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

Unit class changed

parent 0d59a62b
...@@ -4,6 +4,195 @@ ...@@ -4,6 +4,195 @@
<name>CivModel</name> <name>CivModel</name>
</assembly> </assembly>
<members> <members>
<member name="T:CivModel.ActionPoint">
<summary>
Represents an action point (AP) required by <see cref="T:CivModel.IActorAction"/>.
<see cref="T:CivModel.Actor"/> must consume AP to do the action.
</summary>
</member>
<member name="F:CivModel.ActionPoint.NonAvailable">
<summary>
The <see cref="T:CivModel.ActionPoint"/> struct object representing non-available action,
with <see cref="P:CivModel.ActionPoint.Value"/> is <see cref="F:System.Double.NaN"/>.
</summary>
</member>
<member name="P:CivModel.ActionPoint.Value">
<summary>
The action point (AP). If the action cannot be done, <see cref="F:System.Double.NaN"/>.
</summary>
</member>
<member name="P:CivModel.ActionPoint.IsConsumingAll">
<summary>
Whether the action consumes all AP of <see cref="T:CivModel.Actor"/>.
</summary>
</member>
<member name="M:CivModel.ActionPoint.#ctor(System.Double,System.Boolean)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.ActionPoint"/> struct.
</summary>
<param name="value">The action point (AP). If the action cannot be done, <see cref="F:System.Double.NaN"/>.</param>
<param name="consumeAll">
Whether the action consumes all AP of <see cref="T:CivModel.Actor"/>.
If <paramref name="value"/> is <see cref="F:System.Double.NaN"/>, this parameter is ignored.
</param>
<exception cref="T:System.ArgumentException">
<paramref name="value"/> is inf or -inf
or
<paramref name="value"/> is negative
</exception>
</member>
<member name="M:CivModel.ActionPoint.op_Explicit(CivModel.ActionPoint)~System.Double">
<summary>
Performs an explicit conversion from <see cref="T:CivModel.ActionPoint"/> to <see cref="T:System.Double"/>.
</summary>
<param name="point">The <see cref="T:CivModel.ActionPoint"/>.</param>
<returns>
The result of the conversion.
</returns>
</member>
<member name="M:CivModel.ActionPoint.op_Implicit(System.Double)~CivModel.ActionPoint">
<summary>
Performs an implicit conversion from <see cref="T:System.Double"/> to <see cref="T:CivModel.ActionPoint"/>.
</summary>
<param name="value">The <see cref="T:System.Double"/> value.</param>
<returns>
The result of the conversion.
</returns>
</member>
<member name="M:CivModel.ActionPoint.op_LessThan(CivModel.ActionPoint,System.Double)">
<summary>
Implements the operator &lt;.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.ActionPoint.op_LessThan(System.Double,CivModel.ActionPoint)">
<summary>
Implements the operator &lt;.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.ActionPoint.op_LessThanOrEqual(CivModel.ActionPoint,System.Double)">
<summary>
Implements the operator &lt;=.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.ActionPoint.op_LessThanOrEqual(System.Double,CivModel.ActionPoint)">
<summary>
Implements the operator &lt;=.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.ActionPoint.op_GreaterThan(CivModel.ActionPoint,System.Double)">
<summary>
Implements the operator &gt;.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.ActionPoint.op_GreaterThan(System.Double,CivModel.ActionPoint)">
<summary>
Implements the operator &gt;.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.ActionPoint.op_GreaterThanOrEqual(CivModel.ActionPoint,System.Double)">
<summary>
Implements the operator &gt;=.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.ActionPoint.op_GreaterThanOrEqual(System.Double,CivModel.ActionPoint)">
<summary>
Implements the operator &gt;=.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.ActionPoint.ToString">
<summary>
Returns a <see cref="T:System.String" /> that represents this instance.
</summary>
<returns>
A <see cref="T:System.String" /> that represents this instance.
</returns>
</member>
<member name="M:CivModel.ActionPoint.op_Equality(CivModel.ActionPoint,CivModel.ActionPoint)">
<summary>
Implements the operator ==.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.ActionPoint.op_Inequality(CivModel.ActionPoint,CivModel.ActionPoint)">
<summary>
Implements the operator !=.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.ActionPoint.Equals(System.Object)">
<summary>
Determines whether the specified <see cref="T:System.Object" />, is equal to this instance.
</summary>
<param name="obj">The <see cref="T:System.Object" /> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object" /> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CivModel.ActionPoint.Equals(CivModel.ActionPoint)">
<summary>
현재 개체가 동일한 형식의 다른 개체와 같은지 여부를 나타냅니다.
</summary>
<param name="other">이 개체와 비교할 개체입니다.</param>
<returns>
현재 개체가 <see langword="true" /> 매개 변수와 같으면 <paramref name="other" />이고, 그렇지 않으면 <see langword="false" />입니다.
</returns>
</member>
<member name="M:CivModel.ActionPoint.GetHashCode">
<summary>
Returns a hash code for this instance.
</summary>
<returns>
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
</returns>
</member>
<member name="T:CivModel.ActorConstants"> <member name="T:CivModel.ActorConstants">
<summary> <summary>
Represents a constants storage of <see cref="T:CivModel.Actor"/>. Represents a constants storage of <see cref="T:CivModel.Actor"/>.
...@@ -112,11 +301,11 @@ ...@@ -112,11 +301,11 @@
<member name="M:CivModel.AttackActorAction.GetRequiredAP(System.Nullable{CivModel.Terrain.Point})"> <member name="M:CivModel.AttackActorAction.GetRequiredAP(System.Nullable{CivModel.Terrain.Point})">
<summary> <summary>
Test if the action with given parameter is valid and return required AP to act. Test if the action with given parameter is valid and return required AP to act.
