @@ public class DeployPrefab : MonoBehaviour
case "IndividualDeploy":
but.onClick.AddListener(delegate () {
List<Production> prodToDepList = new List<Production>();
prodToDepList.Add(dep.Value);
prodToDepList.Add(_deployment);
DeployItem(prodToDepList);
});
break;
......
......@@ -4,7 +4,6 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using System.Linq;
using UnityEngine.EventSystems;
......@@ -96,7 +95,7 @@ public class ProductablePrefab : MonoBehaviour, IPointerClickHandler {
switch (but.name)
{
case "Deploy":
but.onClick.AddListener(delegate () { ProduceItem(fac); });
but.onClick.AddListener(delegate () { ProduceItem(fac); GameManager.Instance.CheckCompletedQuest(); });
break;
case "Up":
but.onClick.AddListener(delegate () { IncreseProduction(); });
......
......@@ -4,7 +4,6 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class ProductionPrefab : MonoBehaviour {
......
......@@ -3,7 +3,6 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class Quests : MonoBehaviour {
......@@ -51,7 +50,7 @@ public class Quests : MonoBehaviour {
foreach (Image img in images) {
switch (img.name) {
case "Portrait":
img.sprite = QuestInfo.GetPortraitImage(quest);
img.sprite = QuestInfo.GetRequesterPortraitImage(quest);
img.enabled = true;
break;
case "ResourceImage":
......@@ -156,7 +155,7 @@ public class Quests : MonoBehaviour {
foreach (Image img in images) {
switch (img.name) {
case "Portrait":
img.sprite = QuestInfo.GetPortraitImage(quest);
img.sprite = QuestInfo.GetRequesterPortraitImage(quest);
img.enabled = true;
break;
case "ResourceImage":
......@@ -250,7 +249,7 @@ public class Quests : MonoBehaviour {
foreach (Image img in images) {
switch (img.name) {
case "Portrait":
img.sprite = QuestInfo.GetPortraitImage(quest);
img.sprite = QuestInfo.GetRequesterPortraitImage(quest);
img.enabled = true;
break;
case "ResourceImage":
......
......@@ -4,7 +4,6 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class SpecialResourcePrefab : MonoBehaviour {
private Text[] textarguments;
......
......@@ -580,14 +580,18 @@ public class ProductionFactoryTraits : MonoBehaviour
result = "hwan_decentralized_soldier";
else if (unit.Owner == GameManager.Instance.Game.GetPlayerFinno())
result = "finno_decentralized_soldier";
else result = name;
else result = "jap_decentralized_soldier";
}
break;
case "JackieChan":
result = "hwan_jackie";
break;
case "LEOSpaceArmada":
result = "hwan_spaceship";
{
if (unit.Owner == GameManager.Instance.Game.GetPlayerHwan())
result = "hwan_spaceship";
else result = "jap_spaceship";
}
break;
case "ProtoNinja":
{
......@@ -626,17 +630,57 @@ public class ProductionFactoryTraits : MonoBehaviour
result = "finno_genghis";
break;
case "ArmedDivision":
result = "기갑사단";
result = "jap_armored_division";
break;
case "InfantryDivision":
result = "보병사단";
result = "jap_infantry_division";
break;
case "Padawan":
result = "파다완";
result = "jap_padawan";
break;
case "ZapNinja":
result = "닌자";
result = "jap_pseudo_ninja";
break;
// 2. Normal Buildings
case "HwanEmpireFIRFortress": // 환 5차산업혁명요새
result = "Normal Buildings/hwan_FIR_fort";
break;
case "HwanEmpireIbiza": // 이비자
result = "Normal Buildings/hwan_ibiza";
break;
case "HwanEmpireKimchiFactory": // 김치팩토리
result = "Normal Buildings/hwan_kimchi_factory";
break;
case "HwanEmpireLatifundium": // 라티푼티움
result = "Normal Buildings/hwan_latifundium";
break;
case "AncientFinnoFineDustFactory": // 미세먼지공장
result = "Normal Buildings/finno_fine_dust_factory";
break;
case "AncientFinnoFIRFortress": // 피노 5차산업혁명요새
result = "Normal Buildings/finno_FIR_fort";
break;
case "AncientFinnoGermaniumMine": // 게르마늄광산
result = "Normal Buildings/finno_germanium_mine";
break;
case "AncientFinnoOctagon": // 옥타곤
result = "Normal Buildings/finno_ocatagon";
break;
case "Preternaturality": // 불가사의
result = "Normal Buildings/wonders";
break;
case "Casino": // 카지노
result = "Normal Buildings/Casino";
break;
case " ZapFactory": // 잡국 공장
result = "Normal Buildings/ZapFactory";
break;
case "FIRFortress": // 잡국 공장
result = "Normal Buildings/FIRFortress";
break;
default:
result = name;
break;
......
