Commit 4b637acc authored by Seungwon Ju's avatar Seungwon Ju

Unit class changed

parent 0d59a62b
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This diff is collapsed.
......@@ -5,13 +5,13 @@ using UnityEngine;
public class CameraControl : MonoBehaviour {
public int boundary = 5;
public int speed = 50;
public int speed = 10;
private int screen_height = Screen.height;
private int screen_width = Screen.width;
int MaxHeight = 30; //최대 높이
int MinHeight = 10; //최소 높이
int MinHeight = 15; //최소 높이
// Use this for initialization
void Start () {
......@@ -35,8 +35,6 @@ public class CameraControl : MonoBehaviour {
Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, MinHeight, Camera.main.transform.position.z);
}
if (Input.mousePosition.x > screen_width - boundary) {
if (Camera.main.transform.position.x <= 220)
Camera.main.transform.Translate(2 * speed * Time.deltaTime * Mathf.Abs(Input.mousePosition.x - (screen_width - boundary)) * (float)0.015 , 0, 0);
......
......@@ -10,20 +10,22 @@ public class GameManager : MonoBehaviour {
public CivModel.Game Game { get { return _game; } }
private static GameManager _manager = null;
public static GameManager I { get { return _manager; } }
public static GameManager Instance { get { return _manager; } }
public float outerRadius = 1f; // Outer&inner radius of hex tile.
public float innerRadius = Mathf.Sqrt(3) / 2; // These variables can be deleted if there are no use.
//public float outerRadius = 1f;
//public float innerRadius = Mathf.Sqrt(3) / 2;
public GameObject HextilePrefab;
private GameObject[,] _tiles;
public GameObject[,] Tiles { get { return _tiles; } }
public GameObject UnitPrefab;
private List<GameObject> _units = new List<GameObject>();
public List<GameObject> Units { get { return _units; } }
public Material[] materials;
public Renderer rend;
public CivModel.Unit selectedUnit;
void Awake() {
// Singleton
......@@ -56,6 +58,23 @@ public class GameManager : MonoBehaviour {
// Update is called once per frame
void Update() {
}
private void UpdateMapUnit() {
for (int i = 0; i < _game.Terrain.Width; i++) {
for (int j = 0; j < _game.Terrain.Height; j++) {
CivModel.Terrain.Point point = _game.Terrain.GetPoint(i, j);
HexTile tile = _tiles[i, j].GetComponent<HexTile>();
tile.SetTerrain();
tile.SetBuilding();
}
}
foreach (var unt in _units){
}
}
private void InitiateMap() {
......@@ -63,16 +82,15 @@ public class GameManager : MonoBehaviour {
for (int i = 0; i < _game.Terrain.Width; i++) {
for (int j = 0; j < _game.Terrain.Height; j++) {
Vector3 pos = new Vector3(2 * i * innerRadius, -0.05f, -j * outerRadius * 1.5f);
if (j % 2 != 0) {
pos.x -= innerRadius;
}
Vector3 pos = ModelPntToUnityPnt(i, j, -0.05f);
_tiles[i, j] = Instantiate(HextilePrefab, pos, Quaternion.identity);
_tiles[i, j].name = String.Format("Tile({0},{1})", i, j);
CivModel.Terrain.Point pnt = _game.Terrain.GetPoint(i, j);
_tiles[i, j].GetComponent<HexTile>().point = pnt;
CivModel.Terrain.Point pnt = _game.Terrain.GetPoint(i, j);
_tiles[i, j].GetComponent<HexTile>().SetPoints(pnt, pos);
if (pnt.Unit != null)
InitiateUnit(_game.Terrain.GetPoint(i, j).Unit);
InitiateUnit(pnt.Unit);
}
}
}
......@@ -80,19 +98,32 @@ public class GameManager : MonoBehaviour {
private void InitiateUnit(CivModel.Unit unit) {