Returns <see cref="F:System.Double.NaN"/> if the action is invalid. Returns <see cref="F:CivModel.ActionPoint.NonAvailable"/> if the action is invalid.
</summary> </summary>
<param name="pt">the parameter with which action will be tested.</param> <param name="pt">the parameter with which action will be tested.</param>
<returns> <returns>
the required AP to act. If the action is invalid, <see cref="F:System.Double.NaN"/>. the required AP to act. If the action is invalid, <see cref="F:CivModel.ActionPoint.NonAvailable"/>.
</returns> </returns>
</member> </member>
<member name="M:CivModel.AttackActorAction.Act(System.Nullable{CivModel.Terrain.Point})"> <member name="M:CivModel.AttackActorAction.Act(System.Nullable{CivModel.Terrain.Point})">
...@@ -145,11 +334,6 @@ ...@@ -145,11 +334,6 @@
<seealso cref="M:CivModel.CityBase.SetCityName(System.String)"/> <seealso cref="M:CivModel.CityBase.SetCityName(System.String)"/>
<seealso cref="M:CivModel.CityBase.TrySetCityName(System.String)"/> <seealso cref="M:CivModel.CityBase.TrySetCityName(System.String)"/>
</member> </member>
<member name="P:CivModel.CityBase.HoldingAttackAct">
<summary>
The action performing movement. <c>null</c> if this actor cannot do.
</summary>
</member>
<member name="P:CivModel.CityBase.Population"> <member name="P:CivModel.CityBase.Population">
<summary> <summary>
The population of this city. The population of this city.
...@@ -165,9 +349,23 @@ ...@@ -165,9 +349,23 @@
<seealso cref="P:CivModel.IGameConstantScheme.PopulationConstant"/> <seealso cref="P:CivModel.IGameConstantScheme.PopulationConstant"/>
<seealso cref="P:CivModel.IGameConstantScheme.PopulationHappinessCoefficient"/> <seealso cref="P:CivModel.IGameConstantScheme.PopulationHappinessCoefficient"/>
</member> </member>
<member name="P:CivModel.CityBase.Labor"> <member name="P:CivModel.CityBase.ProvidedGold">
<summary> <summary>
The labor which this city offers. The amount of gold this building provides.
</summary>
<seealso cref="P:CivModel.InteriorBuilding.ProvidedGold"/>
<seealso cref="P:CivModel.Player.GoldIncome"/>
</member>
<member name="P:CivModel.CityBase.ProvidedHappiness">
<summary>
The amount of happiness this building provides.
</summary>
<seealso cref="P:CivModel.InteriorBuilding.ProvidedHappiness"/>
<seealso cref="P:CivModel.Player.HappinessIncome"/>
</member>
<member name="P:CivModel.CityBase.ProvidedLabor">
<summary>
The labor which this city provides.
</summary> </summary>
<seealso cref="P:CivModel.InteriorBuilding.ProvidedLabor"/> <seealso cref="P:CivModel.InteriorBuilding.ProvidedLabor"/>
<seealso cref="P:CivModel.Player.Labor"/> <seealso cref="P:CivModel.Player.Labor"/>
...@@ -408,6 +606,14 @@ ...@@ -408,6 +606,14 @@
This property is used by model extension modules. This property is used by model extension modules.
</summary> </summary>
</member> </member>
<member name="P:CivModel.Game.Random">
<summary>
The random generator of this game.
</summary>
<remarks>
All random values used in this game must be generated from this object by default.
</remarks>
</member>
<member name="P:CivModel.Game.Terrain"> <member name="P:CivModel.Game.Terrain">
<summary> <summary>
<see cref="P:CivModel.Game.Terrain"/> of this game. <see cref="P:CivModel.Game.Terrain"/> of this game.
...@@ -826,11 +1032,11 @@ ...@@ -826,11 +1032,11 @@
<member name="M:CivModel.IReadOnlyActorAction.GetRequiredAP(System.Nullable{CivModel.Terrain.Point})"> <member name="M:CivModel.IReadOnlyActorAction.GetRequiredAP(System.Nullable{CivModel.Terrain.Point})">
<summary> <summary>
Test if the action with given parameter is valid and return required AP to act. Test if the action with given parameter is valid and return required AP to act.
Returns <see cref="F:System.Double.NaN"/> if the action is invalid. Returns <see cref="F:CivModel.ActionPoint.NonAvailable"/> if the action is invalid.
</summary> </summary>
<param name="pt">the parameter with which action will be tested.</param> <param name="pt">the parameter with which action will be tested.</param>
<returns> <returns>
the required AP to act. If the action is invalid, <c>double.NaN</c>. the required AP to act. If the action is invalid, <see cref="F:CivModel.ActionPoint.NonAvailable"/>.
</returns> </returns>
</member> </member>
<member name="T:CivModel.IActorAction"> <member name="T:CivModel.IActorAction">
...@@ -969,6 +1175,11 @@ ...@@ -969,6 +1175,11 @@
The <see cref="T:CivModel.Player"/> who owns this building. The <see cref="T:CivModel.Player"/> who owns this building.
</summary> </summary>
</member> </member>
<member name="P:CivModel.InteriorBuilding.Game">
<summary>
The <see cref="P:CivModel.InteriorBuilding.Game"/> object
</summary>
</member>
<member name="P:CivModel.InteriorBuilding.City"> <member name="P:CivModel.InteriorBuilding.City">
<summary> <summary>
The <see cref="T:CivModel.CityBase"/> where this building is. The <see cref="T:CivModel.CityBase"/> where this building is.
...@@ -985,12 +1196,24 @@ ...@@ -985,12 +1196,24 @@
</summary> </summary>
<exception cref="T:System.ArgumentOutOfRangeException">GoldLogistics is negative</exception> <exception cref="T:System.ArgumentOutOfRangeException">GoldLogistics is negative</exception>
</member> </member>
<member name="P:CivModel.InteriorBuilding.ProvidedGold">
<summary>
The amount of gold this building provides.