......@@ -3,17 +3,89 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
using static CivModel.Finno.FinnoPlayerNumber;
using static CivModel.Hwan.HwanPlayerNumber;
public class SkillButton : MonoBehaviour , IPointerEnterHandler, IPointerExitHandler
{
public void OnPointerEnter(PointerEventData pointerEventData)
{
UIManager.Instance.skillDescription.SetActive(true);
UIManager.Instance.skillDescription.transform.GetChild(0).GetComponent<Text>().text = GameManager.Instance.selectedActor.ActiveSkills[(int)(gameObject.name[5]) - 49].SkillDescription;
if(GameManager.Instance.selectedActor != null)
{
var skill = GameManager.Instance.selectedActor.ActiveSkills[Convert.ToInt32(gameObject.name[5] - '1')];
UIManager.Instance.skillDescription.transform.GetChild(0).GetComponent<Text>().text = skill.SkillName + ": " + skill.SkillDescription;
UIManager.Instance.skillDescription.SetActive(true);
}
}
public void OnPointerExit(PointerEventData pointerEventData)
{
UIManager.Instance.skillDescription.SetActive(false);
}
public static Sprite GetSkillIcon(CivModel.Actor unit, int idx)
{
char[] sep = { '.' };
string name = unit.ToString().Split(sep)[2];
string skillIconName;
switch (name)
{
case "JediKnight":
{
if (unit.Owner == GameManager.Instance.Game.GetPlayerHwan())
skillIconName = "hwan_jedi";
else if (unit.Owner == GameManager.Instance.Game.GetPlayerFinno())
skillIconName = "finno_jedi";
else skillIconName = "hwan_jedi";
}
break;
case "JackieChan":
skillIconName = "hwan_jackie_chan";
break;
case "LEOSpaceArmada":
skillIconName = "hwan_spaceship";
break;
case "ProtoNinja":
{
if (unit.Owner == GameManager.Instance.Game.GetPlayerHwan())
skillIconName = "hwan_ninja";
else if (unit.Owner == GameManager.Instance.Game.GetPlayerFinno())
skillIconName = "finno_ninja";
else skillIconName = "hwan_ninja";
}
break;
case "UnicornOrder":
skillIconName = "hwan_unicorn";
break;
case "Spy":
{
if (unit.Owner == GameManager.Instance.Game.GetPlayerHwan())
skillIconName = "hwan_spy";
else if (unit.Owner == GameManager.Instance.Game.GetPlayerFinno())
skillIconName = "finno_spy";
else skillIconName = "hwan_spy";
}
break;
case "AncientSorcerer":
skillIconName = "finno_sorcerer";
break;
case "AutismBeamDrone":
skillIconName = "finno_autism";
break;
case "ElephantCavalry":
skillIconName = "finno_elephant";
break;
case "GenghisKhan":
skillIconName = "finno_genghis_khan";
break;
default:
skillIconName = "city_range_attack";
break;
}
return Resources.Load<Sprite>("SkillIcon/" + skillIconName);
}
}
......@@ -3,7 +3,6 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using System.Linq;
public class SpecialResourceView : MonoBehaviour
......@@ -17,7 +16,7 @@ public class SpecialResourceView : MonoBehaviour
private List<GameObject> SRQlist;
public GameObject SRQueue;
public CivModel.Player.SpecialResourceProxy mSRlist;
public IDictionary<ISpecialResource, int> mSRlist;
public void begin()
{
......@@ -26,7 +25,7 @@ public class SpecialResourceView : MonoBehaviour
void Awake()
{
DontDestroyOnLoad(this);
// DontDestroyOnLoad(this);
if (specialResourceView == null)
{
specialResourceView = this;
......
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......@@ -18,7 +18,7 @@ public class ViewFieldSquareControl : MonoBehaviour
// Use this for initialization
void Start()
{
Scaler = new Vector3(0.22f, 0.22f, 0.22f);
Scaler = new Vector3(0.32f, 0.32f, 0.32f);
_zoom_counter = 2;
}
......
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......@@ -663,6 +663,8 @@ PlayerSettings:
cloudServicesEnabled:
Build: 1
Collab: 1
ErrorHub: 0
Hub: 0
UNet: 1
facebookSdkVersion: 7.9.4
apiCompatibilityLevel: 3
......
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