Commit 44ee89aa authored by redsuncore's avatar redsuncore

Image Sprite activated

몇 가지 있는 이미지들 삽입됨.
parent 5c2d64d8
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......@@ -8,7 +8,7 @@ TextureImporter:
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......@@ -48,9 +48,9 @@ TextureImporter:
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......@@ -34,13 +34,13 @@ TextureImporter:
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......@@ -48,9 +48,9 @@ TextureImporter:
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......@@ -66,6 +66,26 @@ TextureImporter:
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......@@ -8,7 +8,7 @@ TextureImporter:
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......@@ -34,13 +34,13 @@ TextureImporter:
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......@@ -48,9 +48,9 @@ TextureImporter:
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......@@ -66,6 +66,26 @@ TextureImporter:
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......@@ -8,7 +8,7 @@ TextureImporter:
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......@@ -34,13 +34,13 @@ TextureImporter:
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......@@ -48,9 +48,9 @@ TextureImporter:
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......@@ -66,6 +66,26 @@ TextureImporter:
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......@@ -6,6 +6,7 @@ using UnityEngine;
using UnityEngine.EventSystems;
using CivModel;
using CivModel.Common;
using System.Threading.Tasks;
public class GameManager : MonoBehaviour
{
......@@ -64,7 +65,15 @@ public class GameManager : MonoBehaviour
// Use this when scene changing exists
// DontDestroyOnLoad(gameObject);
//_game = new CivModel.Game(GameInfo.mapWidth, GameInfo.mapHeight, GameInfo.numOfPlayer, new GameSchemeFactory()/*, new IGameSchemeFactory[] { new CivModel.AI.GameSchemeFactory()}*/);
_game = new CivModel.Game(".\\Assets\\map.txt", new IGameSchemeFactory[] { new CivModel.Common.GameSchemeFactory() });
var factories = new IGameSchemeFactory[] {
new CivModel.Common.GameSchemeFactory(),
new CivModel.Hwan.GameSchemeFactory(),
new CivModel.Finno.GameSchemeFactory(),
new CivModel.Quests.GameSchemeFactory(),
new CivModel.Zap.GameSchemeFactory(),
new CivModel.AI.GameSchemeFactory()
};
_game = new CivModel.Game(".\\Assets\\map.txt", factories);
_game.StartTurn();
}
......@@ -77,10 +86,8 @@ public class GameManager : MonoBehaviour
ObserverSet();
DrawMap();
_game.Players[1].IsAIControlled = true;
ProceedTurn();
UIManager.I.MakeUnitInfo();
}
// Update is called once per frame
......@@ -293,12 +300,20 @@ public class GameManager : MonoBehaviour
isThereTodos = true;
Focus();
}
public void ProceedTurn()
public async Task ProceedTurn()
{
while(true)
{
if (_game.IsInsideTurn)
_game.EndTurn();
_game.StartTurn();
if (_game.PlayerInTurn.IsAIControlled)
{
await _game.PlayerInTurn.DoAITurnAction();
}
else
{
SelectNextUnit();
if (_selectedActor == null)
{
......@@ -310,6 +325,10 @@ public class GameManager : MonoBehaviour
}
}
PseudoFSM.I.NormalStateEnter();
UIManager.I.MakeUnitInfo();
break;
}
}
}
// Camera focus
......@@ -421,11 +440,104 @@ public static class ProductionFactoryTraits
case "JediKnightProductionFactory":
result = "제다이 기사";
break;
case "FakeKnightProductionFactory":
result = "가짜 기사(테스팅)";
break;
case "BrainwashedEMUKnightProductionFactory":
result = "세뇌된 에뮤 기사";
break;
case "DecentralizedMilitaryProductionFactory":
result = "탈중앙화된 군인";
break;
case "JackieChanProductionFactory":
result = "재키 찬";
break;
case "LEOSpaceArmadaProductionFactory":
result = "저궤도 우주 함대";
break;
case "ProtoNinjaProductionFactory":
result = "프로토-닌자";
break;
case "UnicornOrderProductionFactory":
result = "유니콘 기사단";
break;
case "SpyProductionFactory":
result = "스파이";
break;
case "AncientSorcererProductionFactory":
result = "고대 소서러";
break;
case "AutismBeamDroneFactory":
result = "O-ti-ism 빔 드론";
break;
case "ElephantCavalryProductionFactory":
result = "코끼리 기병";
break;
case "EMUHorseArcherProductionFactory":
result = "에뮤 궁기병";
break;
case "GenghisKhanProductionFactory":
result = "징기즈 칸";
break;
case "ArmedDivisionProductionFactory":
result = "기갑사단";
break;
case "InfantryDivisionProductionFactory":
result = "보병사단";
break;
case "PadawanProductionFactory":
result = "파다완";
