Commit 66ffeb73 authored by 15조준엽's avatar 15조준엽

새롭게 탄생한 민족의 혼

parent 88ea433b
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...@@ -612,13 +612,26 @@ ...@@ -612,13 +612,26 @@
<seealso cref="T:CivModel.Game"/> <seealso cref="T:CivModel.Game"/>
<seealso cref="T:CivModel.Actor"/> <seealso cref="T:CivModel.Actor"/>
</member> </member>
<member name="M:CivModel.IBattleObserver.OnBattle(CivModel.Actor,CivModel.Actor,CivModel.BattleResult)"> <member name="M:CivModel.IBattleObserver.OnBeforeBattle(CivModel.Actor,CivModel.Actor)">
<summary>
Called before battle.
</summary>
<param name="attacker">The attacker.</param>
<param name="defender">The defender.</param>
</member>
<member name="M:CivModel.IBattleObserver.OnAfterBattle(CivModel.Actor,CivModel.Actor,CivModel.Player,CivModel.Player,CivModel.BattleResult)">
<summary> <summary>
Called after battle. Called after battle.
</summary> </summary>
<param name="attacker">The attacker.</param> <param name="attacker">The attacker.</param>
<param name="defender">The defender.</param> <param name="defender">The defender.</param>
<param name="atkOwner">The owner of <paramref name="attacker"/>.</param>
<param name="defOwner">The owner of <paramref name="defender"/>.</param>
<param name="result">The result of battle.</param> <param name="result">The result of battle.</param>
<remarks>
If an <see cref="T:CivModel.Actor"/> engaged in battle die, its <see cref="P:CivModel.Actor.Owner"/> becomes <c>null</c>.
In this case, <paramref name="atkOwner"/> and <paramref name="defOwner"/> parameters can be used to get their previous value.
</remarks>
</member> </member>
<member name="T:CivModel.IGameSchemeFactory"> <member name="T:CivModel.IGameSchemeFactory">
<summary> <summary>
......
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<?xml version="1.0"?>
<doc>
<assembly>
<name>CivPresenter</name>
</assembly>
<members>
<member name="T:CivPresenter.Direction">
<summary>
Represents a direction.
</summary>
</member>
<member name="F:CivPresenter.Direction.Up">
<summary>
Up direction
</summary>
</member>
<member name="F:CivPresenter.Direction.Down">
<summary>
Down direction
</summary>
</member>
<member name="F:CivPresenter.Direction.Left">
<summary>
Left direction
</summary>
</member>
<member name="F:CivPresenter.Direction.Right">
<summary>
Right direction
</summary>
</member>
<member name="T:CivPresenter.IView">
<summary>
The interface represents a View.
</summary>
</member>
<member name="M:CivPresenter.IView.Refocus">
<summary>
Called when view should refocus on <see cref="P:CivPresenter.Presenter.FocusedPoint"/>
</summary>
</member>
<member name="M:CivPresenter.IView.Shutdown">
<summary>
Called when the game should be shutdown.
</summary>
</member>
<member name="M:CivPresenter.IView.Invoke(System.Action)">
<summary>
Invokes the specified action in the UI thread. This method must be thread-safe.
</summary>
<param name="action">The action.</param>
</member>
<member name="T:CivPresenter.NamespaceDoc">
<summary>
The <see cref="N:CivPresenter"/> namespace of CivPresenter.dll module
provides <see cref="T:CivPresenter.Presenter"/> class and other utils for it.
</summary>
</member>
<member name="T:CivPresenter.Presenter">
<summary>
Represents a presenter.
</summary>
<remarks>
The presenter works like a Finite State Machine.
<see cref="P:CivPresenter.Presenter.State"/> is changed by Command~~~ operations.
</remarks>
</member>
<member name="P:CivPresenter.Presenter.View">
<summary>
The <see cref="T:CivPresenter.IView"/> object
</summary>
</member>
<member name="P:CivPresenter.Presenter.Game">
<summary>
The <see cref="P:CivPresenter.Presenter.Game"/> object
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedActor">
<summary>
The selected <see cref="T:CivModel.Actor"/>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.FocusedPoint">
<summary>
The focused <see cref="T:CivModel.Terrain.Point"/>.
This point can be changed by [arrow key] command, or View's calling setter.
