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 @@ ...@@ -157,6 +157,167 @@
provides the feature about fixed/observable event provides the feature about fixed/observable event
</summary> </summary>
</member> </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"> <member name="T:CivObservable.Observable`1">
<summary> <summary>
Represents an object observable by observer interface. Represents an object observable by observer interface.
......
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reverbZoneMixCustomCurve:
serializedVersion: 2
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GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
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...@@ -140,7 +140,9 @@ MonoBehaviour: ...@@ -140,7 +140,9 @@ MonoBehaviour:
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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
progressBar: {fileID: 1155206179} HwanprogressBar: {fileID: 1155206179}
FinnoprogressBar: {fileID: 1920196082}
progressBar: {fileID: 0}
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Transform: Transform:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
...@@ -338,6 +340,7 @@ RectTransform: ...@@ -338,6 +340,7 @@ RectTransform:
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: m_Children:
- {fileID: 1155206178} - {fileID: 1155206178}
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m_Father: {fileID: 954953868} m_Father: {fileID: 954953868}
m_RootOrder: 0 m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
...@@ -390,7 +393,7 @@ GameObject: ...@@ -390,7 +393,7 @@ GameObject:
- component: {fileID: 1155206180} - component: {fileID: 1155206180}
- component: {fileID: 1155206179} - component: {fileID: 1155206179}
m_Layer: 5 m_Layer: 5
m_Name: Image m_Name: HwanImage
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
...@@ -512,6 +515,74 @@ Transform: ...@@ -512,6 +515,74 @@ Transform:
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m_RootOrder: 1 m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 50, y: -30, z: 0} m_LocalEulerAnglesHint: {x: 50, y: -30, z: 0}
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m_Layer: 5
m_Name: FinnoImage
m_TagString: Untagged
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......
...@@ -28,14 +28,15 @@ public class CameraControl : MonoBehaviour { ...@@ -28,14 +28,15 @@ public class CameraControl : MonoBehaviour {
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
//The earth is round
if (Camera.main.transform.position.x < 0) 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); 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) 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); 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 (Input.GetAxis("Mouse ScrollWheel") < 0 && ViewFieldSquareControl.ViewInstance.zoom_counter < 2)
{ {
if (!EventSystem.current.IsPointerOverGameObject()) if (!EventSystem.current.IsPointerOverGameObject())
...@@ -49,15 +50,13 @@ public class CameraControl : MonoBehaviour { ...@@ -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)) if (Input.mousePosition.x > screen_width - boundary && !Input.GetMouseButton(0))
Camera.main.transform.Translate(5 * speed * Time.deltaTime, 0, 0); Camera.main.transform.Translate(5 * speed * Time.deltaTime, 0, 0);
if (Input.mousePosition.x < 0 + boundary && !Input.GetMouseButton(0)) if (Input.mousePosition.x < 0 + boundary && !Input.GetMouseButton(0))
Camera.main.transform.Translate(-5 * speed * Time.deltaTime, 0, 0); Camera.main.transform.Translate(-5 * speed * Time.deltaTime, 0, 0);
if (Input.mousePosition.y > screen_height - boundary && !Input.GetMouseButton(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)) if (Camera.main.transform.position.z < -10 - (Camera.main.transform.position.y - 10) / Mathf.Sqrt(3))
...@@ -66,26 +65,26 @@ public class CameraControl : MonoBehaviour { ...@@ -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)) 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)); 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 (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)); 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) else if (Camera.main.transform.position.z < -95)
Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, -130); 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()) if (Input.GetMouseButton(1) && !EventSystem.current.IsPointerOverGameObject())
{ {
mouse_position = new Vector3(Input.GetAxis("Mouse X"), 0, Input.GetAxis("Mouse Y")); mouse_position = new Vector3(Input.GetAxis("Mouse X"), 0, Input.GetAxis("Mouse Y"));
Camera.main.transform.position -= mouse_position; Camera.main.transform.position -= mouse_position;
} }
//Camera movement by clicking minimap
if (is_mouse_on_minimap() && MapUI.activeSelf) if (is_mouse_on_minimap() && MapUI.activeSelf)
{ {
float adjust_by_zoom; 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)) if (Input.GetMouseButton(0))
{ {
......
...@@ -17,7 +17,7 @@ public class EndingMgr : MonoBehaviour { ...@@ -17,7 +17,7 @@ public class EndingMgr : MonoBehaviour {
else if (instance != this) else if (instance != this)
Destroy(gameObject); Destroy(gameObject);
DontDestroyOnLoad(gameObject); //DontDestroyOnLoad(gameObject);
} }
// Use this for initialization // Use this for initialization
void Start () { void Start () {
......
This diff is collapsed.
...@@ -14,12 +14,6 @@ public class GameStarter : MonoBehaviour ...@@ -14,12 +14,6 @@ public class GameStarter : MonoBehaviour
GameInfo.SetPlayer(CivModel.Hwan.HwanPlayerNumber.Number); GameInfo.SetPlayer(CivModel.Hwan.HwanPlayerNumber.Number);
} }
// Update is called once per frame
void Update()
{
}
public void StartHwan() public void StartHwan()
{ {
GameInfo.SetPlayer(CivModel.Hwan.HwanPlayerNumber.Number); GameInfo.SetPlayer(CivModel.Hwan.HwanPlayerNumber.Number);
......
...@@ -10,10 +10,14 @@ public class LoadingSceneMgr : MonoBehaviour ...@@ -10,10 +10,14 @@ public class LoadingSceneMgr : MonoBehaviour
public static string nextScene; public static string nextScene;
[SerializeField] [SerializeField]
Image progressBar; Image HwanprogressBar, FinnoprogressBar, progressBar;
private void Start() private void Start()
{ {
if (GameInfo.UserPlayer == 0)
progressBar = HwanprogressBar;
else
progressBar = FinnoprogressBar;
StartCoroutine(LoadScene()); StartCoroutine(LoadScene());
} }
......