</summary>
<seealso cref="P:CivModel.CityBase.ProvidedGold"/>
</member>
<member name="P:CivModel.InteriorBuilding.ProvidedHappiness">
<summary>
The amount of happiness this building provides.
</summary>
<seealso cref="P:CivModel.CityBase.ProvidedHappiness"/>
</member>
<member name="P:CivModel.InteriorBuilding.ProvidedLabor"> <member name="P:CivModel.InteriorBuilding.ProvidedLabor">
<summary> <summary>
The amount of labor this building provides. The amount of labor this building provides.
</summary> </summary>
<exception cref="T:System.ArgumentOutOfRangeException">ProvidedLabor is negative</exception> <exception cref="T:System.ArgumentOutOfRangeException">ProvidedLabor is negative</exception>
<seealso cref="P:CivModel.CityBase.Labor"/> <seealso cref="P:CivModel.CityBase.ProvidedLabor"/>
</member> </member>
<member name="P:CivModel.InteriorBuilding.ResearchCapacity"> <member name="P:CivModel.InteriorBuilding.ResearchCapacity">
<summary> <summary>
...@@ -1043,24 +1266,6 @@ ...@@ -1043,24 +1266,6 @@
<paramref name="city"/> is <c>null</c>. <paramref name="city"/> is <c>null</c>.
</exception> </exception>
</member> </member>
<member name="M:CivModel.InteriorBuilding.ProcessCreation">
<summary>
Process the logic to do at the creation of this actor.
This method should not be called when this <see cref="T:CivModel.Actor"/> object is created by loading a save file.
</summary>
<exception cref="T:System.InvalidOperationException"><see cref="M:CivModel.InteriorBuilding.ProcessCreation"/> has already been called</exception>
<remarks>
If <see cref="T:CivModel.Actor"/> is newly created in game logic, such as <see cref="T:CivModel.Production"/>, the creator should call this method.
</remarks>
<seealso cref="M:CivModel.InteriorBuilding.OnProcessCreation"/>
</member>
<member name="M:CivModel.InteriorBuilding.OnProcessCreation">
<summary>
Called when <see cref="M:CivModel.InteriorBuilding.ProcessCreation"/> is called.
This method is not called when this <see cref="T:CivModel.Actor"/> object is created by loading a save file.
</summary>
<seealso cref="M:CivModel.InteriorBuilding.ProcessCreation"/>
</member>
<member name="M:CivModel.InteriorBuilding.Destroy"> <member name="M:CivModel.InteriorBuilding.Destroy">
<summary> <summary>
Destroys this building. <see cref="M:CivModel.InteriorBuilding.OnBeforeDestroy"/> is called before the building is destroyed. Destroys this building. <see cref="M:CivModel.InteriorBuilding.OnBeforeDestroy"/> is called before the building is destroyed.
...@@ -1491,11 +1696,11 @@ ...@@ -1491,11 +1696,11 @@
<member name="M:CivModel.MoveActorAction.GetRequiredAP(System.Nullable{CivModel.Terrain.Point})"> <member name="M:CivModel.MoveActorAction.GetRequiredAP(System.Nullable{CivModel.Terrain.Point})">
<summary> <summary>
Test if the action with given parameter is valid and return required AP to act. Test if the action with given parameter is valid and return required AP to act.
Returns <see cref="F:System.Double.NaN"/> if the action is invalid. Returns <see cref="F:CivModel.ActionPoint.NonAvailable"/> if the action is invalid.
</summary> </summary>
<param name="pt">the parameter with which action will be tested.</param> <param name="pt">the parameter with which action will be tested.</param>
<returns> <returns>
the required AP to act. If the action is invalid, <see cref="F:System.Double.NaN"/>. the required AP to act. If the action is invalid, <see cref="F:CivModel.ActionPoint.NonAvailable"/>.
</returns> </returns>
</member> </member>
<member name="M:CivModel.MoveActorAction.Act(System.Nullable{CivModel.Terrain.Point})"> <member name="M:CivModel.MoveActorAction.Act(System.Nullable{CivModel.Terrain.Point})">
...@@ -1665,6 +1870,15 @@ ...@@ -1665,6 +1870,15 @@
<c>true</c> if the specified <see cref="T:System.Object" /> is equal to this instance; otherwise, <c>false</c>. <c>true</c> if the specified <see cref="T:System.Object" /> is equal to this instance; otherwise, <c>false</c>.
</returns> </returns>
</member> </member>
<member name="M:CivModel.Position.Equals(CivModel.Position)">
<summary>
현재 개체가 동일한 형식의 다른 개체와 같은지 여부를 나타냅니다.
</summary>
<param name="other">이 개체와 비교할 개체입니다.</param>
<returns>
현재 개체가 <see langword="true" /> 매개 변수와 같으면 <paramref name="other" />이고, 그렇지 않으면 <see langword="false" />입니다.
</returns>
</member>
<member name="M:CivModel.Position.GetHashCode"> <member name="M:CivModel.Position.GetHashCode">
<summary> <summary>
Returns a hash code for this instance. Returns a hash code for this instance.
...@@ -2155,6 +2369,15 @@ ...@@ -2155,6 +2369,15 @@
<c>true</c> if the specified <see cref="T:System.Object" /> is equal to this instance; otherwise, <c>false</c>. <c>true</c> if the specified <see cref="T:System.Object" /> is equal to this instance; otherwise, <c>false</c>.
</returns> </returns>
</member> </member>
<member name="M:CivModel.Terrain.Point.Equals(CivModel.Terrain.Point)">
<summary>
현재 개체가 동일한 형식의 다른 개체와 같은지 여부를 나타냅니다.