</summary>
</member>
<member name="P:CivPresenter.Presenter.IsThereTodos">
<summary>
Whether there is something to do in this turn.
If this value is <c>false</c>, user can go to the next turn
</summary>
</member>
<member name="P:CivPresenter.Presenter.RunningAction">
<summary>
The <see cref="T:CivModel.IReadOnlyActorAction"/> object used now.
<c>null</c> if no action is being done.
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedInvestment">
<summary>
Index of the selected investment.
If <see cref="P:CivPresenter.Presenter.SelectedProduction"/> is not <c>-1</c>, this value is <c>-1</c>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductUI"/></c>.
See remarks section for information about the value.
</summary>
<remarks>
<list type="bullet">
<item><c>0</c> if <see cref="P:CivModel.Player.TaxRate"/> is selected.</item>
<item><c>1</c> if <see cref="P:CivModel.Player.EconomicInvestmentRatio"/> is selected.</item>
<item><c>2</c> if <see cref="P:CivModel.Player.ResearchInvestmentRatio"/> is selected.</item>
<item><c>3</c> if <see cref="P:CivModel.Player.RepairInvestmentRatio"/> is selected.</item>
<item><c>-1</c> if there is no selected deploy.</item>
</list>
</remarks>
</member>
<member name="P:CivPresenter.Presenter.SelectedDeploy">
<summary>
Index of the selected deploy to <see cref="P:CivModel.Player.Deployment"/> list.
<c>-1</c> if there is no selected deploy.
If <see cref="P:CivPresenter.Presenter.SelectedProduction"/> or <see cref="P:CivPresenter.Presenter.SelectedInvestment"/> is not <c>-1</c>, this value is <c>-1</c>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductUI"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedProduction">
<summary>
Index of the selected production to <see cref="P:CivModel.Player.Production"/> list.
<c>-1</c> if there is no selected production.
If <see cref="P:CivPresenter.Presenter.SelectedDeploy"/> or <see cref="P:CivPresenter.Presenter.SelectedInvestment"/> is not <c>-1</c>, this value is <c>-1</c>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductUI"/> || <see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductAdd"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.IsProductManipulating">
<summary>
Whether user is manipulating a production.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductUI"/></c>
</summary>
</member>
<member name="P:CivPresenter.Presenter.AvailableProduction">
<summary>
The list of the available production, retrieved by <see cref="P:CivModel.Player.AvailableProduction"/>
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductAdd"/></c>
</summary>
</member>
<member name="P:CivPresenter.Presenter.DeployProduction">
<summary>
The production to deploy.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.Deploy"/></c>
</summary>
</member>
<member name="P:CivPresenter.Presenter.State">
<summary>
The state of <see cref="T:CivPresenter.Presenter"/>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.StateParam">
<summary>
The parameter of this <see cref="P:CivPresenter.Presenter.State"/>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.SpecialAct"/></c>,
and the value is the number of a special action.
</summary>
</member>
<member name="P:CivPresenter.Presenter.AcceptedQuests">
<summary>
The list of <see cref="T:CivModel.Quest"/> of <see cref="P:CivModel.Game.PlayerInTurn"/> whose status is <see cref="F:CivModel.QuestStatus.Accepted"/>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.Quest"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.DeployedQuests">
<summary>
The list of <see cref="T:CivModel.Quest"/> of <see cref="P:CivModel.Game.PlayerInTurn"/> whose status is <see cref="F:CivModel.QuestStatus.Deployed"/>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.Quest"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.CompletedQuests">
<summary>
The list of <see cref="T:CivModel.Quest"/> of <see cref="P:CivModel.Game.PlayerInTurn"/> whose status is <see cref="F:CivModel.QuestStatus.Completed"/>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.Quest"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.DisabledQuests">
<summary>
The list of <see cref="T:CivModel.Quest"/> of <see cref="P:CivModel.Game.PlayerInTurn"/> whose status is <see cref="F:CivModel.QuestStatus.Disabled"/>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.Quest"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedQuest">
<summary>
Index of the selected quest to <see cref="P:CivModel.Player.Quests"/> list.
<c>-1</c> if there is no selected quest.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.Quest"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedCity">
<summary>
The selected city.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.CityView"/></c>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.SaveFile">
<summary>
The path of the save file.