...@@ -17,7 +17,7 @@ public class QuestInfo : MonoBehaviour { ...@@ -17,7 +17,7 @@ public class QuestInfo : MonoBehaviour {
} }
static public string GetRequesterCountry(Quest qst) { static public string GetRequesterCountry(Quest qst) {
return qst.Requester.PlayerName; return qst.Requester?.PlayerName ?? "(없음)";
} }
static public string GetQuestName(Quest qst) static public string GetQuestName(Quest qst)
...@@ -64,9 +64,49 @@ public class QuestInfo : MonoBehaviour { ...@@ -64,9 +64,49 @@ public class QuestInfo : MonoBehaviour {
{ {
questName = "finno_main1"; 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 else
{ {
questName = "hwan_main1"; questName = "invisible";
Debug.Log("Unknown Quest: " + qst.TextName); Debug.Log("Unknown Quest: " + qst.TextName);
} }
...@@ -78,6 +118,42 @@ public class QuestInfo : MonoBehaviour { ...@@ -78,6 +118,42 @@ public class QuestInfo : MonoBehaviour {
return Resources.Load<Sprite>("Quests/" + questName); 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) static public Sprite GetExplainImage(Quest qst)
{ {
string questName = GetQuestName(qst); string questName = GetQuestName(qst);
...@@ -88,4 +164,6 @@ public class QuestInfo : MonoBehaviour { ...@@ -88,4 +164,6 @@ public class QuestInfo : MonoBehaviour {
return ""; return "";
} }
} }
...@@ -108,8 +108,8 @@ public class ResourceInfo : MonoBehaviour { ...@@ -108,8 +108,8 @@ public class ResourceInfo : MonoBehaviour {
} }
else else
{ {
resourceSpriteName = "finno_crystal"; resourceSpriteName = "questionmark";
Debug.Log("Unknown Quest: " + qst.TextName); //Debug.Log("Unknown Quest: " + qst.TextName);
} }
return Resources.Load<Sprite>("SpecialResource/" + resourceSpriteName); return Resources.Load<Sprite>("SpecialResource/" + resourceSpriteName);
} }
......
...@@ -31,42 +31,8 @@ public class HexTile : MonoBehaviour ...@@ -31,42 +31,8 @@ public class HexTile : MonoBehaviour
void Start() { void Start() {
SetTerrain(); SetTerrain();
SetBuilding(); 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 // Change Tile position to given CivModel.Terrain.Point value
// Default y position is -.0.05f // Default y position is -.0.05f
public void SetPoints(CivModel.Terrain.Point p1) { public void SetPoints(CivModel.Terrain.Point p1) {
...@@ -81,14 +47,12 @@ public class HexTile : MonoBehaviour ...@@ -81,14 +47,12 @@ public class HexTile : MonoBehaviour
// Render Tile Terrain // Render Tile Terrain
public void SetTerrain() { public void SetTerrain() {
terrains = transform.GetChild(0).transform; int type = (int)point.Type;
if (terrains != null) { int owner = GetPlayerNumber();
foreach (Transform child in terrains) { for(int i = 0; i < 8; i++)
child.gameObject.SetActive(false); 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);
terrains.GetChild((int)point.Type).gameObject.SetActive(true);
}
} }
// Render Tile Building // Render Tile Building
...@@ -134,13 +98,33 @@ public class HexTile : MonoBehaviour ...@@ -134,13 +98,33 @@ public class HexTile : MonoBehaviour
side = buildings.GetChild(1); side = buildings.GetChild(1);
side.GetChild(4).gameObject.SetActive(true); 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 // Flicker Tile with White Color
public void FlickerWhite() public void FlickerWhite()
{ {
isFlickerForSelect = true; 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; return;
_coroutine = Flicker(Color.white); _coroutine = Flicker(Color.white);
StartCoroutine(_coroutine); StartCoroutine(_coroutine);
...@@ -149,7 +133,7 @@ public class HexTile : MonoBehaviour ...@@ -149,7 +133,7 @@ public class HexTile : MonoBehaviour
public void FlickerCyan() { public void FlickerCyan() {
isFlickerForSelect = true; isFlickerForSelect = true;
//Debug.Log(gameObject.name + " is flickering with cyan"); //Debug.Log(gameObject.name + " is flickering with cyan");
if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null) if (transform.GetChild(0).GetChild((int)point.Type).GetChild(GetPlayerNumber()).GetComponent<Renderer>() == null)
return; return;
_coroutine = Flicker(Color.cyan); _coroutine = Flicker(Color.cyan);
StartCoroutine(_coroutine); StartCoroutine(_coroutine);
...@@ -159,7 +143,7 @@ public class HexTile : MonoBehaviour ...@@ -159,7 +143,7 @@ public class HexTile : MonoBehaviour
{ {
isFlickering = true; isFlickering = true;
//Debug.Log(gameObject.name + " is flickering with blue"); //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; return;
_coroutine = Flicker(Color.blue); _coroutine = Flicker(Color.blue);
StartCoroutine(_coroutine); StartCoroutine(_coroutine);
...@@ -170,7 +154,7 @@ public class HexTile : MonoBehaviour ...@@ -170,7 +154,7 @@ public class HexTile : MonoBehaviour
{ {
isFlickering = true; isFlickering = true;
//Debug.Log(gameObject.name + " is flickering with red"); //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; return;
_coroutine = Flicker(Color.red); _coroutine = Flicker(Color.red);
StartCoroutine(_coroutine); StartCoroutine(_coroutine);
...@@ -182,20 +166,18 @@ public class HexTile : MonoBehaviour ...@@ -182,20 +166,18 @@ public class HexTile : MonoBehaviour
isFlickering = false; isFlickering = false;
isFlickerForSelect = false; isFlickerForSelect = false;
//Debug.Log(gameObject.name + " stopped flickering"); //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; return;
if (_coroutine == null) if (_coroutine == null)
return; return;
StopCoroutine(_coroutine); StopCoroutine(_coroutine);
Material mat = terrains.GetChild((int)point.Type).GetComponent<Renderer>().material; transform.GetChild(0).GetChild((int)point.Type).GetChild(GetPlayerNumber()).GetComponent<Renderer>().material.SetColor("_Color", Color.white);
mat.SetColor("_Color", Color.white);
terrains.GetChild((int)point.Type).GetComponent<Renderer>().material.color += color;
} }
// Make tile flicker with color c. // Make tile flicker with color c.