break;
case "ZapNinjaProductionFactory":
result = "닌자";
break;
case "CityCenterProductionFactory":
result = "도심부";
break;
case "FakeKnightProductionFactory":
result = "가짜 기사(테스팅)";
case "HwanEmpireCityProductionFactory":
result = "환 제국 도시";
break;
case "HwanEmpireFIRFortressProductionFactory":
result = "환 제국 4차 산업 요새";
break;
case "HwanEmpireCityCentralLabProductionFactory":
result = "환 제국 도시 연구소";
break;
case "HwanEmpireFIRFactoryProductionFactory":
result = "환 제국 4차 산업 공장";
break;
case "HwanEmpireIbizaProductionFactory":
result = "환 제국 이비자";
break;
case "HwanEmpireKimchiFactoryProductionFactory":
result = "환 제국 김치 군수공장";
break;
case "HwanEmpireLatifundiumProductionFactory":
result = "환 제국 라티푼디움";
break;
case "AncientFinnoFineDustFactoryProductionFactory":
result = "고대 수오미 제국 미세먼지 공장";
break;
case "AncientFinnoFIRFortressProductionFactory":
result = "고대 수오미 제국 4차 산업 요새";
break;
case "AncientFinnoGermaniumMineProductionFactory":
result = "고대 수오미 제국 게르마늄 광산";
break;
case "AncientFinnoOctagonProductionFactory":
result = "고대 수오미 제국 옥타곤";
break;
case "FinnoEmpireCityProductionFactory":
result = "고대 수오미 제국 도시";
break;
case "CasinoProductionFactory":
result = "카지노";
break;
case "FIRFortressProductionFactory":
result = "4차 산업 요새";
break;
case "ZapFactoryBuildingProductionFactory":
result = "공장";
break;
case "FactoryBuildingProductionFactory":
result = "공장";
......@@ -450,19 +562,154 @@ public static class ProductionFactoryTraits
result = "Pioneer";
break;
case "JediKnightProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "hwan_jedi";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "finno_jedi";
else result = "unknown : " + name;
}
break;
case "FakeKnightProductionFactory":
result = "JediKnight";
break;
case "BrainwashedEMUKnightProductionFactory":
result = "hwan_emu";
break;
case "DecentralizedMilitaryProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "hwan_decentralized_soldier";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "finno_decentralized_soldier";
else result = "unknown : " + name;
}
break;
case "JackieChanProductionFactory":
result = "hwan_jackie";
break;
case "LEOSpaceArmadaProductionFactory":
result = "hwan_spaceship";
break;
case "ProtoNinjaProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "hwan_ninja";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "finno_ninja";
else result = "unknown : " + name;
}
break;
case "UnicornOrderProductionFactory":
result = "hwan_unicorn";
break;
case "SpyProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "hwan_spy";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "finno_spy";
else result = "unknown : " + name;
}
break;
case "AncientSorcererProductionFactory":
result = "finno_sorcerer";
break;
case "AutismBeamDroneFactory":
result = "finno_autism_drone";
break;
case "ElephantCavalryProductionFactory":
result = "finno_elephant";
break;
case "EMUHorseArcherProductionFactory":
result = "finno_emu";
break;
case "GenghisKhanProductionFactory":
result = "finno_genghis";
break;
case "ArmedDivisionProductionFactory":
result = "ArmedDivision";
break;
case "InfantryDivisionProductionFactory":
result = "InfantryDivision";
break;
case "PadawanProductionFactory":
result = "Padawan";
break;
case "ZapNinjaProductionFactory":
result = "ZapNinja";
break;
case "CityCenterProductionFactory":
result = "CityCenter";
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "City Buildings/hwan_city";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "City Buildings/finno_city";
else result = "unknown : " + name;
}
break;
case "FakeKnightProductionFactory":
result = "JediKnight";
case "HwanEmpireCityProductionFactory":
result = "HwanEmpireCity";
break;
case "HwanEmpireFIRFortressProductionFactory":
result = "HwanEmpireFIRFortress";
break;
case "HwanEmpireCityCentralLabProductionFactory":
result = "HwanEmpireCityCentralLab";
break;
case "HwanEmpireFIRFactoryProductionFactory":
result = "City Buildings/hwan_factory";
break;
case "HwanEmpireIbizaProductionFactory":
result = "HwanEmpireIbiza";
break;
case "HwanEmpireKimchiFactoryProductionFactory":
result = "HwanEmpireKimchiFactory";
break;
case "HwanEmpireLatifundiumProductionFactory":
result = "HwanEmpireLatifundium";
break;
case "AncientFinnoFineDustFactoryProductionFactory":
result = "AncientFinnoFineDustFactory";