</summary>
</member>
<member name="M:CivPresenter.Presenter.#ctor(CivPresenter.IView)">
<summary>
Initializes a new instance of the <see cref="T:CivPresenter.Presenter"/> class, by creating a new game with testing-purpose parameters.
</summary>
<param name="view">The <see cref="T:CivPresenter.IView"/> object.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="view"/> is <c>null</c></exception>
<remarks>
This constructor calls <see cref="M:CivPresenter.Presenter.#ctor(CivPresenter.IView,System.Int32,System.Int32,System.Int32)"/> constructor with preset testing-purpsoe parameters.
</remarks>
<seealso cref="M:CivPresenter.Presenter.#ctor(CivPresenter.IView,System.Int32,System.Int32,System.Int32)"/>
</member>
<member name="M:CivPresenter.Presenter.#ctor(CivPresenter.IView,System.Int32,System.Int32,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:CivPresenter.Presenter"/> class, by creating a new game.
</summary>
<param name="view">The <see cref="T:CivPresenter.IView"/> object.</param>
<param name="terrainWidth"><see cref="P:CivModel.Terrain.Width"/> of the new game. If this value is <c>-1</c>, uses default value.</param>
<param name="terrainHeight"><see cref="P:CivModel.Terrain.Height"/> of the new game. If this value is <c>-1</c>, uses default value.</param>
<param name="numOfPlayer">The number of players of the new game. If this value is <c>-1</c>, uses default value.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="view"/> is <c>null</c></exception>
</member>
<member name="M:CivPresenter.Presenter.#ctor(CivPresenter.IView,System.String)">
<summary>
Initializes a new instance of the <see cref="T:CivPresenter.Presenter"/> class, by loading a existing save file.
</summary>
<param name="view">The <see cref="T:CivPresenter.IView"/> object.</param>
<param name="saveFile">The path of the save file to load. If <c>null</c>, create a new game.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="view"/> is <c>null</c></exception>
<remarks>
This constructor calls <see cref="M:CivModel.Game.#ctor(System.String,System.Collections.Generic.IEnumerable{CivModel.IGameSchemeFactory})"/> constructor.
See the <strong>exceptions</strong> and <strong>remarks</strong> parts of
the documentation of <see cref="M:CivModel.Game.#ctor(System.String,System.Collections.Generic.IEnumerable{CivModel.IGameSchemeFactory})"/> constructor.
</remarks>
<seealso cref="M:CivModel.Game.#ctor(System.String,System.Collections.Generic.IEnumerable{CivModel.IGameSchemeFactory})"/>
</member>
<member name="M:CivPresenter.Presenter.CommandApply">
<summary>
Gives the command [apply].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandCancel">
<summary>
Gives the command [cancel].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandArrowKey(CivPresenter.Direction)">
<summary>
Gives the command [arrow key].
</summary>
<param name="direction">The direction.</param>
</member>
<member name="M:CivPresenter.Presenter.CommandNumeric(System.Int32)">
<summary>
Gives the command [numeric].
This method may introduce <see cref="F:CivPresenter.Presenter.States.SpecialAct"/> state
if called when <see cref="F:CivPresenter.Presenter.States.Normal"/> state.
</summary>
<param name="index">The index.</param>
</member>
<member name="M:CivPresenter.Presenter.CommandRemove">
<summary>
Gives the command [remove].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandSkip">
<summary>
Gives the command [skip].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandSleep">
<summary>
Gives the command [sleep].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandRefocus">
<summary>
Gives the command [refocus].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandSelect">
<summary>
Gives the command [select].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandSave">
<summary>
Gives the command [save].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandMove">
<summary>
Gives the command [move].
This method may introduce <see cref="F:CivPresenter.Presenter.States.Move"/> state.
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandMovingAttack">
<summary>
Gives the command [moving attack].
This method may introduce <see cref="F:CivPresenter.Presenter.States.MovingAttack"/> state.
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandHoldingAttack">
<summary>
Gives the command [holding attack].
This method may introduce <see cref="F:CivPresenter.Presenter.States.HoldingAttack"/> state.
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandProductUI">
<summary>
Gives the command [product UI].
This method may introduce <see cref="F:CivPresenter.Presenter.States.ProductUI"/> state.