</summary>
<param name="other">이 개체와 비교할 개체입니다.</param>
<returns>
현재 개체가 <see langword="true" /> 매개 변수와 같으면 <paramref name="other" />이고, 그렇지 않으면 <see langword="false" />입니다.
</returns>
</member>
<member name="M:CivModel.Terrain.Point.GetHashCode"> <member name="M:CivModel.Terrain.Point.GetHashCode">
<summary> <summary>
Returns a hash code for this instance. Returns a hash code for this instance.
...@@ -2308,6 +2531,27 @@ ...@@ -2308,6 +2531,27 @@
The action performing movement. <c>null</c> by default. The action performing movement. <c>null</c> by default.
</summary> </summary>
</member> </member>
<member name="P:CivModel.TileBuilding.ProvidedGold">
<summary>
The amount of gold this building provides.
</summary>
<seealso cref="P:CivModel.InteriorBuilding.ProvidedGold"/>
<seealso cref="P:CivModel.Player.GoldIncome"/>
</member>
<member name="P:CivModel.TileBuilding.ProvidedHappiness">
<summary>
The amount of happiness this building provides.
</summary>
<seealso cref="P:CivModel.InteriorBuilding.ProvidedHappiness"/>
<seealso cref="P:CivModel.Player.HappinessIncome"/>
</member>
<member name="P:CivModel.TileBuilding.ProvidedLabor">
<summary>
The labor which this tile building offers.
</summary>
<seealso cref="P:CivModel.InteriorBuilding.ProvidedLabor"/>
<seealso cref="P:CivModel.Player.Labor"/>
</member>
<member name="M:CivModel.TileBuilding.#ctor(CivModel.Player,CivModel.ActorConstants,CivModel.Terrain.Point)"> <member name="M:CivModel.TileBuilding.#ctor(CivModel.Player,CivModel.ActorConstants,CivModel.Terrain.Point)">
<summary> <summary>
Initializes a new instance of the <see cref="T:CivModel.TileBuilding"/> class. Initializes a new instance of the <see cref="T:CivModel.TileBuilding"/> class.
...@@ -2365,6 +2609,12 @@ ...@@ -2365,6 +2609,12 @@
Indicating that battle result is defeated. Indicating that battle result is defeated.
</summary> </summary>
</member> </member>
<member name="F:CivModel.BattleResult.Cancelled">
<summary>
Indicating that battle is cancelled
It can be happened by an actor destroyed before damage step.
</summary>
</member>
<member name="T:CivModel.Actor"> <member name="T:CivModel.Actor">
<summary> <summary>
An absract class represents the <see cref="T:CivModel.TileObject"/> which can have actions and action point (AP). An absract class represents the <see cref="T:CivModel.TileObject"/> which can have actions and action point (AP).
...@@ -2594,7 +2844,7 @@ ...@@ -2594,7 +2844,7 @@
Called before [destroy], by <see cref="M:CivModel.Actor.Destroy"/> Called before [destroy], by <see cref="M:CivModel.Actor.Destroy"/>
</summary> </summary>
</member> </member>
<member name="M:CivModel.Actor.CanConsumeAP(System.Double)"> <member name="M:CivModel.Actor.CanConsumeAP(CivModel.ActionPoint)">
<summary> <summary>
Determines whether this actor can consume the specified amount of AP. Determines whether this actor can consume the specified amount of AP.
</summary> </summary>
...@@ -2603,26 +2853,21 @@ ...@@ -2603,26 +2853,21 @@
<c>true</c> if this actor can consume the specified amount of AP; otherwise, <c>false</c>. <c>true</c> if this actor can consume the specified amount of AP; otherwise, <c>false</c>.
</returns> </returns>
<exception cref="T:System.InvalidOperationException">actor is already destroyed</exception> <exception cref="T:System.InvalidOperationException">actor is already destroyed</exception>
<exception cref="T:System.ArgumentException"><paramref name="amount"/> is negative</exception>
</member> </member>
<member name="M:CivModel.Actor.ConsumeAP(System.Double)"> <member name="M:CivModel.Actor.ConsumeAP(CivModel.ActionPoint)">
<summary> <summary>
Consumes the specified amount of AP. Consumes the specified amount of AP.
</summary> </summary>
<param name="amount">The amount of AP</param> <param name="amount">The amount of AP</param>
<exception cref="T:System.InvalidOperationException">actor is already destroyed</exception> <exception cref="T:System.InvalidOperationException">actor is already destroyed</exception>
<exception cref="T:System.ArgumentException"> <exception cref="T:System.ArgumentException"><paramref name="amount"/> is too big to consume</exception>
<paramref name="amount"/> is negative
or
<paramref name="amount"/> is bigger than <see cref="P:CivModel.Actor.RemainAP"/>
</exception>
</member> </member>
<member name="M:CivModel.Actor.ConsumeAllAP"> <member name="M:CivModel.Actor.ConsumeAllAP">
<summary> <summary>
Consumes all of AP which this actor has. Consumes all of AP which this actor has.
</summary> </summary>
<exception cref="T:System.InvalidOperationException">actor is already destroyed</exception> <exception cref="T:System.InvalidOperationException">actor is already destroyed</exception>
<seealso cref="M:CivModel.Actor.ConsumeAP(System.Double)"/> <seealso cref="M:CivModel.Actor.ConsumeAP(CivModel.ActionPoint)"/>
</member> </member>
<member name="M:CivModel.Actor.Heal(System.Double)"> <member name="M:CivModel.Actor.Heal(System.Double)">
<summary> <summary>
...@@ -2676,6 +2921,7 @@ ...@@ -2676,6 +2921,7 @@
<param name="isMelee">Whether the battle is melee or not.</param> <param name="isMelee">Whether the battle is melee or not.</param>
<param name="isSkillAttack">Whether the battle </param> <param name="isSkillAttack">Whether the battle </param>
<exception cref="T:System.ArgumentNullException"><paramref name="opposite"/> is <c>null</c>.</exception> <exception cref="T:System.ArgumentNullException"><paramref name="opposite"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentException">cannot attack myself</exception>
<exception cref="T:System.InvalidOperationException"> <exception cref="T:System.InvalidOperationException">
actor is already destroyed actor is already destroyed
or or
...@@ -2683,53 +2929,118 @@ ...@@ -2683,53 +2929,118 @@
</exception> </exception>
<returns> <returns>
<see cref="T:CivModel.BattleResult"/> indicating the result of this battle. <see cref="T:CivModel.BattleResult"/> indicating the result of this battle.