break;
case "AncientFinnoFIRFortressProductionFactory":
result = "AncientFinnoFIRFortress";
break;
case "AncientFinnoGermaniumMineProductionFactory":
result = "AncientFinnoGermaniumMine";
break;
case "AncientFinnoOctagonProductionFactory":
result = "AncientFinnoOctagon";
break;
case "FinnoEmpireCityProductionFactory":
result = "FinnoEmpireCity";
break;
case "CasinoProductionFactory":
result = "Casino";
break;
case "FIRFortressProductionFactory":
result = "FIRFortress";
break;
case "ZapFactoryBuildingProductionFactory":
result = "ZapFactoryBuilding";
break;
case "FactoryBuildingProductionFactory":
result = "Factory";
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "City Buildings/hwan_factory";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "City Buildings/finno_factory";
else result = "unknown : " + name;
}
break;
case "LaboratoryBuildingProductionFactory":
result = "Laboratory";
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "City Buildings/hwan_city_lab";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "City Buildings/finno_city_lab";
else result = "unknown : " + name;
}
break;
default:
result = "unknown : " + name;
......@@ -492,9 +739,151 @@ public static class ProductionFactoryTraits
case "FactoryBuilding":
result = "공장";
break;
case "LabortoryBuilding":
case "LaboratoryBuilding":
result = "연구소";
break;
case "BrainwashedEMUKnight":
result = "세뇌된 에뮤 기사";
break;
case "DecentralizedMilitary":
result = "탈중앙화된 군인";
break;
case "JackieChan":
result = "재키 찬";
break;
case "LEOSpaceArmada":
result = "저궤도 우주 함대";
break;
case "ProtoNinja":
result = "프로토-닌자";
break;
case "UnicornOrder":
result = "유니콘 기사단";
break;
case "Spy":
result = "스파이";
break;
case "AncientSorcerer":
result = "고대 소서러";
break;
case "AutismBeamDrone":
result = "O-ti-ism 빔 드론";
break;
case "ElephantCavalry":
result = "코끼리 기병";
break;
case "EMUHorseArcher":
result = "에뮤 궁기병";
break;
case "GenghisKhan":
result = "징기즈 칸";
break;
case "ArmedDivision":
result = "기갑사단";
break;
case "InfantryDivision":
result = "보병사단";
break;
case "Padawan":
result = "파다완";
break;
case "ZapNinja":
result = "닌자";
break;
default:
result = "unknown : " + name;
break;
}
return result;
}
public static string GetPortName(CivModel.Unit unit)
{
char[] sep = { '.' };
string name = unit.ToString().Split(sep)[2];
string result;
switch (name)
{
case "Pioneer":
result = "pioneer";
break;
case "JediKnight":
{
if (unit.Owner == GameManager.I.Game.Players[CivModel.Hwan.HwanPlayerConstant.HwanPlayer])
result = "hwan_jedi";
else if (unit.Owner == GameManager.I.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_jedi";
else result = "unknown : " + name;
}
break;
case "FakeKnight":
result = "hwan_jedi";
break;
case "BrainwashedEMUKnight":
result = "hwan_emu";
break;
case "DecentralizedMilitary":
{
if (unit.Owner == GameManager.I.Game.Players[CivModel.Hwan.HwanPlayerConstant.HwanPlayer])
result = "hwan_decentralized_soldier";
else if (unit.Owner == GameManager.I.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_decentralized_soldier";
else result = "unknown : " + name;
}
break;
case "JackieChan":
result = "hwan_jackie";
break;
case "LEOSpaceArmada":
result = "hwan_spaceship";
break;
case "ProtoNinja":
{
if (unit.Owner == GameManager.I.Game.Players[CivModel.Hwan.HwanPlayerConstant.HwanPlayer])
result = "hwan_ninja";
else if (unit.Owner == GameManager.I.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_ninja";
else result = "unknown : " + name;
}
break;
case "UnicornOrder":
result = "hwan_unicorn";
break;
case "Spy":
{
if (unit.Owner == GameManager.I.Game.Players[CivModel.Hwan.HwanPlayerConstant.HwanPlayer])
result = "hwan_spy";
else if (unit.Owner == GameManager.I.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_spy";
else result = "unknown : " + name;
}
break;
case "AncientSorcerer":
result = "finno_sorcerer";
break;
case "AutismBeamDrone":
result = "finno_autism_drone";
break;
case "ElephantCavalry":
result = "finno_elephant";
break;
case "EMUHorseArcher":
result = "finno_emu";
break;
case "GenghisKhan":
result = "finno_genghis";
break;
case "ArmedDivision":
result = "기갑사단";
break;
case "InfantryDivision":
result = "보병사단";
break;
case "Padawan":
result = "파다완";
break;
case "ZapNinja":
result = "닌자";
break;
default:
result = "unknown : " + name;
break;
......