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandQuest">
<summary>
Gives the command [quest].
This method may introduce <see cref="F:CivPresenter.Presenter.States.Quest"/> state.
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandCityView">
<summary>
Gives the command [city view].
This method may introduce <see cref="F:CivPresenter.Presenter.States.CityView"/> state.
</summary>
</member>
<member name="T:CivPresenter.Presenter.States">
<summary>
Indicates the state of <see cref="T:CivPresenter.Presenter"/>.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.Normal">
<summary>
State [normal]. This is a default state.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.Move">
<summary>
State [move]. This state indicates user is giving a move action command.
<see cref="M:CivPresenter.Presenter.CommandMove"/> method may introduce this state.
In this state, <see cref="P:CivPresenter.Presenter.RunningAction"/> is set to an action of move.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.MovingAttack">
<summary>
State [moving attack]. This state indicates user is giving a moving attack action command.
<see cref="M:CivPresenter.Presenter.CommandMovingAttack"/> method may introduce this state.
In this state, <see cref="P:CivPresenter.Presenter.RunningAction"/> is set to an action of moving attack.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.HoldingAttack">
<summary>
State [holding attack]. This state indicates user is giving a holding attack action command.
<see cref="M:CivPresenter.Presenter.CommandHoldingAttack"/> method may introduce this state.
In this state, <see cref="P:CivPresenter.Presenter.RunningAction"/> is set to an action of holding attack.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.SpecialAct">
<summary>
State [special act]. This state indicates user is giving a special action command.
<see cref="M:CivPresenter.Presenter.CommandNumeric(System.Int32)"/> method may introduce this state.
In this state, <see cref="P:CivPresenter.Presenter.RunningAction"/> is set to an action of special act,
and <see cref="P:CivPresenter.Presenter.StateParam"/> indicates the index of special act.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.ProductUI">
<summary>
State [product UI]. This state indicates user is viewing a production UI.
<see cref="M:CivPresenter.Presenter.CommandProductUI"/> method may introduce this state.
In this state, <see cref="P:CivPresenter.Presenter.SelectedDeploy"/> and <see cref="P:CivPresenter.Presenter.SelectedProduction"/> indicate user's selection.
If user is manipulating a selected production, <see cref="P:CivPresenter.Presenter.IsProductManipulating"/> is set.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.ProductAdd">
<summary>
State [product Add]. This state indicates user is viewing a production addition UI.
This state may be introduced by <see cref="F:CivPresenter.Presenter.States.ProductUI"/> state.
In this state, <see cref="P:CivPresenter.Presenter.SelectedProduction"/> indicates user's selection,
and <see cref="P:CivPresenter.Presenter.AvailableProduction"/> indicates the list of available productions to add.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.Deploy">
<summary>
State [deploy]. This state indicates user is giving a deployment command.
This state may be introduced by <see cref="F:CivPresenter.Presenter.States.ProductUI"/> state.
In this state, <see cref="P:CivPresenter.Presenter.DeployProduction"/> indicates the production to deploy.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.Quest">
<summary>
State [quest]. This state indicates user is viewing the list of quests.
<see cref="M:CivPresenter.Presenter.CommandQuest"/> method may introduce this state.
In this state, asdf indicates asdf.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.Victory">
<summary>
State [victory]. This state indicates user is viewing a <strong>victory</strong> screen.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.Defeated">
<summary>
State [defeated]. This state indicates user is viewing a <strong>defeated</strong> screen.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.AIControl">
<summary>
State [AI control]. This state indicates AI player is doing his job now.
</summary>
</member>
<member name="F:CivPresenter.Presenter.States.CityView">
<summary>
State [city view]. This state indicates player is viewint the city.