IEnumerator Flicker(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; Color delta = Color.white - c;
while (true) while (true)
......
...@@ -3,7 +3,6 @@ using System.Collections.Generic; ...@@ -3,7 +3,6 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using CivModel; using CivModel;
using CivModel.Common;
using System; using System;
using System.Linq; using System.Linq;
...@@ -22,8 +21,6 @@ public class AlarmManager : MonoBehaviour ...@@ -22,8 +21,6 @@ public class AlarmManager : MonoBehaviour
public AudioClip alarmSound; public AudioClip alarmSound;
AudioSource alarmAudio; AudioSource alarmAudio;
int rowCount = 0;
void Awake() void Awake()
{ {
// Singleton // Singleton
...@@ -48,10 +45,13 @@ public class AlarmManager : MonoBehaviour ...@@ -48,10 +45,13 @@ public class AlarmManager : MonoBehaviour
void ActiveAlarm() void ActiveAlarm()
{ {
if (alarmViewPort.transform.childCount <= 0) if (alarmViewPort.transform.childCount <= 0)
{
alarmTab.SetActive(false); alarmTab.SetActive(false);
}
else else
{ {
alarmTab.SetActive(true); alarmTab.SetActive(true);
PlayAlarmSound();
} }
} }
...@@ -83,13 +83,9 @@ public class AlarmManager : MonoBehaviour ...@@ -83,13 +83,9 @@ public class AlarmManager : MonoBehaviour
// Called After a Turn Starts. // Called After a Turn Starts.
public void updateAlarmQueue() public void updateAlarmQueue()
{ {
rowCount = 0; for (int x = alarmViewPort.transform.childCount - 1; x >= 0; x--)
alarmViewPort.GetComponent<RectTransform>().sizeDelta = Vector2.zero;
foreach(Transform alarm in alarmViewPort.GetComponentsInChildren<Transform>().Skip(1))
{ {
Destroy(alarm.gameObject); DeleteAlarm(alarmViewPort.transform.GetChild(x).gameObject);
} }
List<GameObject> alarmToRemove = new List<GameObject>(); List<GameObject> alarmToRemove = new List<GameObject>();
...@@ -130,13 +126,14 @@ public class AlarmManager : MonoBehaviour ...@@ -130,13 +126,14 @@ public class AlarmManager : MonoBehaviour
alarm.transform.SetParent(alarmViewPort.transform, false); alarm.transform.SetParent(alarmViewPort.transform, false);
alarm.GetComponent<AlarmModel>().DispAlarmData(isDied); alarm.GetComponent<AlarmModel>().DispAlarmData(isDied);
alarmViewPort.GetComponent<GridLayoutGroup>().constraintCount = ++rowCount; //alarmViewPort.GetComponent<GridLayoutGroup>().constraintCount = ++rowCount;
alarmViewPort.GetComponent<RectTransform>().sizeDelta += new Vector2(0, 20); //alarmViewPort.GetComponent<RectTransform>().sizeDelta += new Vector2(0, 20);
ActiveAlarm(); ActiveAlarm();
} }
public void PlayAlarmSound() public void PlayAlarmSound()
{ {
if (alarmAudio.isPlaying) return;
alarmAudio.PlayOneShot(alarmSound); alarmAudio.PlayOneShot(alarmSound);
} }
......
...@@ -4,7 +4,6 @@ using UnityEngine; ...@@ -4,7 +4,6 @@ using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using CivModel; using CivModel;
using CivModel.Common;
using System; using System;
public class CityBuilding : MonoBehaviour public class CityBuilding : MonoBehaviour
......
This diff is collapsed.
...@@ -3,7 +3,6 @@ using System.Collections.Generic; ...@@ -3,7 +3,6 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using CivModel; using CivModel;
using CivModel.Common;
public class InvestmentController : MonoBehaviour { public class InvestmentController : MonoBehaviour {
...@@ -13,10 +12,10 @@ public class InvestmentController : MonoBehaviour { ...@@ -13,10 +12,10 @@ public class InvestmentController : MonoBehaviour {
public GameObject TechInv; public GameObject TechInv;
public GameObject Logistics; public GameObject Logistics;
private Slider taxSlider; public Slider taxSlider;
private Slider eiSlider; public Slider eiSlider;
private Slider tiSlider; public Slider tiSlider;
private Slider logiSlider; public Slider logiSlider;
private Text taxRateText; private Text taxRateText;
private Text eiRateText; private Text eiRateText;
...@@ -116,62 +115,79 @@ public class InvestmentController : MonoBehaviour { ...@@ -116,62 +115,79 @@ public class InvestmentController : MonoBehaviour {
} }
} }
public void OnValueChanged()
{
GameUI.Instance.updatePanel();
}
public void ChangeTaxValue(float adden) public void ChangeTaxValue(float adden)
{ {
taxSlider.value += adden; taxSlider.value += adden;
GameUI.Instance.updatePanel();
} }
public void ChangeEIValue(float adden) public void ChangeEIValue(float adden)
{ {
eiSlider.value += adden; eiSlider.value += adden;
GameUI.Instance.updatePanel();
} }
public void ChangeTIValue(float adden) public void ChangeTIValue(float adden)
{ {
tiSlider.value += adden; tiSlider.value += adden;
GameUI.Instance.updatePanel();
} }
public void ChangeLogiValue(float adden) public void ChangeLogiValue(float adden)
{ {
logiSlider.value += adden; logiSlider.value += adden;
GameUI.Instance.updatePanel();
} }
public void ChangeTaxPlus(float adden) public void ChangeTaxPlus(float adden)
{ {
taxSlider.value += 0.01f; taxSlider.value += 0.01f;
if (taxSlider.value > 1) taxSlider.value = 1; if (taxSlider.value > 1) taxSlider.value = 1;
GameUI.Instance.updatePanel();
} }
public void ChangeEIPlus(float adden) public void ChangeEIPlus(float adden)
{ {
eiSlider.value += 0.01f; eiSlider.value += 0.01f;
if (taxSlider.value > 2) taxSlider.value = 2; if (taxSlider.value > 2) taxSlider.value = 2;