......@@ -215,11 +215,6 @@ public class ManagementUIController : MonoBehaviour {
qlist.Add(SPrefab);
}
}
foreach (GameObject sq in EpicQlist)
{
sq.GetComponent<SelPrefab>().SetButton(EpicQlist.IndexOf(sq));
//Debug.Log(EpicQlist.IndexOf(sq));
}
}
//각 Factory의 분야를 읽어서 해당하는 Queue에 집어넣는 역할
private GameObject PartSelectionQ(List<GameObject> SQlist, GameObject productableQueue, IProductionFactory fac)
......@@ -233,6 +228,7 @@ public class ManagementUIController : MonoBehaviour {
SPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
SPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
SPrefab.GetComponent<SelPrefab>().MakeItem(fac);
SPrefab.GetComponent<SelPrefab>().SetButton(fac);
SQlist.Add(SPrefab);
return SPrefab;
}
......
......@@ -36,8 +36,8 @@ public class DepPrefab : MonoBehaviour {
public GameObject MakeItem(Production prod)
{
string nameofProduction = ProductionFactoryTraits.GetFacPortName(prod.Factory);
unitPrt.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofProduction + "_portrait");
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
foreach (Text txt in textarguments)
{
switch (txt.name)
......
......@@ -38,7 +38,7 @@ public class ProPrefab : MonoBehaviour {
public GameObject MakeItem(Production prod)
{
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofProduction + "_portrait");
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
//남은 턴 계산하는 중
Double leftturn;
string resultturn;
......
......@@ -36,7 +36,7 @@ public class SelPrefab : MonoBehaviour
{
//Debug.Log("Selection Queue Item Made");
string nameofFactory = ProductionFactoryTraits.GetFactoryName(fact);
unitPrt.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofFactory + "_portrait");
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(fact)).ToLower()), typeof(Sprite)) as Sprite;
foreach (Text txt in textarguments)
{
switch (txt.name)
......@@ -75,23 +75,22 @@ public class SelPrefab : MonoBehaviour
}
return this.gameObject;
}
public void SetButton(int i)
public void SetButton(IProductionFactory fac)
{
foreach (Button but in buttons)
{
switch (but.name)
{
case "Deploy":
but.onClick.AddListener(delegate () { ProduceItem(i); });
but.onClick.AddListener(delegate () { ProduceItem(fac); });
break;
}
}
}
private void ProduceItem(int i)
private void ProduceItem(IProductionFactory fac)
{
IProductionFactory factory = GameManager.I.Game.PlayerInTurn.AvailableProduction.ToList()[i];
GameManager.I.Game.PlayerInTurn.Production.AddLast(factory.Create(GameManager.I.Game.PlayerInTurn));
GameManager.I.Game.PlayerInTurn.Production.AddLast(fac.Create(GameManager.I.Game.PlayerInTurn));
//Debug.Log(i + " inputed");
uicontroller.MakeProductionQ();
......
......@@ -110,7 +110,7 @@ public class UIManager : MonoBehaviour {
{
UnitInfo.SetActive(true);
//(GameManager.I.SelectedActor.Owner == )
//UnitPortrait.sprite = Resources.Load(("Quests/" + ParseQuest.GetQuestName(quest)).ToLower(), typeof(Sprite)) as Sprite;
UnitPortrait.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetPortName(GameManager.I.SelectedActor)).ToLower()), typeof(Sprite)) as Sprite;
UnitName.text = ProductionFactoryTraits.GetName(GameManager.I.SelectedActor);
UnitAttack.text = GameManager.I.SelectedActor.AttackPower.ToString();
UnitDefence.text = GameManager.I.SelectedActor.DefencePower.ToString();
......
Subproject commit f57823866e8f7427a7c2434466af713c10ca4ed2
Subproject commit 34bc2d4457a5e011c2a7c489f1a0495102f8fb92
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