</summary>
</member>
</members>
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HexTile : MonoBehaviour
{
public CivModel.Terrain.Point point;
void Start ()
{
}
void Update()
{
}
public void ChangeTile()
{
if (terrains == null)
{
}
else
{
foreach (Transform child in terrains)
{
child.gameObject.SetActive(false);
}
}
if (point.TileBuilding is CivModel.CityBase)
{
terrains.GetChild(0).gameObject.SetActive(true);
}
else
{
terrains.GetChild((int)point.Type).gameObject.SetActive(true);
}
}
public void BuildDistrict(CivModel.TileBuilding building)
{
buildings.GetChild(2).gameObject.SetActive(false);
for (int i = 0; i < 2; i++)
{
foreach (Transform child in buildings.GetChild(i))
{
child.gameObject.SetActive(false);
}
}
if (building != null)
{
TileBuildingObject(building);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AudioController : MonoBehaviour {
public AudioSource Hwan;
public AudioSource Suomen;
public AudioSource Fortuna;
// Use this for initialization
void Start () {
if (GameInfo.UserPlayer == CivModel.Hwan.HwanPlayerConstant.HwanPlayer)
Hwan.mute = false;
else if (GameInfo.UserPlayer == CivModel.Finno.FinnoPlayerConstant.FinnoPlayer)
Suomen.mute = false;
else Fortuna.mute = false;
}
// Update is called once per frame
void Update () {
}
}
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public enum Buildings
{
CityCenter,
Octagon,
Mine,
Fort,
Factory
}
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public static class GameInfo
{
public static int numOfPlayer = 2;
public static int mapWidth = 128;
public static int mapHeight = 80;
public static int UserPlayer = 0;
public static void SetPlayer(int i)
{
UserPlayer = i;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.EventSystems;
using CivModel;
using CivModel.Common;
using System.Threading.Tasks;
public class GameManager : MonoBehaviour
{
private static GameManager _manager = null;
public static GameManager I { get { return _manager; } }
// Main Camera for Focus()
[SerializeField]
Camera mainCamera;
// For camera controll
[SerializeField]
float cameraMoveSpeed;
[SerializeField]
float cameraZoomSpeed;
[SerializeField]
float cameraZoomAmount;
[SerializeField]
float cameraZoomLimit;
// For drawing hex tile
public float outerRadius = 1f; // Outer&inner radius of hex tile.
public float innerRadius; // These variables can be deleted if there are no use.
// Hex tile cells
[SerializeField]
GameObject cellPrefab;
private GameObject[,] _cells;
public GameObject[,] Cells { get { return _cells; } }
// Current game
private CivModel.Game _game;
public CivModel.Game Game { get { return _game; } }
// Selected actor
private CivModel.Unit _selectedActor = null;
public CivModel.Unit SelectedActor { get { return _selectedActor; } }
public IQuestObserver QuestObserver;
// Variables from Presenter.cs
public bool isThereTodos;
private CivModel.Unit[] _standbyUnits;
private int _standbyUnitIndex = -1;
public Material[] materials;
// Use this for initialization
void Awake()
{
// Singleton
if (_manager != null)
{
Destroy(gameObject);
return;
}
else
{
_manager = this;
}
// 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()}*/);
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();
}
void Start()
{
// Instantiate game
// Map tiling
innerRadius = outerRadius * Mathf.Sqrt(3.0f) / 2;
ObserverSet();
DrawMap();
foreach(Player plyr in _game.Players)
{
plyr.IsAIControlled = true;
}
_game.Players[GameInfo.UserPlayer].IsAIControlled = false;
ProceedTurn();
}
// Update is called once per frame
void Update()
{
Render(_game.Terrain);
//Debug.Log("Gold:" + _game.PlayerInTurn.Gold + "(+" + _game.PlayerInTurn.GoldIncome +")");
//Debug.Log("Pop:" + _game.PlayerInTurn.Population);