GameUI.Instance.updatePanel();
} }
public void ChangeTIPlus(float adden) public void ChangeTIPlus(float adden)
{ {
tiSlider.value += 0.01f; tiSlider.value += 0.01f;
if (taxSlider.value > 2) taxSlider.value = 2; if (taxSlider.value > 2) taxSlider.value = 2;
GameUI.Instance.updatePanel();
} }
public void ChangeLogiPlus(float adden) public void ChangeLogiPlus(float adden)
{ {
logiSlider.value += 0.01f; logiSlider.value += 0.01f;
if (taxSlider.value > 1) taxSlider.value = 1; if (taxSlider.value > 1) taxSlider.value = 1;
GameUI.Instance.updatePanel();
} }
public void ChangeTaxMinus(float adden) public void ChangeTaxMinus(float adden)
{ {
taxSlider.value -= 0.01f; taxSlider.value -= 0.01f;
if (taxSlider.value < 0) taxSlider.value = 0; if (taxSlider.value < 0) taxSlider.value = 0;
GameUI.Instance.updatePanel();
} }
public void ChangeEIMinus(float adden) public void ChangeEIMinus(float adden)
{ {
eiSlider.value -= 0.01f; eiSlider.value -= 0.01f;
if (eiSlider.value < 0) eiSlider.value = 0; if (eiSlider.value < 0) eiSlider.value = 0;
GameUI.Instance.updatePanel();
} }
public void ChangeTIMinus(float adden) public void ChangeTIMinus(float adden)
{ {
tiSlider.value -= 0.01f; tiSlider.value -= 0.01f;
if (taxSlider.value < 0) taxSlider.value = 0; if (taxSlider.value < 0) taxSlider.value = 0;
GameUI.Instance.updatePanel();
} }
public void ChangeLogiMinus(float adden) public void ChangeLogiMinus(float adden)
{ {
logiSlider.value -= 0.01f; logiSlider.value -= 0.01f;
if (taxSlider.value < 0) taxSlider.value = 0; if (taxSlider.value < 0) taxSlider.value = 0;
GameUI.Instance.updatePanel();
} }
} }
\ No newline at end of file
...@@ -3,7 +3,6 @@ using System.Collections.Generic; ...@@ -3,7 +3,6 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using CivModel; using CivModel;
using CivModel.Common;
using System.Linq; using System.Linq;
// 운영/내정 관련 큐 만들어서 프리팹 생성하는 컨트롤러 // 운영/내정 관련 큐 만들어서 프리팹 생성하는 컨트롤러
...@@ -14,8 +13,8 @@ public class ManagementController : MonoBehaviour { ...@@ -14,8 +13,8 @@ public class ManagementController : MonoBehaviour {
public Canvas managementUI; public Canvas managementUI;
private LinkedList<Production> mProduction; private CivObservable.NotifyingLinkedList<Production> mProduction;
private LinkedList<Production> mDeployment; private CivObservable.NotifyingLinkedList<Production> mDeployment;
private IReadOnlyList<IProductionFactory> facList; private IReadOnlyList<IProductionFactory> facList;
private GameObject gameManagerObject; private GameObject gameManagerObject;
...@@ -45,14 +44,14 @@ public class ManagementController : MonoBehaviour { ...@@ -45,14 +44,14 @@ public class ManagementController : MonoBehaviour {
MakeDeploymentQ(); MakeDeploymentQ();
foreach (GameObject dq in DQlist) foreach (GameObject dq in DQlist)
{ {
dq.GetComponent<DeployPrefab>().SetButton(DQlist.IndexOf(dq)); dq.GetComponent<DeployPrefab>().SetButton();
} }
} }
void Awake() void Awake()
{ {
DontDestroyOnLoad(this); // DontDestroyOnLoad(this);
if (managementcontroller == null) if (managementcontroller == null)
{ {
managementcontroller = this; managementcontroller = this;
...@@ -199,7 +198,7 @@ public class ManagementController : MonoBehaviour { ...@@ -199,7 +198,7 @@ public class ManagementController : MonoBehaviour {
throw new MissingComponentException(); throw new MissingComponentException();
} }
//Debug.Log("SelectionList: " + ASQlist.IndexOf(qlist) + "null"); //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.SetParent(productableQueue.transform);
SPrefab.transform.localScale = new Vector3(1f, 1f, 1f); SPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
SPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); SPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
...@@ -216,7 +215,7 @@ public class ManagementController : MonoBehaviour { ...@@ -216,7 +215,7 @@ public class ManagementController : MonoBehaviour {
{ {
return null; 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.SetParent(productableQueue.transform);
SPrefab.transform.localScale = new Vector3(1f, 1f, 1f); SPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
SPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); SPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
...@@ -291,7 +290,7 @@ public class ManagementController : MonoBehaviour { ...@@ -291,7 +290,7 @@ public class ManagementController : MonoBehaviour {
foreach (Production prod in ProductionDic.Keys) 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.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f); PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
...@@ -300,7 +299,7 @@ public class ManagementController : MonoBehaviour { ...@@ -300,7 +299,7 @@ public class ManagementController : MonoBehaviour {
if (mProduction.Count == 0) 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.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f); PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
...@@ -350,7 +349,7 @@ public class ManagementController : MonoBehaviour { ...@@ -350,7 +349,7 @@ public class ManagementController : MonoBehaviour {
foreach (Production prod in DeploymentDic.Keys) 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.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f); DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
