Commit 5cfb2ee7 authored by 17주승원's avatar 17주승원

2018-08-21 Commit

parent b4a9ccfd
File mode changed from 100755 to 100644
File mode changed from 100755 to 100644
File mode changed from 100755 to 100644
File mode changed from 100755 to 100644
File mode changed from 100755 to 100644
File mode changed from 100755 to 100644
File mode changed from 100755 to 100644
File mode changed from 100755 to 100644
File mode changed from 100755 to 100644
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} }
} }
} }
foreach (GameObject unit in unitToDelete)
{
Debug.Log("unit to delete :" + unit.ToString());
}
foreach(GameObject unit in unitToDelete) { foreach(GameObject unit in unitToDelete) {
int unitOwnerNumber = unit.GetComponent<Unit>().unitOwnerNumber;
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if (unitModel.Owner == _game.PlayerInTurn)
{ {
AlarmManager.Instance.AddAlarm( CivModel.Unit unitModel = unit.GetComponent<Unit>().unitModel;
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unit.GetComponent<Unit>().SetPoints(pt, pos);
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} }
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CheckCompletedQuest(); CheckCompletedQuest();
// Update Unit Info // Update Unit Info
UIManager.Instance.UpdateUnitInfo(); UIManager.Instance.UpdateUnitInfo();
// Update Quest Queue
UIController.GetUIController().MakeQuestQueue();
} }
bool IsSpyNear(CivModel.Position pt) { bool IsSpyNear(CivModel.Position pt) {
...@@ -501,10 +501,12 @@ public class GameManager : MonoBehaviour { ...@@ -501,10 +501,12 @@ public class GameManager : MonoBehaviour {
unit.name = String.Format("Unit({0},{1})", plyrIdx, untIdx); unit.name = String.Format("Unit({0},{1})", plyrIdx, untIdx);
additional_unit.name = String.Format("AdditionalUnit({0},{1})", plyrIdx, untIdx); additional_unit.name = String.Format("AdditionalUnit({0},{1})", plyrIdx, untIdx);
unit.GetComponent<Unit>().SetPoints(pt, pos);
additional_unit.GetComponent<Unit>().SetPoints(pt, ad_pos);
unit.GetComponent<Unit>().unitModel = unt; unit.GetComponent<Unit>().unitModel = unt;
additional_unit.GetComponent<Unit>().unitModel = unt; additional_unit.GetComponent<Unit>().unitModel = unt;
unit.GetComponent<Unit>().SetPoints(pt, pos);
additional_unit.GetComponent<Unit>().SetPoints(pt, ad_pos);
unit.GetComponent<Unit>().unitOwnerNumber = unt.Owner.PlayerNumber;
additional_unit.GetComponent<Unit>().unitOwnerNumber = unt.Owner.PlayerNumber;
_units.Add(unit); _units.Add(unit);
_additional_units.Add(additional_unit); _additional_units.Add(additional_unit);
} }
...@@ -763,7 +765,7 @@ public class GameManager : MonoBehaviour { ...@@ -763,7 +765,7 @@ public class GameManager : MonoBehaviour {
} }
} }
GameUI.CheckEnd(); GameUI.Instance.CheckEnd();
} }
// Check if there exist production that have finished. // Check if there exist production that have finished.
......
...@@ -58,19 +58,7 @@ public class AlarmManager : MonoBehaviour ...@@ -58,19 +58,7 @@ public class AlarmManager : MonoBehaviour
// Add new AlarmModel in Alarm Queue. // Add new AlarmModel in Alarm Queue.
public void AddAlarm(Sprite alarmImage, String alarmText, Action action, int leftTurn) public void AddAlarm(Sprite alarmImage, String alarmText, Action action, int leftTurn)
{ {
GameObject alarm = (GameObject)Instantiate(alarmContent); AddAlarm(alarmImage, alarmText, action, leftTurn, false);
alarm.AddComponent<AlarmModel>();
alarm.GetComponent<AlarmModel>().SetProperties(alarmImage, alarmText, action, leftTurn);
if (alarm.GetComponent<AlarmModel>().leftTurn == 0)
{
ShowAlarm(alarm);
}
else
{
alarmQueue.Add(alarm);
}
} }
// Add new AlarmModel in Alarm Queue. // Add new AlarmModel in Alarm Queue.