//Debug.Log("Happ:" + _game.PlayerInTurn.Happiness);
//Debug.Log("Prod:" + _game.PlayerInTurn.Labor);
//Debug.Log("Tech:" + _game.PlayerInTurn.Research);
if (CheckVictory())
{
UIManager.I.GameEnd();
}
else
{
if (Input.GetKeyDown(KeyCode.Space))
{
Focus();
}
if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
HexTile tile = hit.collider.gameObject.GetComponent<HexTile>();
if (PseudoFSM.I.MoveState)
{
if (tile.isFlickering)
{
//공격 가능한 놈이 있을 때
if (SelectedActor.MovingAttackAct != null && SelectedActor.MovingAttackAct.IsActable(tile.point))
{
SelectedActor.MovingAttackAct.Act(tile.point);
PseudoFSM.I.NormalStateEnter();
}
else
{
Move(tile.point);
}
}
}
if (PseudoFSM.I.DepState)
{
if (tile.isFlickering)
{
Deploy(tile.point, PseudoFSM.I.Deployment);
}
else
PseudoFSM.I.NormalStateEnter();
}
if (PseudoFSM.I.AttackState)
{
if (tile.isFlickering)
{
if (SelectedActor.HoldingAttackAct != null && SelectedActor.HoldingAttackAct.IsActable(tile.point))
{
SelectedActor.HoldingAttackAct.Act(tile.point);
PseudoFSM.I.NormalStateEnter();
}
else
{
////Debug.Log("잘못된 공격 대상");
PseudoFSM.I.NormalStateEnter();
}
}
else
PseudoFSM.I.NormalStateEnter();
}
Unit unit = tile.point.Unit;
if (unit != null)
{
SelectUnit(unit);
}
}
}
// Camera movement
Vector3 mousePos = Input.mousePosition;
if (mousePos.x < 10)
{
CameraMove(Vector3.left);
}
else if (mousePos.x > Screen.width - 10)
{
CameraMove(Vector3.right);
}
if (mousePos.y < 10)
{
CameraMove(Vector3.back);
}
else if (mousePos.y > Screen.height - 10)
{
CameraMove(Vector3.forward);
}
CameraZoom();
}
}
// Instantiate hex tiles
void DrawMap()
{
_cells = new GameObject[GameInfo.mapWidth, GameInfo.mapHeight];
for (int i = 0; i < GameInfo.mapWidth; i++)
{
for (int j = 0; j < GameInfo.mapHeight; j++)
{
Vector3 pos = new Vector3(2 * i * innerRadius, -0.05f, -j * outerRadius * 1.5f);
if (j % 2 != 0)
{
pos.x -= innerRadius;
}
_cells[i, j] = Instantiate(cellPrefab, pos, Quaternion.identity);
_cells[i, j].name = String.Format("({0},{1})", i, j);
_cells[i, j].GetComponent<HexTile>().point = _game.Terrain.GetPoint(i, j);
}
}
}
void ContinuousMap()
{
/*
float cameraX = mainCamera.transform.position.x;
int times = (int)(cameraX / (GameInfo.mapWidth * 2 * innerRadius));
int from = (int)(cameraX / (2 * innerRadius) - times * GameInfo.mapWidth);
for (int i = GameInfo.mapWidth + from - 30; i < GameInfo.mapWidth + from + 30; i++)
{
for (int j = 0; j < GameInfo.mapHeight; j++)
{
i %= GameInfo.mapWidth;
float x = (times + i) * GameInfo.mapWidth * 2 * innerRadius - innerRadius * ((i + 1) % 2);
Vector3 pos = new Vector3(x, 0, _cells[i, j].transform.position.z);
_cells[i, j].transform.position = pos;
}
}
*/
}
// Read game terrain and update hex tile resource
void Render(CivModel.Terrain 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);
// TODO: Make prefab component
_cells[i, j].GetComponent<HexTile>().ChangeTile();
_cells[i, j].GetComponent<HexTile>().BuildDistrict(point.TileBuilding);
_cells[i, j].GetComponent<HexTile>().DrawUnit(point.Unit);
}
}
}
// Make unit array and iterate while all units consume all AP
// From Presenter.cs
public void SelectNextUnit()
{
int tryNumber = (_standbyUnitIndex == -1) ? 1 : 2;
for (int j = 0; j < tryNumber; ++j)
{
//Debug.Log(_standbyUnitIndex);
if (_standbyUnitIndex == -1)
{
_standbyUnits = _game.PlayerInTurn.Units.ToArray();
}
int idx = _standbyUnitIndex + 1;
//Debug.Log(_standbyUnits.Length);
for (; idx < _standbyUnits.Length; ++idx)
{
var unit = _standbyUnits[idx];
if (unit.RemainAP > 0 && !unit.SkipFlag && unit.PlacedPoint.HasValue)
{
_standbyUnitIndex = idx;
_selectedActor = _standbyUnits[idx];
isThereTodos = true;
//Debug.Log(_selectedActor.PlacedPoint);
Focus();