...@@ -360,7 +359,7 @@ public class ManagementController : MonoBehaviour { ...@@ -360,7 +359,7 @@ public class ManagementController : MonoBehaviour {
if (mDeployment.Count == 0) if (mDeployment.Count == 0)
{ {
//Debug.Log("DeploymentList null"); //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.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f); DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
...@@ -369,9 +368,10 @@ public class ManagementController : MonoBehaviour { ...@@ -369,9 +368,10 @@ public class ManagementController : MonoBehaviour {
} }
DQlist = tempList; DQlist = tempList;
foreach (GameObject dq in DQlist) foreach (GameObject dq in DQlist)
{ {
dq.GetComponent<DeployPrefab>().SetButton(DQlist.IndexOf(dq)); dq.GetComponent<DeployPrefab>().SetButton();
} }
} }
...@@ -384,4 +384,20 @@ public class ManagementController : MonoBehaviour { ...@@ -384,4 +384,20 @@ public class ManagementController : MonoBehaviour {
} }
return managementcontroller; 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; ...@@ -4,11 +4,9 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using CivModel; using CivModel;
using CivModel.Common;
public class DeployPrefab : MonoBehaviour public class DeployPrefab : MonoBehaviour
{ {
private Text[] textarguments; private Text[] textarguments;
private Image unitPrt; private Image unitPrt;
private Button[] buttons; private Button[] buttons;
...@@ -47,6 +45,7 @@ public class DeployPrefab : MonoBehaviour ...@@ -47,6 +45,7 @@ public class DeployPrefab : MonoBehaviour
public GameObject MakeItem(Production prod, int numOfUnit) public GameObject MakeItem(Production prod, int numOfUnit)
{ {
_deployment = prod;
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory); string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite; unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
this.numOfUnit = numOfUnit; this.numOfUnit = numOfUnit;
...@@ -68,6 +67,7 @@ public class DeployPrefab : MonoBehaviour ...@@ -68,6 +67,7 @@ public class DeployPrefab : MonoBehaviour
public GameObject MakeItem() public GameObject MakeItem()
{ {
_deployment = null;
unitPrt.enabled = false; unitPrt.enabled = false;
foreach (Text txt in textarguments) foreach (Text txt in textarguments)
{ {
...@@ -93,9 +93,9 @@ public class DeployPrefab : MonoBehaviour ...@@ -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) foreach (Button but in buttons)
{ {
...@@ -104,19 +104,14 @@ public class DeployPrefab : MonoBehaviour ...@@ -104,19 +104,14 @@ public class DeployPrefab : MonoBehaviour
} }
else 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) foreach (Button but in buttons)
{ {
switch (but.name) switch (but.name)
{ {
case "Deploy": case "Deploy":
if (dep != null) if (_deployment != null)
{ {
if (ProductionFactoryTraits.isCityBuilding(dep.Value.Factory)) if (ProductionFactoryTraits.isCityBuilding(_deployment.Factory))
{ {
but.onClick.AddListener(delegate () but.onClick.AddListener(delegate ()
{ {
...@@ -126,7 +121,7 @@ public class DeployPrefab : MonoBehaviour ...@@ -126,7 +121,7 @@ public class DeployPrefab : MonoBehaviour
while (nodeToDep != null) while (nodeToDep != null)
{ {
if (ProductionFactoryTraits.GetFactoryName(nodeToDep.Value.Factory) == ProductionFactoryTraits.GetFactoryName(dep.Value.Factory)) if (ProductionFactoryTraits.GetFactoryName(nodeToDep.Value.Factory) == ProductionFactoryTraits.GetFactoryName(_deployment.Factory))
{ {
prodToDepList.Add(nodeToDep.Value); prodToDepList.Add(nodeToDep.Value);
} }
...@@ -147,7 +142,7 @@ public class DeployPrefab : MonoBehaviour ...@@ -147,7 +142,7 @@ public class DeployPrefab : MonoBehaviour
case "IndividualDeploy": case "IndividualDeploy":
but.onClick.AddListener(delegate () { but.onClick.AddListener(delegate () {
List<Production> prodToDepList = new List<Production>(); List<Production> prodToDepList = new List<Production>();
prodToDepList.Add(dep.Value); prodToDepList.Add(_deployment);
DeployItem(prodToDepList); DeployItem(prodToDepList);
}); });
break; break;
......
...@@ -4,7 +4,6 @@ using System.Collections.Generic; ...@@ -4,7 +4,6 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using CivModel; using CivModel;
using CivModel.Common;
using System.Linq; using System.Linq;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
...@@ -96,7 +95,7 @@ public class ProductablePrefab : MonoBehaviour, IPointerClickHandler { ...@@ -96,7 +95,7 @@ public class ProductablePrefab : MonoBehaviour, IPointerClickHandler {
switch (but.name) switch (but.name)
{ {
case "Deploy": case "Deploy":
but.onClick.AddListener(delegate () { ProduceItem(fac); }); but.onClick.AddListener(delegate () { ProduceItem(fac); GameManager.Instance.CheckCompletedQuest(); });
break; break;
case "Up": case "Up":
but.onClick.AddListener(delegate () { IncreseProduction(); }); but.onClick.AddListener(delegate () { IncreseProduction(); });
......
...@@ -4,7 +4,6 @@ using System.Collections.Generic; ...@@ -4,7 +4,6 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using CivModel; using CivModel;
using CivModel.Common;
public class ProductionPrefab : MonoBehaviour { public class ProductionPrefab : MonoBehaviour {
......