if (unit?.PlacedPoint != null) {
var pt = unit.PlacedPoint.Value;
Vector3 pos = new Vector3(2 * pt.Position.X * innerRadius, 1.25f, -pt.Position.Y * outerRadius * 1.5f);
if ((pt.Position.Y % 2) != 0) {
pos.x -= innerRadius;
}
Vector3 pos = ModelPntToUnityPnt(pt, 1.25f);
GameObject unt = Instantiate(UnitPrefab, pos, Quaternion.identity);
unt.name = String.Format("Unit[{0},{1}]", pt.Position.X, pt.Position.Y);
unt.GetComponent<Unit>().point = pt;
foreach (Material m in GameManager.I.materials) {
if (m == GameManager.I.materials[(int)UnitEnum.UnitToEnum(unit)]) {
unt.GetComponent<Renderer>().material = m;
}
}
unt.GetComponent<Unit>().SetPoints(pt, pos);
_units.Add(unt);
}
}
public static Vector3 ModelPntToUnityPnt(CivModel.Terrain.Point pt, float yPos) {
Vector3 unityPoint = new Vector3(2 * pt.Position.X * (Mathf.Sqrt(3) / 2), yPos, -pt.Position.Y * 1.5f);
if ((pt.Position.Y % 2) != 0)
unityPoint.x -= (Mathf.Sqrt(3) / 2);
return unityPoint;
}
public static Vector3 ModelPntToUnityPnt(int i, int j, float yPos)
{
Vector3 unityPoint = new Vector3(2 * i * (Mathf.Sqrt(3) / 2), yPos, -j * 1.5f);
if ((j % 2) != 0)
unityPoint.x -= (Mathf.Sqrt(3) / 2);
return unityPoint;
}
}
......@@ -9,33 +9,52 @@ public class HexTile : MonoBehaviour
// 현재 tile의 위치의 point class
public CivModel.Terrain.Point point;
// Unity에서 그려지는 벡터 포지션
public Vector3 unityPoint;
// prefab의 자식 gameobject들
Transform terrains;
Transform buildings;
CivModel.TileBuilding building;
public bool isFlickering;
private IEnumerator _coroutine;
// Use this for initialization
void Start() {
terrains = transform.GetChild(0).transform;
SetTerrain();
buildings = transform.GetChild(1).transform;
building = point.TileBuilding;
SetTerrain();
SetBuilding();
}
public void SetPoints(CivModel.Terrain.Point p1) {
this.point = p1;
this.unityPoint = GameManager.ModelPntToUnityPnt(p1, -0.05f);
}
public void SetPoints(CivModel.Terrain.Point p1, Vector3 p2) {
this.point = p1;
this.unityPoint = new Vector3(p2.x, p2.y, p2.z);
}
// 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);
}
}
public void SetBuilding() {
Transform side;
buildings = transform.GetChild(1).transform;
building = point.TileBuilding;
Transform side;
if (building is CivModel.CityBase) {
buildings.GetChild(2).gameObject.SetActive(true);
side = buildings.GetChild((building.Owner.Team + 1) % 2);
......@@ -75,6 +94,72 @@ public class HexTile : MonoBehaviour
}
}
// Flicker with blue color. This is used for parametered move and skill.
public void FlickerBlue()
{
isFlickering = true;
//Debug.Log(gameObject.name + " is flickering with blue");
if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
return;
_coroutine = Flicker(Color.blue);
StartCoroutine(_coroutine);
}
// Blink with red color. This is used for attack.
public void FlickerRed()
{
isFlickering = true;
//Debug.Log(gameObject.name + " is flickering with red");
if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
return;
_coroutine = Flicker(Color.red);
StartCoroutine(_coroutine);
}
public void StopFlickering()
{
isFlickering = false;
//Debug.Log(gameObject.name + " stopped flickering");
if (terrains.GetChild((int)point.Type).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);
}
// Make tile flicker with color c. Don't need to read this method.