if <paramref name="opposite"/> has died, <see cref="F:CivModel.BattleResult.Victory"/>. <ul>
if this object has died, <see cref="F:CivModel.BattleResult.Defeated"/>. <li>if <paramref name="opposite"/> has died, <see cref="F:CivModel.BattleResult.Victory"/>.</li>
if both have died or survived, <see cref="F:CivModel.BattleResult.Draw"/>. <li>if this object has died, <see cref="F:CivModel.BattleResult.Defeated"/>.</li>
<li>if both have died or survived, <see cref="F:CivModel.BattleResult.Draw"/>.</li>
<li>if the battle is cancelled, <see cref="F:CivModel.BattleResult.Cancelled"/>.</li>
</ul>
</returns> </returns>
<remarks> <remarks>
This method is intented to be used to customerize battle. This method is intented to be used to customerize battle.
<see cref="M:CivModel.Actor.MeleeAttackTo(CivModel.Actor)"/>, <see cref="M:CivModel.Actor.RangedAttackTo(CivModel.Actor)"/> or battle-causing skills should be used in noraml cases. <see cref="M:CivModel.Actor.MeleeAttackTo(CivModel.Actor)"/>, <see cref="M:CivModel.Actor.RangedAttackTo(CivModel.Actor)"/> or battle-causing skills should be used in noraml cases.
<br/>
See "전투 매커니즘" documentation of wiki for detailed information about battle.
</remarks> </remarks>
<seealso cref="M:CivModel.Actor.MeleeAttackTo(CivModel.Actor)"/> <seealso cref="M:CivModel.Actor.MeleeAttackTo(CivModel.Actor)"/>
<seealso cref="M:CivModel.Actor.RangedAttackTo(CivModel.Actor)"/> <seealso cref="M:CivModel.Actor.RangedAttackTo(CivModel.Actor)"/>
</member> </member>
<member name="M:CivModel.Actor.GetDamage(System.Double,CivModel.Player)">
<summary>
Gets the damage directly.
</summary>
<param name="damage">The damage.</param>
<param name="oppositeOwner">The owner who gives this damage. This can be <c>null</c>.</param>
<returns>If this actor is died by damage, <c>true</c>. Otherwise, <c>false</c>.</returns>
</member>
<member name="M:CivModel.Actor.CalculateAttackPower(System.Double,CivModel.Actor,System.Boolean,System.Boolean)"> <member name="M:CivModel.Actor.CalculateAttackPower(System.Double,CivModel.Actor,System.Boolean,System.Boolean)">
<summary> <summary>
Calculates the ATK which is used during battle. Calculates the effective ATK which is used during battle.
</summary> </summary>
<param name="originalPower">The original ATK power.</param> <param name="originalPower">The original ATK power.</param>
<param name="opposite">The opposite of battle.</param> <param name="opposite">The opposite of battle.</param>
<param name="isMelee">whether battle is <i>melee</i> type.</param> <param name="isMelee">whether battle is <i>melee</i> type.</param>
<param name="isSkillAttack">whether attack is <i>skill</i> type.</param> <param name="isSkillAttack">whether attack is <i>skill</i> type.</param>
<returns>the ATK power to be used during battle.</returns> <returns>the ATK power to be used during battle.</returns>
<remarks>
<b>Warning:</b> DO NOT attack <paramref name="opposite"/> in this method. Infinite recursion can occur.
</remarks>
</member> </member>
<member name="M:CivModel.Actor.CalculateDefencePower(System.Double,CivModel.Actor,System.Boolean,System.Boolean)"> <member name="M:CivModel.Actor.CalculateDefencePower(System.Double,CivModel.Actor,System.Boolean,System.Boolean)">
<summary> <summary>
Calculates the DEF which is used during battle. Calculates the effective DEF which is used during battle.
</summary> </summary>
<param name="originalPower">The original DEF power.</param> <param name="originalPower">The original DEF power.</param>
<param name="opposite">The opposite of battle.</param> <param name="opposite">The opposite of battle.</param>
<param name="isMelee">whether battle is <i>melee</i> type.</param> <param name="isMelee">whether battle is <i>melee</i> type.</param>
<param name="isSkillAttack">whether attack is <i>skill</i> type.</param> <param name="isSkillAttack">whether attack is <i>skill</i> type.</param>
<returns>the DEF power to be used during battle.</returns> <returns>the DEF power to be used during battle.</returns>
<remarks>
<b>Warning:</b> DO NOT attack <paramref name="opposite"/> in this method. Infinite recursion can occur.
</remarks>
</member> </member>
<member name="M:CivModel.Actor.CalculateDamage(System.Double,CivModel.Actor,System.Boolean,System.Boolean)"> <member name="M:CivModel.Actor.CalculateDamage(System.Double,CivModel.Actor,CivModel.Actor,System.Boolean,System.Boolean)">
<summary> <summary>
Calculates the damage by battle. Calculates the effective damage by battle.