...@@ -3,7 +3,6 @@ using System.Collections.Generic; ...@@ -3,7 +3,6 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using CivModel; using CivModel;
using CivModel.Common;
public class Quests : MonoBehaviour { public class Quests : MonoBehaviour {
...@@ -51,7 +50,7 @@ public class Quests : MonoBehaviour { ...@@ -51,7 +50,7 @@ public class Quests : MonoBehaviour {
foreach (Image img in images) { foreach (Image img in images) {
switch (img.name) { switch (img.name) {
case "Portrait": case "Portrait":
img.sprite = QuestInfo.GetPortraitImage(quest); img.sprite = QuestInfo.GetRequesterPortraitImage(quest);
img.enabled = true; img.enabled = true;
break; break;
case "ResourceImage": case "ResourceImage":
...@@ -156,7 +155,7 @@ public class Quests : MonoBehaviour { ...@@ -156,7 +155,7 @@ public class Quests : MonoBehaviour {
foreach (Image img in images) { foreach (Image img in images) {
switch (img.name) { switch (img.name) {
case "Portrait": case "Portrait":
img.sprite = QuestInfo.GetPortraitImage(quest); img.sprite = QuestInfo.GetRequesterPortraitImage(quest);
img.enabled = true; img.enabled = true;
break; break;
case "ResourceImage": case "ResourceImage":
...@@ -250,7 +249,7 @@ public class Quests : MonoBehaviour { ...@@ -250,7 +249,7 @@ public class Quests : MonoBehaviour {
foreach (Image img in images) { foreach (Image img in images) {
switch (img.name) { switch (img.name) {
case "Portrait": case "Portrait":
img.sprite = QuestInfo.GetPortraitImage(quest); img.sprite = QuestInfo.GetRequesterPortraitImage(quest);
img.enabled = true; img.enabled = true;
break; break;
case "ResourceImage": case "ResourceImage":
......
...@@ -4,7 +4,6 @@ using System.Collections.Generic; ...@@ -4,7 +4,6 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using CivModel; using CivModel;
using CivModel.Common;
public class SpecialResourcePrefab : MonoBehaviour { public class SpecialResourcePrefab : MonoBehaviour {
private Text[] textarguments; private Text[] textarguments;
......
...@@ -580,14 +580,18 @@ public class ProductionFactoryTraits : MonoBehaviour ...@@ -580,14 +580,18 @@ public class ProductionFactoryTraits : MonoBehaviour
result = "hwan_decentralized_soldier"; result = "hwan_decentralized_soldier";
else if (unit.Owner == GameManager.Instance.Game.GetPlayerFinno()) else if (unit.Owner == GameManager.Instance.Game.GetPlayerFinno())
result = "finno_decentralized_soldier"; result = "finno_decentralized_soldier";
else result = name; else result = "jap_decentralized_soldier";
} }
break; break;
case "JackieChan": case "JackieChan":
result = "hwan_jackie"; result = "hwan_jackie";
break; break;
case "LEOSpaceArmada": case "LEOSpaceArmada":
{
if (unit.Owner == GameManager.Instance.Game.GetPlayerHwan())
result = "hwan_spaceship"; result = "hwan_spaceship";
else result = "jap_spaceship";
}
break; break;
case "ProtoNinja": case "ProtoNinja":
{ {
...@@ -626,17 +630,57 @@ public class ProductionFactoryTraits : MonoBehaviour ...@@ -626,17 +630,57 @@ public class ProductionFactoryTraits : MonoBehaviour
result = "finno_genghis"; result = "finno_genghis";
break; break;
case "ArmedDivision": case "ArmedDivision":
result = "기갑사단"; result = "jap_armored_division";
break; break;
case "InfantryDivision": case "InfantryDivision":
result = "보병사단"; result = "jap_infantry_division";
break; break;
case "Padawan": case "Padawan":
result = "파다완"; result = "jap_padawan";
break; break;
case "ZapNinja": 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; 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: default:
result = name; result = name;
break; break;
......
...@@ -3,17 +3,89 @@ using System.Collections.Generic; ...@@ -3,17 +3,89 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using System;
using static CivModel.Finno.FinnoPlayerNumber;
using static CivModel.Hwan.HwanPlayerNumber;
public class SkillButton : MonoBehaviour , IPointerEnterHandler, IPointerExitHandler public class SkillButton : MonoBehaviour , IPointerEnterHandler, IPointerExitHandler
{ {
public void OnPointerEnter(PointerEventData pointerEventData) public void OnPointerEnter(PointerEventData pointerEventData)
{ {
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); UIManager.Instance.skillDescription.SetActive(true);
UIManager.Instance.skillDescription.transform.GetChild(0).GetComponent<Text>().text = GameManager.Instance.selectedActor.ActiveSkills[(int)(gameObject.name[5]) - 49].SkillDescription; }
} }
public void OnPointerExit(PointerEventData pointerEventData) public void OnPointerExit(PointerEventData pointerEventData)
{ {
UIManager.Instance.skillDescription.SetActive(false); 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; ...@@ -3,7 +3,6 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using CivModel; using CivModel;
using CivModel.Common;
using System.Linq; using System.Linq;
public class SpecialResourceView : MonoBehaviour public class SpecialResourceView : MonoBehaviour
...@@ -17,7 +16,7 @@ public class SpecialResourceView : MonoBehaviour ...@@ -17,7 +16,7 @@ public class SpecialResourceView : MonoBehaviour
private List<GameObject> SRQlist; private List<GameObject> SRQlist;
public GameObject SRQueue; public GameObject SRQueue;
public CivModel.Player.SpecialResourceProxy mSRlist; public IDictionary<ISpecialResource, int> mSRlist;
public void begin() public void begin()
{ {
...@@ -26,7 +25,7 @@ public class SpecialResourceView : MonoBehaviour ...@@ -26,7 +25,7 @@ public class SpecialResourceView : MonoBehaviour
void Awake() void Awake()
{ {
DontDestroyOnLoad(this); // DontDestroyOnLoad(this);
if (specialResourceView == null) if (specialResourceView == null)
{ {
specialResourceView = this; specialResourceView = this;
......