IEnumerator Flicker(Color c)
{
Material mat = terrains.GetChild((int)point.Type).GetComponent<Renderer>().material;
Color delta = Color.white - c;
while (true)
{
// From white to c
for (float i = 0; i <= 1f; i += 1.5f * Time.deltaTime)
{
mat.SetColor("_Color", Color.white - delta * (1 - Mathf.Cos(Mathf.PI * i)) / 2);
yield return null;
}
mat.SetColor("_Color", c);
// From c to white
for (float i = 0; i <= 1f; i += 1.5f * Time.deltaTime)
{
mat.SetColor("_Color", c + delta * (1 - Mathf.Cos(Mathf.PI * i)) / 2);
yield return null;
}
mat.SetColor("_Color", Color.white);
if (!isFlickering)
{
break;
}
yield return new WaitForSeconds(0.2f);
}
}
}
......@@ -8,6 +8,10 @@ public class UIManager : MonoBehaviour
GameObject mapUI;
GameObject managementUI;
GameObject questUI;
GameObject selectedUnit;
public Ray ray;
public RaycastHit hit;
// Use this for initialization
void Start()
......@@ -15,11 +19,25 @@ public class UIManager : MonoBehaviour
mapUI = GameObject.Find("MapUI");
managementUI = GameObject.Find("ManagementUI");
questUI = GameObject.Find("QuestUI");
}
// mapUI.SetActive(false);
managementUI.SetActive(false);
questUI.SetActive(false);
}
// Update is called once per frame
void Update()
{
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Input.GetMouseButtonDown(0)) {
if(Physics.Raycast(ray, out hit)){
selectedUnit = hit.transform.gameObject;
Debug.Log(selectedUnit.name);
Unit unt = selectedUnit.GetComponent<Unit>();
if(unt != null)
GameManager.Instance.selectedUnit = unt.point.Unit;
}
}
}
......@@ -38,4 +56,11 @@ public class UIManager : MonoBehaviour
if (go != mapUI) mapUI.SetActive(true);
}
}
public void onClickMove() {
}
}
\ No newline at end of file
......@@ -9,7 +9,250 @@ public class Unit : MonoBehaviour {
// 현재 Unit의 위치의 point class
public CivModel.Terrain.Point point;
// Unity에서 그려지는 벡터 포지션
public Vector3 unityPoint;
private bool _inMoveState = false;
public bool MoveState { get { return _inMoveState; } }
private bool _inAttackState = false;
public bool AttackState { get { return _inAttackState; } }
private bool _inSkillState = false;
public bool SkillState { get { return _inSkillState; } }
//private bool _inDepState = false;
//public bool DepState { get { return _inDepState; } }
private int _currentSkill = -1;
private CivModel.Terrain.Point?[] _parameterPoints;
// Use this for initialization
void Start() {
}
public void SetPoints(CivModel.Terrain.Point p1) {
this.point = p1;
this.unityPoint = GameManager.ModelPntToUnityPnt(p1, 1.25f);
this.transform.position = this.unityPoint;
SetMaterial();
}
public void SetPoints(CivModel.Terrain.Point p1, Vector3 p2)
{
this.point = p1;
this.unityPoint = new Vector3(p2.x, p2.y, p2.z);
this.transform.position = this.unityPoint;
SetMaterial();
}
private void SetMaterial() {
foreach (Material m in GameManager.Instance.materials)
{
if (m == GameManager.Instance.materials[(int)UnitEnum.UnitToEnum(point.Unit)])
{
GetComponent<Renderer>().material = m;
}
}
}
// There are enter, exit methods for move and attack states. Enter methods are public, exit methods are default.
// NormalStateEnter() simply resets all state condition.
public void NormalStateEnter()
{
if (_inMoveState) MoveStateExit();
if (_inAttackState) AttackStateExit();
if (_inSkillState) SkillStateExit();
//if (_inDepState) DepStateExit();
}
// When move state, coloring movable adjacent tiles
// Current MoveStateEnter() shows only adjacent tiles. If moving mechanism of model changes, this should be changed.