</summary> </summary>
<param name="originalDamage">The original damage.</param> <param name="originalDamage">The original damage.</param>
<param name="opposite">The opposite of battle.</param> <param name="attacker">The attacker.</param>
<param name="defender">The defender.</param>
<param name="isMelee">whether battle is <i>melee</i> type.</param> <param name="isMelee">whether battle is <i>melee</i> type.</param>
<param name="isSkillAttack">whether attack is <i>skill</i> type.</param> <param name="isSkillAttack">whether attack is <i>skill</i> type.</param>
<returns>the damage by battle.</returns> <returns>the damage by battle.</returns>
<remarks>
When this method called, this actor is either <paramref name="attacker"/> or <paramref name="defender"/>.
<b>Warning:</b> DO NOT attack opposite in this method. Infinite recursion can occur.
</remarks>
</member>
<member name="M:CivModel.Actor.OnBeforeDamage(System.Double,System.Double,System.Double,System.Double,CivModel.Actor,CivModel.Actor,System.Boolean,System.Boolean)">
<summary>
Called before getting damage by battle.
</summary>
<param name="atk">The effecitve attack power calculated by <see cref="M:CivModel.Actor.CalculateAttackPower(System.Double,CivModel.Actor,System.Boolean,System.Boolean)"/> in this battle.</param>
<param name="def">The effecitve defence power calculated by <see cref="M:CivModel.Actor.CalculateDefencePower(System.Double,CivModel.Actor,System.Boolean,System.Boolean)"/> in this battle.</param>
<param name="attackerDamage">The damage attacker will gain, calculated by <see cref="M:CivModel.Actor.CalculateDamage(System.Double,CivModel.Actor,CivModel.Actor,System.Boolean,System.Boolean)"/>.</param>
<param name="defenderDamage">The damage defender will gain, calculated by <see cref="M:CivModel.Actor.CalculateDamage(System.Double,CivModel.Actor,CivModel.Actor,System.Boolean,System.Boolean)"/>.</param>
<param name="attacker">The attacker.</param>
<param name="defender">The defender.</param>
<param name="isMelee">whether battle is <i>melee</i> type.</param>
<param name="isSkillAttack">whether attack is <i>skill</i> type.</param>
<remarks>
When this method called, this actor is either <paramref name="attacker"/> or <paramref name="defender"/>.
<b>Warning:</b> DO NOT attack opposite in this method. Infinite recursion can occur.
</remarks>
</member>
<member name="M:CivModel.Actor.OnAfterDamage(System.Double,System.Double,System.Double,System.Double,CivModel.Actor,CivModel.Actor,CivModel.Player,CivModel.Player,System.Boolean,System.Boolean)">
<summary>
Called before getting damage by battle. This method can be called even if this actor is died or destroyed during battle.
</summary>
<param name="atk">The effecitve attack power calculated by <see cref="M:CivModel.Actor.CalculateAttackPower(System.Double,CivModel.Actor,System.Boolean,System.Boolean)"/> in this battle.</param>
<param name="def">The effecitve defence power calculated by <see cref="M:CivModel.Actor.CalculateDefencePower(System.Double,CivModel.Actor,System.Boolean,System.Boolean)"/> in this battle.</param>
<param name="attackerDamage">The damage attacker will gain, calculated by <see cref="M:CivModel.Actor.CalculateDamage(System.Double,CivModel.Actor,CivModel.Actor,System.Boolean,System.Boolean)"/>.</param>
<param name="defenderDamage">The damage defender will gain, calculated by <see cref="M:CivModel.Actor.CalculateDamage(System.Double,CivModel.Actor,CivModel.Actor,System.Boolean,System.Boolean)"/>.</param>
<param name="attacker">The attacker.</param>
<param name="defender">The defender.</param>
<param name="atkOwner">The owner of attacker.</param>
<param name="defOwner">The owner of defender.</param>
<param name="isMelee">whether battle is <i>melee</i> type.</param>
<param name="isSkillAttack">whether attack is <i>skill</i> type.</param>
<remarks>
When this method called, this actor is either <paramref name="attacker"/> or <paramref name="defender"/>.<br/>
<b>Warning:</b> This method can be called even if this actor is died or destroyed during battle.
You must check it by compare <see cref="P:CivModel.Actor.Owner"/> with <c>null</c>.
</remarks>
</member> </member>
<member name="M:CivModel.Actor.GetRequiredAPToMove(CivModel.TerrainType)"> <member name="M:CivModel.Actor.GetRequiredAPToMoveNearBy(CivModel.Terrain.Point)">
<summary> <summary>
Gets the required AP to move to point of the specified type Gets the required AP to move to point, assuming the point is near the position of this actor.
</summary> </summary>
<param name="type">The type of <see cref="T:CivModel.Terrain.Point"/></param> <param name="point">The <see cref="T:CivModel.Terrain.Point"/> struct object</param>
<returns>the required AP.</returns> <returns>the required AP.</returns>
<remarks>
This method assumes <paramref name="point"/> is near <see cref="P:CivModel.TileObject.PlacedPoint"/> of this actor.<br/>
Thus, <see cref="P:CivModel.Terrain.Point.Position"/> of <paramref name="point"/> can be ignored.
</remarks>
</member> </member>
<member name="M:CivModel.Actor.Die(CivModel.Player)"> <member name="M:CivModel.Actor.Die(CivModel.Player)">
<summary> <summary>
...@@ -2820,24 +3131,6 @@ ...@@ -2820,24 +3131,6 @@
<param name="tileTag">The <see cref="P:CivModel.TileObject.TileTag"/> of the object.</param> <param name="tileTag">The <see cref="P:CivModel.TileObject.TileTag"/> of the object.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="game"/> is <c>null</c>.</exception> <exception cref="T:System.ArgumentNullException"><paramref name="game"/> is <c>null</c>.</exception>
</member> </member>
<member name="M:CivModel.TileObject.ProcessCreation">
<summary>
Process the logic to do at the creation of this actor.
This method should not be called when this <see cref="T:CivModel.Actor"/> object is created by loading a save file.