...@@ -24,10 +24,12 @@ public class UIController : MonoBehaviour { ...@@ -24,10 +24,12 @@ public class UIController : MonoBehaviour {
public GameObject QstExplain; public GameObject QstExplain;
public GameObject QstExplainBtn; public GameObject QstExplainBtn;
public GameObject _tutorialbutton;
private Text[] questInfotexts; private Text[] questInfotexts;
void Awake() { void Awake() {
DontDestroyOnLoad(this); // DontDestroyOnLoad(this);
if (uicontroller == null) { if (uicontroller == null) {
uicontroller = this; uicontroller = this;
} }
...@@ -79,28 +81,31 @@ public class UIController : MonoBehaviour { ...@@ -79,28 +81,31 @@ public class UIController : MonoBehaviour {
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) { if (qst.IsVisible)
{
switch (qst.Status)
{
case QuestStatus.Deployed: case QuestStatus.Deployed:
var dqPrefab = Instantiate(DQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); var dqPrefab = Instantiate(DQPrefab, new Vector3(10f, 0f, 0f), Quaternion.identity);
dqPrefab.transform.SetParent(DQQueue.transform, false); dqPrefab.transform.SetParent(DQQueue.transform, false);
dqPrefab.transform.localScale = new Vector3(1f, 1f, 1f); dqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
dqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); dqPrefab.transform.localPosition = new Vector3(10f, 0f, 0f);
dqPrefab.name = "DQuest"; dqPrefab.name = "DQuest";
tempDList.Add(dqPrefab.GetComponent<Quests>().MakeDItem(qst)); tempDList.Add(dqPrefab.GetComponent<Quests>().MakeDItem(qst));
break; break;
case QuestStatus.Accepted: case QuestStatus.Accepted:
var aqPrefab = Instantiate(AQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); var aqPrefab = Instantiate(AQPrefab, new Vector3(10f, 0f, 0f), Quaternion.identity);
aqPrefab.transform.SetParent(AQQueue.transform, false); aqPrefab.transform.SetParent(AQQueue.transform, false);
aqPrefab.transform.localScale = new Vector3(1f, 1f, 1f); aqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
aqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); aqPrefab.transform.localPosition = new Vector3(10f, 0f, 0f);
aqPrefab.name = "AQuest"; aqPrefab.name = "AQuest";
tempAList.Add(aqPrefab.GetComponent<Quests>().MakeAItem(qst)); tempAList.Add(aqPrefab.GetComponent<Quests>().MakeAItem(qst));
break; break;
case QuestStatus.Completed: case QuestStatus.Completed:
var cqPrefab = Instantiate(CQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); var cqPrefab = Instantiate(CQPrefab, new Vector3(10f, 0f, 0f), Quaternion.identity);
cqPrefab.transform.SetParent(CQQueue.transform, false); cqPrefab.transform.SetParent(CQQueue.transform, false);
cqPrefab.transform.localScale = new Vector3(1f, 1f, 1f); cqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
cqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); cqPrefab.transform.localPosition = new Vector3(10f, 0f, 0f);
cqPrefab.name = "CQuest"; cqPrefab.name = "CQuest";
tempCList.Add(cqPrefab.GetComponent<Quests>().MakeCItem(qst)); tempCList.Add(cqPrefab.GetComponent<Quests>().MakeCItem(qst));
break; break;
...@@ -111,31 +116,32 @@ public class UIController : MonoBehaviour { ...@@ -111,31 +116,32 @@ public class UIController : MonoBehaviour {
Debug.Log("Undefined Status"); Debug.Log("Undefined Status");
throw new System.Exception("Undefined Status"); throw new System.Exception("Undefined Status");
} }
}
} }
if (tempDList.Count == 0) { if (tempDList.Count == 0) {
var dqPrefab = Instantiate(DQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); var dqPrefab = Instantiate(DQPrefab, new Vector3(10f, 0f, 0f), Quaternion.identity);
dqPrefab.transform.SetParent(DQQueue.transform, false); dqPrefab.transform.SetParent(DQQueue.transform, false);
dqPrefab.transform.localScale = new Vector3(1f, 1f, 1f); dqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
dqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); dqPrefab.transform.localPosition = new Vector3(10f, 0f, 0f);
dqPrefab.name = "DQuest_null"; dqPrefab.name = "DQuest_null";
tempDList.Add(dqPrefab.GetComponent<Quests>().MakeDItem()); tempDList.Add(dqPrefab.GetComponent<Quests>().MakeDItem());
} }
DQQlist = tempDList; DQQlist = tempDList;
if (tempAList.Count == 0) { if (tempAList.Count == 0) {
var aqPrefab = Instantiate(AQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); var aqPrefab = Instantiate(AQPrefab, new Vector3(10f, 0f, 0f), Quaternion.identity);
aqPrefab.transform.SetParent(AQQueue.transform, false); aqPrefab.transform.SetParent(AQQueue.transform, false);
aqPrefab.transform.localScale = new Vector3(1f, 1f, 1f); aqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
aqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); aqPrefab.transform.localPosition = new Vector3(10f, 0f, 0f);
aqPrefab.name = "AQuest_null"; aqPrefab.name = "AQuest_null";
tempAList.Add(aqPrefab.GetComponent<Quests>().MakeAItem()); tempAList.Add(aqPrefab.GetComponent<Quests>().MakeAItem());
} }
AQQlist = tempAList; AQQlist = tempAList;
if (tempCList.Count == 0) { if (tempCList.Count == 0) {
var cqPrefab = Instantiate(CQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); var cqPrefab = Instantiate(CQPrefab, new Vector3(10f, 0f, 0f), Quaternion.identity);
cqPrefab.transform.SetParent(CQQueue.transform, false); cqPrefab.transform.SetParent(CQQueue.transform, false);
cqPrefab.transform.localScale = new Vector3(1f, 1f, 1f); cqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
cqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); cqPrefab.transform.localPosition = new Vector3(10f, 0f, 0f);
cqPrefab.name = "CQuest_null"; cqPrefab.name = "CQuest_null";
tempCList.Add(cqPrefab.GetComponent<Quests>().MakeCItem()); tempCList.Add(cqPrefab.GetComponent<Quests>().MakeCItem());
} }
...@@ -214,11 +220,15 @@ public class UIController : MonoBehaviour { ...@@ -214,11 +220,15 @@ public class UIController : MonoBehaviour {
public void onClickExplain() public void onClickExplain()
{ {
QstExplain.SetActive(true); QstExplain.SetActive(true);
_tutorialbutton.SetActive(false);
UIManager.Instance.MenuButton.SetActive(false);
} }
public void onClickExplainExit() public void onClickExplainExit()
{ {
QstExplain.SetActive(false); QstExplain.SetActive(false);
_tutorialbutton.SetActive(true);
UIManager.Instance.MenuButton.SetActive(true);
} }
public void SetQstExplain(Quest qst) public void SetQstExplain(Quest qst)
......