return;
}
}
_selectedActor = null;
_standbyUnitIndex = -1;
isThereTodos = false;
}
}
void SelectUnit(Unit unit)
{
//Debug.Log(unit.ToString() + " selected");
var units = _game.PlayerInTurn.Units.ToArray();
int idx = Array.IndexOf(units, unit);
if (idx == -1)
return;
_selectedActor = unit;
unit.SkipFlag = false;
_standbyUnits = units;
_standbyUnitIndex = idx;
isThereTodos = true;
Focus();
}
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)
{
if (_game.PlayerInTurn.Cities.FirstOrDefault() is CivModel.CityBase)
{
CityBase city = _game.PlayerInTurn.Cities.FirstOrDefault();
if (city.PlacedPoint is CivModel.Terrain.Point)
Focus(city.PlacedPoint.Value);
}
}
PseudoFSM.I.NormalStateEnter();
UIManager.I.MakeUnitInfo();
break;
}
}
}
// Camera focus
void Focus()
{
Focus(_selectedActor);
}
void Focus(CivModel.Actor actor)
{
if (actor.PlacedPoint == null)
{
return;
}
Focus(actor.PlacedPoint.Value);
}
void Focus(CivModel.Terrain.Point point)
{
GameObject tile = _cells[point.Position.X, point.Position.Y];
Vector3 tilePos = tile.transform.position;
float x = tilePos.x;
float z = tilePos.z - (mainCamera.transform.position.y / Mathf.Tan(40 * Mathf.Deg2Rad));
mainCamera.transform.position = new Vector3(x, mainCamera.transform.position.y, z);
}
// Camera controlls
void CameraMove(Vector3 vec)
{
mainCamera.transform.Translate(vec * cameraMoveSpeed * Time.deltaTime, Space.World);
ContinuousMap();
}
void CameraZoom()
{
Vector2 vec2 = Input.mouseScrollDelta;
Vector3 vec3 = new Vector3(vec2.x, 0, vec2.y);
if (cameraZoomAmount < cameraZoomLimit && vec2.y > 0)
{
mainCamera.transform.Translate(vec3 * cameraZoomSpeed * Time.deltaTime, Space.Self);
cameraZoomAmount += vec2.y * Time.deltaTime;
}
if (cameraZoomAmount > 0 && vec2.y < 0)
{
mainCamera.transform.Translate(vec3 * cameraZoomSpeed * Time.deltaTime, Space.Self);
cameraZoomAmount += vec2.y * Time.deltaTime;
}
}
// Move _selectedActor
void Move(CivModel.Terrain.Point point)
{
_selectedActor.MoveAct.Act(point);
PseudoFSM.I.NormalStateEnter();
UIManager.I.MakeUnitInfo();
}
void Deploy(CivModel.Terrain.Point point, Production dep)
{
dep.Place(point);
Game.PlayerInTurn.Deployment.Remove(dep);
PseudoFSM.I.NormalStateEnter();
UIManager.I.MakeUnitInfo();
}
//승리 확인 함수(From Presenter)
private bool CheckVictory()
{
var survivors = Game.Players.Where(player => !player.IsDefeated);
if (survivors.Count() <= 1)
{
PseudoFSM.I.NormalStateEnter();
return true;
}
return false;
}
private void ObserverSet()
{
QuestObserver = new CivQuestObserver();
_game.QuestObservable.AddObserver(QuestObserver);
}
}
public class CivQuestObserver : IQuestObserver
{
public void QuestAccepted(Quest quest)
{
return;
}
public void QuestCompleted(Quest quest)
{
UIManager.I.ShowQuestEnd(quest);
}
public void QuestGivenup(Quest quest)
{
return;
}
}
public static class ProductionFactoryTraits
{
public static string GetFactoryName(CivModel.IProductionFactory Factory)
{
char[] sep = { '.' };
string name = Factory.ToString().Split(sep)[2];
string result;
switch (name)
{
case "PioneerProductionFactory":
result = "개척자";
break;
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 "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";
break;
case "LaboratoryBuildingProductionFactory":
result = "연구소";
break;
default:
result = "unknown : " + name;
break;
}
return result;
}
public static string GetFacPortName(CivModel.IProductionFactory Factory)
{
char[] sep = { '.' };
string name = Factory.ToString().Split(sep)[2];
string result;
switch (name)
{
case "PioneerProductionFactory":
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":
{
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 "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":