</summary>
<exception cref="T:System.InvalidOperationException"><see cref="M:CivModel.TileObject.ProcessCreation"/> has already been called</exception>
<remarks>
If <see cref="T:CivModel.Actor"/> is newly created in game logic, such as <see cref="T:CivModel.Production"/>, the creator should call this method.
</remarks>
<seealso cref="M:CivModel.TileObject.OnProcessCreation"/>
</member>
<member name="M:CivModel.TileObject.OnProcessCreation">
<summary>
Called when <see cref="M:CivModel.TileObject.ProcessCreation"/> is called.
This method is not called when this <see cref="T:CivModel.Actor"/> object is created by loading a save file.
</summary>
<seealso cref="M:CivModel.TileObject.ProcessCreation"/>
</member>
<member name="M:CivModel.TileObject.OnChangePlacedPoint(System.Nullable{CivModel.Terrain.Point})"> <member name="M:CivModel.TileObject.OnChangePlacedPoint(System.Nullable{CivModel.Terrain.Point})">
<summary> <summary>
Called after <see cref="P:CivModel.TileObject.PlacedPoint"/> is changed. Called after <see cref="P:CivModel.TileObject.PlacedPoint"/> is changed.
...@@ -2897,11 +3190,11 @@ ...@@ -2897,11 +3190,11 @@
<member name="P:CivModel.Player.OriginalLabor"> <member name="P:CivModel.Player.OriginalLabor">
<summary> <summary>
The labor per turn of this player, not controlled by <see cref="P:CivModel.Player.Happiness"/>. The labor per turn of this player, not controlled by <see cref="P:CivModel.Player.Happiness"/>.
It is equal to sum of all <see cref="P:CivModel.CityBase.Labor"/> of cities of this player. It is equal to sum of all <see cref="P:CivModel.CityBase.ProvidedLabor"/> of cities of this player.
</summary> </summary>
<seealso cref="P:CivModel.Player.LaborWithoutLogistics"/> <seealso cref="P:CivModel.Player.LaborWithoutLogistics"/>
<seealso cref="P:CivModel.Player.Labor"/> <seealso cref="P:CivModel.Player.Labor"/>
<seealso cref="P:CivModel.CityBase.Labor"/> <seealso cref="P:CivModel.CityBase.ProvidedLabor"/>
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<member name="P:CivModel.Player.LaborWithoutLogistics"> <member name="P:CivModel.Player.LaborWithoutLogistics">
<summary> <summary>
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...@@ -19558,7 +19418,7 @@ MonoBehaviour: ...@@ -19558,7 +19418,7 @@ MonoBehaviour:
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m_LocalScale: {x: 0.33, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
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...@@ -5,13 +5,13 @@ using UnityEngine; ...@@ -5,13 +5,13 @@ using UnityEngine;
public class CameraControl : MonoBehaviour { public class CameraControl : MonoBehaviour {
public int boundary = 5; public int boundary = 5;
public int speed = 50; public int speed = 10;
private int screen_height = Screen.height; private int screen_height = Screen.height;
private int screen_width = Screen.width; private int screen_width = Screen.width;
int MaxHeight = 30; //최대 높이 int MaxHeight = 30; //최대 높이
int MinHeight = 10; //최소 높이 int MinHeight = 15; //최소 높이
// Use this for initialization // Use this for initialization
void Start () { void Start () {
...@@ -35,8 +35,6 @@ public class CameraControl : MonoBehaviour { ...@@ -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); 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 (Input.mousePosition.x > screen_width - boundary) {
if (Camera.main.transform.position.x <= 220) 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); 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 { ...@@ -10,20 +10,22 @@ public class GameManager : MonoBehaviour {
public CivModel.Game Game { get { return _game; } } public CivModel.Game Game { get { return _game; } }
private static GameManager _manager = null; 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 outerRadius = 1f;
public float innerRadius = Mathf.Sqrt(3) / 2; // These variables can be deleted if there are no use. //public float innerRadius = Mathf.Sqrt(3) / 2;
public GameObject HextilePrefab; public GameObject HextilePrefab;
private GameObject[,] _tiles; private GameObject[,] _tiles;
public GameObject[,] Tiles { get { return _tiles; } } public GameObject[,] Tiles { get { return _tiles; } }
public GameObject UnitPrefab; public GameObject UnitPrefab;
private List<GameObject> _units = new List<GameObject>();
public List<GameObject> Units { get { return _units; } }
public Material[] materials; public Material[] materials;
public Renderer rend; public CivModel.Unit selectedUnit;
void Awake() { void Awake() {
// Singleton // Singleton
...@@ -56,6 +58,23 @@ public class GameManager : MonoBehaviour { ...@@ -56,6 +58,23 @@ public class GameManager : MonoBehaviour {
// Update is called once per frame // Update is called once per frame
void Update() { 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() { private void InitiateMap() {
...@@ -63,16 +82,15 @@ public class GameManager : MonoBehaviour { ...@@ -63,16 +82,15 @@ public class GameManager : MonoBehaviour {
for (int i = 0; i < _game.Terrain.Width; i++) { for (int i = 0; i < _game.Terrain.Width; i++) {
for (int j = 0; j < _game.Terrain.Height; j++) { 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) { Vector3 pos = ModelPntToUnityPnt(i, j, -0.05f);
pos.x -= innerRadius;
}
_tiles[i, j] = Instantiate(HextilePrefab, pos, Quaternion.identity); _tiles[i, j] = Instantiate(HextilePrefab, pos, Quaternion.identity);
