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true-history-committee
civilization-iii
Commits
4187c7e3
Commit
4187c7e3
authored
Mar 02, 2018
by
redsuncore
Browse files
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Plain Diff
CityCenter Colored, Add Tap For QuestNotice
도시 색칠됨, 퀘스트 완료창 틀 제작(WIP)
parent
2e584dc7
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12 changed files
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1281 additions
and
99 deletions
+1281
-99
hextile.prefab
Assets/Prefabs/hextile.prefab
+350
-94
BuildingSetMat.mat
Assets/Resources/Buildings/Materials/BuildingSetMat.mat
+1
-1
hwan_factory.mat
Assets/Resources/Materials/hwan_factory.mat
+76
-0
hwan_factory.mat.meta
Assets/Resources/Materials/hwan_factory.mat.meta
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hwan_fort.mat
Assets/Resources/Materials/hwan_fort.mat
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hwan_fort.mat.meta
Assets/Resources/Materials/hwan_fort.mat.meta
+10
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hwan_octagon.mat
Assets/Resources/Materials/hwan_octagon.mat
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hwan_octagon.mat.meta
Assets/Resources/Materials/hwan_octagon.mat.meta
+10
-0
city_buildings_texture.png.meta
Assets/Resources/city_buildings_texture.png.meta
+23
-3
MainScene.unity
Assets/Scenes/MainScene.unity
+633
-0
PseudoFSM.cs
Assets/Scripts/PseudoFSM.cs
+5
-0
UIManager.cs
Assets/Scripts/UIManager.cs
+11
-1
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4187c7e3
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Assets/Scenes/MainScene.unity
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4187c7e3
This diff is collapsed.
Click to expand it.
Assets/Scripts/PseudoFSM.cs
View file @
4187c7e3
...
...
@@ -65,6 +65,11 @@ public class PseudoFSM : MonoBehaviour {
if
(
_inDepState
)
DepStateExit
();
_inMoveState
=
true
;
if
(
GameManager
.
I
.
SelectedActor
==
null
)
{
return
;
}
// Select movable adjacent tiles
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.
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Value
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Adjacents
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...
...
Assets/Scripts/UIManager.cs
View file @
4187c7e3
...
...
@@ -2,6 +2,8 @@
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
using
CivModel
;
using
CivModel.Common
;
public
class
UIManager
:
MonoBehaviour
{
...
...
@@ -10,7 +12,7 @@ public class UIManager : MonoBehaviour {
public
GameObject
ManagementUI
;
public
GameObject
QuestUI
;
public
GameObject
GameEND
;
public
GameObject
QuestPopUp
;
public
Text
Gold
;
public
Text
Population
;
public
Text
Happiness
;
...
...
@@ -242,6 +244,14 @@ public class UIManager : MonoBehaviour {
}
}
public
void
ShowQuestEnd
(
Quest
quest
)
{
}
public
void
QuestEndEnd
()
{
QuestPopUp
.
SetActive
(
false
);
}
//// Management UI (Production Selection) ////
public
void
UnitSelTabActive
()
{
...
...
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