public void MoveStateEnter()
{
// State change
if (_inMoveState) return;
if (_inAttackState) AttackStateExit();
if (_inSkillState) SkillStateExit();
//if (_inDepState) DepStateExit();
_inMoveState = true;
if (GameManager.Instance.selectedUnit == null)
{
return;
}
// Select movable adjacent tiles
_parameterPoints = GameManager.Instance.selectedUnit.PlacedPoint.Value.Adjacents();
for (int i = 0; i < _parameterPoints.Length; i++)
{
if (GameManager.Instance.selectedUnit.MovingAttackAct.IsActable(_parameterPoints[i]))
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().FlickerRed();
}
else if (GameManager.Instance.selectedUnit.MoveAct.IsActable(_parameterPoints[i]))
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().FlickerBlue();
}
}
}
void MoveStateExit()
{
_inMoveState = false;
if (_parameterPoints == null)
return;
for (int i = 0; i < _parameterPoints.Length; i++)
{
if (_parameterPoints[i] != null)
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().StopFlickering();
}
}
_parameterPoints = null;
}
public void AttackStateEnter()
{
// State change
if (_inAttackState) return;
if (_inMoveState) MoveStateExit();
if (_inSkillState) SkillStateExit();
///if (_inDepState) DepStateExit();
_inAttackState = true;
if (GameManager.Instance.selectedUnit == null)
return;
// If GameManager.I.SelectedActor cannot attack
if (GameManager.Instance.selectedUnit.MovingAttackAct == null)
return;
// Select attackable adjacent tiles
_parameterPoints = GameManager.Instance.selectedUnit.PlacedPoint.Value.Adjacents();
for (int i = 0; i < _parameterPoints.Length; i++)
{
if (GameManager.Instance.selectedUnit.MovingAttackAct.IsActable(_parameterPoints[i]))
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().FlickerRed();
}
}
}
void AttackStateExit()
{
_inAttackState = false;
if (_parameterPoints == null)
return;
for (int i = 0; i < _parameterPoints.Length; i++)
{
if (_parameterPoints[i] != null)
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().StopFlickering();
}
}
_parameterPoints = null;
}
public void SkillStateEnter(int index)
{
// State change
if (_inSkillState && _currentSkill == index) return;
if (_inMoveState) MoveStateExit();
if (_inAttackState) AttackStateExit();
//if (_inDepState) DepStateExit();
_inSkillState = true;
_currentSkill = index;
// If SpecialActs[_currentSkill] is not parametered skill, this skill is immediately activated.
if (!GameManager.Instance.selectedUnit.SpecialActs[_currentSkill].IsParametered)
{
GameManager.Instance.selectedUnit.SpecialActs[_currentSkill].Act(null);
SkillStateExit();
return;
}
else
{
for (int i = 0; i < GameManager.Instance.Game.Terrain.Width; i++)
{
for (int j = 0; j < GameManager.Instance.Game.Terrain.Height; j++)
{
CivModel.Terrain.Point? pnt = GameManager.Instance.Game.Terrain.GetPoint(i, j);
if (GameManager.Instance.selectedUnit.SpecialActs[_currentSkill].IsActable(pnt))
{
CivModel.Position pos = pnt.Value.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().FlickerBlue();
}
}
}
}
}
void SkillStateExit()
{
int index = _currentSkill;
_inSkillState = false;
_currentSkill = -1;
if (GameManager.Instance.selectedUnit == null || !GameManager.Instance.selectedUnit.SpecialActs[index].IsParametered)
{
return;
}
else
{
for (int i = 0; i < GameManager.Instance.Game.Terrain.Width; i++)
{
for (int j = 0; j < GameManager.Instance.Game.Terrain.Height; j++)
{
CivModel.Terrain.Point? pnt = GameManager.Instance.Game.Terrain.GetPoint(i, j);
if (GameManager.Instance.selectedUnit.SpecialActs[index].IsActable(pnt))
{
CivModel.Position pos = pnt.Value.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().StopFlickering();
}
}
}
}
}
//public void DepStateEnter(Production dep)
//{
// // State change
// if (dep == null || _inDepState) return;
// if (_inMoveState) MoveStateExit();
// if (_inAttackState) AttackStateExit();
// if (_inSkillState) SkillStateExit();
// _inDepState = true;
// _deployment = dep;
// // Select deploy tile
// CivModel.Terrain terrain = GameManager.I.Game.Terrain;
// for (int i = 0; i < terrain.Width; i++)
// {
// for (int j = 0; j < terrain.Height; j++)
// {
// CivModel.Terrain.Point point = terrain.GetPoint(i, j);
// if (dep.IsPlacable(point))
// {
// GameManager.I.Cells[point.Position.X, point.Position.Y].GetComponent<HexTile>().FlickerBlue();
// }
// }
// }
//}
//void DepStateExit()
//{
// _inDepState = false;
// _deployment = null;
// CivModel.Terrain terrain = GameManager.I.Game.Terrain;
// for (int i = 0; i < terrain.Width; i++)
// {
// for (int j = 0; j < terrain.Height; j++)
// {
// CivModel.Terrain.Point point = terrain.GetPoint(i, j);
// GameManager.I.Cells[point.Position.X, point.Position.Y].GetComponent<HexTile>().StopFlickering();
// }
// }
//}
}
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