_tiles[i, j].name = String.Format("Tile({0},{1})", i, j); _tiles[i, j].name = String.Format("Tile({0},{1})", i, j);
CivModel.Terrain.Point pnt = _game.Terrain.GetPoint(i, j); CivModel.Terrain.Point pnt = _game.Terrain.GetPoint(i, j);
_tiles[i, j].GetComponent<HexTile>().point = pnt; _tiles[i, j].GetComponent<HexTile>().SetPoints(pnt, pos);
if (pnt.Unit != null) if (pnt.Unit != null)
InitiateUnit(_game.Terrain.GetPoint(i, j).Unit); InitiateUnit(pnt.Unit);
} }
} }
} }
...@@ -80,19 +98,32 @@ public class GameManager : MonoBehaviour { ...@@ -80,19 +98,32 @@ public class GameManager : MonoBehaviour {
private void InitiateUnit(CivModel.Unit unit) { private void InitiateUnit(CivModel.Unit unit) {
if (unit?.PlacedPoint != null) { if (unit?.PlacedPoint != null) {
var pt = unit.PlacedPoint.Value; 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) { Vector3 pos = ModelPntToUnityPnt(pt, 1.25f);
pos.x -= innerRadius;
}
GameObject unt = Instantiate(UnitPrefab, pos, Quaternion.identity); GameObject unt = Instantiate(UnitPrefab, pos, Quaternion.identity);
unt.name = String.Format("Unit[{0},{1}]", pt.Position.X, pt.Position.Y); unt.name = String.Format("Unit[{0},{1}]", pt.Position.X, pt.Position.Y);
unt.GetComponent<Unit>().point = pt; unt.GetComponent<Unit>().SetPoints(pt, pos);
foreach (Material m in GameManager.I.materials) {
if (m == GameManager.I.materials[(int)UnitEnum.UnitToEnum(unit)]) { _units.Add(unt);
unt.GetComponent<Renderer>().material = m;
} }
} }
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 ...@@ -9,33 +9,52 @@ public class HexTile : MonoBehaviour
// 현재 tile의 위치의 point class // 현재 tile의 위치의 point class
public CivModel.Terrain.Point point; public CivModel.Terrain.Point point;
// Unity에서 그려지는 벡터 포지션
public Vector3 unityPoint;
// prefab의 자식 gameobject들 // prefab의 자식 gameobject들
Transform terrains; Transform terrains;
Transform buildings; Transform buildings;
CivModel.TileBuilding building; CivModel.TileBuilding building;
public bool isFlickering;
private IEnumerator _coroutine;
// Use this for initialization // Use this for initialization
void Start() { void Start() {
terrains = transform.GetChild(0).transform;
SetTerrain(); SetTerrain();
buildings = transform.GetChild(1).transform;
building = point.TileBuilding;
SetBuilding(); 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 // Render tile terrain
public void SetTerrain() { public void SetTerrain() {
terrains = transform.GetChild(0).transform;
if (terrains != null) { if (terrains != null) {
foreach (Transform child in terrains) {
child.gameObject.SetActive(false);
}
terrains.GetChild((int)point.Type).gameObject.SetActive(true); terrains.GetChild((int)point.Type).gameObject.SetActive(true);
} }
} }
public void SetBuilding() { public void SetBuilding() {
Transform side; buildings = transform.GetChild(1).transform;
building = point.TileBuilding;
Transform side;
if (building is CivModel.CityBase) { if (building is CivModel.CityBase) {
buildings.GetChild(2).gameObject.SetActive(true); buildings.GetChild(2).gameObject.SetActive(true);
side = buildings.GetChild((building.Owner.Team + 1) % 2); side = buildings.GetChild((building.Owner.Team + 1) % 2);
...@@ -75,6 +94,72 @@ public class HexTile : MonoBehaviour ...@@ -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 ...@@ -8,6 +8,10 @@ public class UIManager : MonoBehaviour
GameObject mapUI; GameObject mapUI;
GameObject managementUI; GameObject managementUI;
GameObject questUI; GameObject questUI;
GameObject selectedUnit;
public Ray ray;
public RaycastHit hit;
// Use this for initialization // Use this for initialization
void Start() void Start()
...@@ -15,11 +19,25 @@ public class UIManager : MonoBehaviour ...@@ -15,11 +19,25 @@ public class UIManager : MonoBehaviour
mapUI = GameObject.Find("MapUI"); mapUI = GameObject.Find("MapUI");
managementUI = GameObject.Find("ManagementUI"); managementUI = GameObject.Find("ManagementUI");
questUI = GameObject.Find("QuestUI"); questUI = GameObject.Find("QuestUI");
// mapUI.SetActive(false);
managementUI.SetActive(false);
questUI.SetActive(false);
} }
// Update is called once per frame // Update is called once per frame
void Update() 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 ...@@ -38,4 +56,11 @@ public class UIManager : MonoBehaviour
if (go != mapUI) mapUI.SetActive(true); if (go != mapUI) mapUI.SetActive(true);
} }
} }
public void onClickMove() {
}
} }
\ No newline at end of file
...@@ -9,7 +9,250 @@ public class Unit : MonoBehaviour { ...@@ -9,7 +9,250 @@ public class Unit : MonoBehaviour {
// 현재 Unit의 위치의 point class // 현재 Unit의 위치의 point class
public CivModel.Terrain.Point point; 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 // Use this for initialization
void Start() { 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();
// }
// }
//}
} }
...@@ -583,7 +583,8 @@ PlayerSettings: ...@@ -583,7 +583,8 @@ PlayerSettings:
allowUnsafeCode: 0 allowUnsafeCode: 0
additionalIl2CppArgs: additionalIl2CppArgs:
scriptingRuntimeVersion: 1 scriptingRuntimeVersion: 1
apiCompatibilityLevelPerPlatform: {} apiCompatibilityLevelPerPlatform:
Standalone: 1
m_RenderingPath: 1 m_RenderingPath: 1
m_MobileRenderingPath: 1 m_MobileRenderingPath: 1
metroPackageName: Template_3D metroPackageName: Template_3D
......
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