This diff is collapsed.
...@@ -18,7 +18,7 @@ public class ViewFieldSquareControl : MonoBehaviour ...@@ -18,7 +18,7 @@ public class ViewFieldSquareControl : MonoBehaviour
// Use this for initialization // Use this for initialization
void Start() void Start()
{ {
Scaler = new Vector3(0.22f, 0.22f, 0.22f); Scaler = new Vector3(0.32f, 0.32f, 0.32f);
_zoom_counter = 2; _zoom_counter = 2;
} }
......
This diff is collapsed.
...@@ -21,7 +21,14 @@ public enum Units { ...@@ -21,7 +21,14 @@ public enum Units {
FinnoAncientSorcerer, FinnoAncientSorcerer,
FinnoJediKnight, FinnoJediKnight,
FinnoAutismBeamDrone, FinnoAutismBeamDrone,
FinnoGenghisKhan FinnoGenghisKhan,
ZapPioneer,
ZapArmoredDivision,
ZapPseudoNinja,
ZapPadawan,
ZapInfantry,
ZapDecentralizedMilitary,
ZapSpaceShip
} }
public class UnitEnum { public class UnitEnum {
...@@ -77,8 +84,37 @@ public class UnitEnum { ...@@ -77,8 +84,37 @@ public class UnitEnum {
else if (unit is CivModel.Finno.AutismBeamDrone) { else if (unit is CivModel.Finno.AutismBeamDrone) {
return Units.FinnoAutismBeamDrone; return Units.FinnoAutismBeamDrone;
} }
else { else if (unit is CivModel.Zap.Pioneer)
return Units.HwanBrainwashedEmuKnight; {
return Units.ZapPioneer;
}
else if (unit is CivModel.Zap.ArmedDivision)
{
return Units.ZapArmoredDivision;
}
else if (unit is CivModel.Zap.InfantryDivision)
{
return Units.ZapInfantry;
}
else if (unit is CivModel.Zap.LEOSpaceArmada)
{
return Units.ZapSpaceShip;
}
else if (unit is CivModel.Zap.Padawan)
{
return Units.ZapPadawan;
}
else if (unit is CivModel.Zap.DecentralizedMilitary)
{
return Units.ZapDecentralizedMilitary;
}
else if (unit is CivModel.Zap.ZapNinja)
{
return Units.ZapPseudoNinja;
}
else
{
return Units.HwanLEO;
} }
} }
...@@ -88,7 +124,7 @@ public class UnitEnum { ...@@ -88,7 +124,7 @@ public class UnitEnum {
if (unit is CivModel.Hwan.Pioneer) if (unit is CivModel.Hwan.Pioneer)
{ {
unitResourcePath = "hwan_burrow"; unitResourcePath = "hwan_pioneer";
} }
else if (unit is CivModel.Hwan.BrainwashedEMUKnight) else if (unit is CivModel.Hwan.BrainwashedEMUKnight)
{ {
...@@ -124,7 +160,7 @@ public class UnitEnum { ...@@ -124,7 +160,7 @@ public class UnitEnum {
} }
else if (unit is CivModel.Finno.Pioneer) else if (unit is CivModel.Finno.Pioneer)
{ {
unitResourcePath = "finno_burrow"; unitResourcePath = "finno_pioneer";
} }
else if (unit is CivModel.Finno.EMUHorseArcher) else if (unit is CivModel.Finno.EMUHorseArcher)
{ {
...@@ -158,9 +194,37 @@ public class UnitEnum { ...@@ -158,9 +194,37 @@ public class UnitEnum {
{ {
unitResourcePath = "finno_genghis_khan"; unitResourcePath = "finno_genghis_khan";
} }
else if(unit is CivModel.Zap.Pioneer)
{
unitResourcePath = "jap_pioneer";
}
else if (unit is CivModel.Zap.ArmedDivision)
{
unitResourcePath = "jap_armored_division";
}
else if(unit is CivModel.Zap.InfantryDivision)
{
unitResourcePath = "jap_infantry_division";
}
else if(unit is CivModel.Zap.LEOSpaceArmada)
{
unitResourcePath = "jap_spaceship";
}
else if(unit is CivModel.Zap.Padawan)
{
unitResourcePath = "jap_padawan";
}
else if(unit is CivModel.Zap.DecentralizedMilitary)
{
unitResourcePath = "jap_decentralized_division";
}
else if(unit is CivModel.Zap.ZapNinja)
{
unitResourcePath = "jap_pseudo_ninja";
}
else else
{ {
unitResourcePath = "hwan_spaceship"; unitResourcePath = "jap_infantry_division";
} }
return Resources.Load<GameObject>("UnitModels/" + unitResourcePath); return Resources.Load<GameObject>("UnitModels/" + unitResourcePath);
......
...@@ -17,7 +17,7 @@ PhysicsManager: ...@@ -17,7 +17,7 @@ PhysicsManager:
m_ClothInterCollisionDistance: 0 m_ClothInterCollisionDistance: 0
m_ClothInterCollisionStiffness: 0 m_ClothInterCollisionStiffness: 0
m_ContactsGeneration: 1 m_ContactsGeneration: 1
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffc7ffffffa7ffffff97ffffff8fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_AutoSimulation: 1 m_AutoSimulation: 1
m_AutoSyncTransforms: 1 m_AutoSyncTransforms: 1
m_ClothInterCollisionSettingsToggle: 0 m_ClothInterCollisionSettingsToggle: 0
......
This diff is collapsed.
This diff is collapsed.
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