......
...@@ -9,16 +9,30 @@ using UnityEngine.SceneManagement; ...@@ -9,16 +9,30 @@ using UnityEngine.SceneManagement;
public class GameUI : MonoBehaviour { public class GameUI : MonoBehaviour {
public static GameUI Instance = null;
public GameObject mapUI; public GameObject mapUI;
public GameObject EndTurn; public GameObject EndTurn;
public Text goldText, populationText, happinessText, researchText, laborText; public Text goldText, populationText, happinessText, researchText, laborText;
public GameObject endingScene;
private UIController uicontroller; private UIController uicontroller;
private ManagementController managementcontroller; private ManagementController managementcontroller;
private SpecialResourceView specialResourceView; private SpecialResourceView specialResourceView;
void Awake()
{
if (Instance == null)
Instance = this;
else if (Instance != this)
Destroy(gameObject);
DontDestroyOnLoad(gameObject);
}
// Use this for initialization // Use this for initialization
void Start () { void Start () {
endingScene.SetActive(false);
//mapUI = GameObject.Find("MapUI"); //mapUI = GameObject.Find("MapUI");
uicontroller = UIController.GetUIController(); uicontroller = UIController.GetUIController();
managementcontroller = ManagementController.GetManagementController(); managementcontroller = ManagementController.GetManagementController();
...@@ -88,20 +102,38 @@ public class GameUI : MonoBehaviour { ...@@ -88,20 +102,38 @@ public class GameUI : MonoBehaviour {
specialResourceView.begin(); specialResourceView.begin();
} }
public static void CheckEnd() public void CheckEnd()
{ {
if(GameManager.Instance.Game.PlayerInTurn.IsVictoried) if(GameManager.Instance.Game.PlayerInTurn.IsVictoried)
{ {
SceneManager.LoadScene("Ending"); if (GameManager.Instance.Game.PlayerInTurn == GameManager.Instance.Game.Players[0])
{
endingScene.GetComponentInChildren<Image>().sprite = Resources.Load<Sprite>("Endings/Hwan_ending");
}
else
{
endingScene.GetComponentInChildren<Image>().sprite = Resources.Load<Sprite>("Endings/Finno_ending");
}
endingScene.SetActive(true);
} }
else if (GameManager.Instance.Game.PlayerInTurn.IsDefeated) else if (GameManager.Instance.Game.PlayerInTurn.IsDefeated)
{ {
SceneManager.LoadScene("Ending"); if (GameManager.Instance.Game.PlayerInTurn == GameManager.Instance.Game.Players[0])
{
endingScene.GetComponentInChildren<Image>().sprite = Resources.Load<Sprite>("Endings/Finno_ending");
}
else
{
endingScene.GetComponentInChildren<Image>().sprite = Resources.Load<Sprite>("Endings/Hwan_ending");
}
endingScene.SetActive(true);
} }
else if (GameManager.Instance.Game.PlayerInTurn.IsDrawed) else if (GameManager.Instance.Game.PlayerInTurn.IsDrawed)
{ {
SceneManager.LoadScene("Ending"); endingScene.GetComponentInChildren<Image>().sprite = Resources.Load<Sprite>("Endings/Draw_ending");
endingScene.SetActive(true);
} }
} }
public void onClickNextTurn() public void onClickNextTurn()
...@@ -131,6 +163,7 @@ public class GameUI : MonoBehaviour { ...@@ -131,6 +163,7 @@ public class GameUI : MonoBehaviour {
GameManager.Instance.Game.StartTurn(); GameManager.Instance.Game.StartTurn();
} }
} }
AlarmManager.Instance.updateAlarmQueue();
GameManager.Instance.UpdateMap(); GameManager.Instance.UpdateMap();
GameManager.Instance.UpdateUnit(); GameManager.Instance.UpdateUnit();
...@@ -138,7 +171,6 @@ public class GameUI : MonoBehaviour { ...@@ -138,7 +171,6 @@ public class GameUI : MonoBehaviour {
//UIManager.Instance.UpdateUnitInfo(); Done in UpdateUnit //UIManager.Instance.UpdateUnitInfo(); Done in UpdateUnit
UIManager.Instance.ButtonInteractChange(); UIManager.Instance.ButtonInteractChange();
AlarmManager.Instance.updateAlarmQueue();
GameManager.Instance.CheckCompletedProduction(); GameManager.Instance.CheckCompletedProduction();
managementcontroller.MakeProductionQ(); managementcontroller.MakeProductionQ();
......
...@@ -18,6 +18,9 @@ public class UIManager : MonoBehaviour ...@@ -18,6 +18,9 @@ public class UIManager : MonoBehaviour
public GameObject selectedActor; public GameObject selectedActor;
public GameObject SpecialSpec; public GameObject SpecialSpec;
public GameObject spyPanel;
public GameObject spyContent;
public GameObject UnitSelTab; public GameObject UnitSelTab;
public GameObject BuildingSelTab; public GameObject BuildingSelTab;
public GameObject EpicTab, HighTab, IntermediateTab, LowTab; // Unit production public GameObject EpicTab, HighTab, IntermediateTab, LowTab; // Unit production
...@@ -79,6 +82,7 @@ public class UIManager : MonoBehaviour ...@@ -79,6 +82,7 @@ public class UIManager : MonoBehaviour
cityBuildingInfo.SetActive(false); cityBuildingInfo.SetActive(false);
mapUI.transform.GetChild(1).gameObject.SetActive(false); mapUI.transform.GetChild(1).gameObject.SetActive(false);
QuestComplete.SetActive(false); QuestComplete.SetActive(false);
spyPanel.SetActive(false);
} }
...@@ -510,4 +514,10 @@ public class UIManager : MonoBehaviour ...@@ -510,4 +514,10 @@ public class UIManager : MonoBehaviour
QuestComplete.SetActive(false); QuestComplete.SetActive(false);
} }
public void OnClickBack()
{
spyPanel.SetActive(false);
}
} }
\ No newline at end of file
...@@ -3,6 +3,7 @@ using System.Collections.Generic; ...@@ -3,6 +3,7 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using CivModel; using CivModel;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using UnityEngine.UI;
public class Unit : MonoBehaviour public class Unit : MonoBehaviour
{ {
...@@ -18,6 +19,8 @@ public class Unit : MonoBehaviour ...@@ -18,6 +19,8 @@ public class Unit : MonoBehaviour
// Associated With the Model, But as it's a pointer, Access is Required. // Associated With the Model, But as it's a pointer, Access is Required.
public CivModel.Unit unitModel; public CivModel.Unit unitModel;
public int unitOwnerNumber;
// Unit States. Move, Attack and Skill // Unit States. Move, Attack and Skill
private bool _inMoveState = false; private bool _inMoveState = false;
public bool MoveState { get { return _inMoveState; } } public bool MoveState { get { return _inMoveState; } }
...@@ -40,6 +43,7 @@ public class Unit : MonoBehaviour ...@@ -40,6 +43,7 @@ public class Unit : MonoBehaviour
this.point = p1; this.point = p1;
this.unityPoint = GameManager.ModelPntToUnityPnt(p1, 0); this.unityPoint = GameManager.ModelPntToUnityPnt(p1, 0);
this.transform.position = this.unityPoint; this.transform.position = this.unityPoint;
this.unitOwnerNumber = this.unitModel.Owner.PlayerNumber;
// SetMaterial(); // SetMaterial();
} }
// Change Unit position to given CivModel.Terrain.Point value // Change Unit position to given CivModel.Terrain.Point value
...@@ -322,6 +326,9 @@ public class Unit : MonoBehaviour ...@@ -322,6 +326,9 @@ public class Unit : MonoBehaviour
if (unitModel is CivModel.Hwan.Spy || unitModel is CivModel.Finno.Spy) if (unitModel is CivModel.Hwan.Spy || unitModel is CivModel.Finno.Spy)
{ {
CivModel.Player SpiedPlayer = unitModel.PlacedPoint.Value.TileOwner; CivModel.Player SpiedPlayer = unitModel.PlacedPoint.Value.TileOwner;
// 플레이어 이름
string playerName = SpiedPlayer.PlayerName;
// 금 정보 // 금 정보
double gold = SpiedPlayer.Gold; double gold = SpiedPlayer.Gold;
double goldTurn = SpiedPlayer.GoldIncome; double goldTurn = SpiedPlayer.GoldIncome;
...@@ -336,14 +343,21 @@ public class Unit : MonoBehaviour ...@@ -336,14 +343,21 @@ public class Unit : MonoBehaviour
// 노동력 정보 // 노동력 정보
double labor = SpiedPlayer.Labor; double labor = SpiedPlayer.Labor;
string text = "금: " + gold + "\n(턴당 " + goldTurn + ")\n" + "인구: " + population + "\n" + "행복: " + happiness + "\n(턴당 " + happinessTurn + ")\n" + "기술력: " + research + "\n(턴당 " + researchTurn + ")\n" + "노동력: " + labor; string text = "적국 이름: " + playerName + "\n\n금: " + gold + " (턴당 " + goldTurn + ")\n\n" + "인구: " + population + "\n\n" + "행복: " + happiness + " (턴당 " + happinessTurn + ")\n\n" + "기술력: " + research + "(턴당 " + researchTurn + ")\n\n" + "노동력: " + labor;
UIManager.Instance.spyPanel.SetActive(true);
UIManager.Instance.spyContent.GetComponent<Text>().text = text;
} }
// 공통적인 부분 // 공통적인 부분
GameManager.Instance.selectedActor.SpecialActs[_currentSkill].Act(null); GameManager.Instance.selectedActor.SpecialActs[_currentSkill].Act(null);
GameManager.Instance.UpdateUnit(); GameManager.Instance.UpdateUnit();
// UIManager.Instance.UpdateUnitInfo(); Done in UpdateUnit // UIManager.Instance.UpdateUnitInfo(); Done in UpdateUnit
} }
else
{
Debug.Log("아직 사용할 수 없습니다");
AlarmManager.Instance.AddAlarm(UIManager.Instance.UnitPortrait.sprite, "스킬을 사용할 수 없습니다", () => GameManager.Focus(point), 0);
}
_inSkillState = false; _inSkillState = false;
return; return;
} }
...@@ -401,7 +415,7 @@ public class Unit : MonoBehaviour ...@@ -401,7 +415,7 @@ public class Unit : MonoBehaviour
unitToSkill.SpecialActs[_currentSkill].Act(destPoint); unitToSkill.SpecialActs[_currentSkill].Act(destPoint);
} }
catch (System.Exception e) { } catch (System.Exception e) { Debug.Log(e); }
finally finally
{ {
SkillStateExit(); SkillStateExit();
......
...@@ -37,6 +37,7 @@ GraphicsSettings: ...@@ -37,6 +37,7 @@ GraphicsSettings:
- {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 16000, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 16000, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 16001, guid: 0000000000000000f000000000000000, type: 0}
m_PreloadedShaders: [] m_PreloadedShaders: []
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
type: 0} type: 0}
......
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