{
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":
{
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;
break;
}
return result;
}
public static string GetName(CivModel.Unit unit)
{
char[] sep = { '.' };
string name = unit.ToString().Split(sep)[2];
string result;
switch (name)
{
case "Pioneer":
result = "개척자";
break;
case "JediKnight":
result = "제다이 기사";
break;
case "CityCenter":
result = "도심부";
break;
case "FakeKnight":
result = "가짜 기사(테스팅)";
break;
case "FactoryBuilding":
result = "공장";
break;
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;
}
return result;
}
}
public static class ParseQuest
{
public static string GetQuestName(Quest qst)
{
string rlatmxmfld;
switch (qst.Name)
{
case "개꿀잼 퀘스트":
rlatmxmfld = "hwan_main2";
break;
case "불가사의 - 오티즘 빔 반사 어레이":
rlatmxmfld = "hwan_main1";
break;
case "첩보 - 크툴루 계획":
rlatmxmfld = "hwan_main2";
break;
case "불가사의- 이집트 캉덤":
rlatmxmfld = "hwan_main3";
break;
case "[전쟁 동맹] - 에뮤 연방":
rlatmxmfld = "finno_main1";
break;
case "[불가사의] - 아틀란티스":
rlatmxmfld = "finno_main2";
break;
case "[불가사의] - R'̧l̨̜y͎͎̜̺̬e͕͇͇͚͓̹h̢̳͎̗͇͇̙":
rlatmxmfld = "finno_main3";
break;
case "군사 동맹 - 궤도 장악권":
rlatmxmfld = "hwan_sub1";
break;
case "건물 기증 - 모아이 포스 필드":
rlatmxmfld = "hwan_sub2";
break;
case "불가사의 - 성간 에너지":
rlatmxmfld = "finno_sub1";
break;
case "불가사의 - 유전 연구학":
rlatmxmfld = "finno_sub2";
break;
default:
rlatmxmfld = "hwan_main1";
break;
}
return rlatmxmfld;
}
}
\ No newline at end of file
fileFormatVersion: 2
guid: 112f8b62e41ed9842a4ad52cdb5b87df
timeCreated: 1518204182
licenseType: Free
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class GameStarter : MonoBehaviour {
public Text txt;
// Use this for initialization
void Start () {
GameInfo.SetPlayer(CivModel.Hwan.HwanPlayerConstant.HwanPlayer);
}
// Update is called once per frame
void Update () {
}
public void StartHwan()
{
GameInfo.SetPlayer(CivModel.Hwan.HwanPlayerConstant.HwanPlayer);
txt.text = "환국으로 게임 시작";
}
public void StartSuomen()
{
GameInfo.SetPlayer(CivModel.Finno.FinnoPlayerConstant.FinnoPlayer);
txt.text = "수오미로 게임 시작";
}
public void StartGame()
{
SceneManager.LoadScene("MainScene");
}
}
fileFormatVersion: 2
guid: e554e0f3784cc724c8d5efb76121799c
timeCreated: 1520039002
licenseType: Free
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executionOrder: 0
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userData:
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assetBundleVariant:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using CivModel;
using CivModel.Common;
using System;
public class HexTile : MonoBehaviour
{
public CivModel.Terrain.Point point;
Transform terrains;
Transform buildings;
Transform units;
public bool isFlickering;
private IEnumerator _coroutine;
// Use this for initialization
void Start()
{
terrains = transform.GetChild(0).transform;
units = transform.GetChild(1).transform;
buildings = transform.GetChild(2).transform;
}
// Update is called once per frame
void Update()
{
}
// Render tile terrain
public void ChangeTile()
{
if(terrains == null)
{
}
else
{
foreach (Transform child in terrains)
{
child.gameObject.SetActive(false);
}
}
if (point.TileBuilding is CivModel.CityBase)
{
terrains.GetChild(0).gameObject.SetActive(true);
}
else
{
terrains.GetChild((int)point.Type).gameObject.SetActive(true);
}
}
public void BuildDistrict(CivModel.TileBuilding building)
{
buildings.GetChild(2).gameObject.SetActive(false);
for (int i = 0; i < 2; i++)
{
foreach (Transform child in buildings.GetChild(i))
{
child.gameObject.SetActive(false);
}
}
if (building != null)
{
TileBuildingObject(building);
}
}
void TileBuildingObject(CivModel.TileBuilding building)
{
Transform side;
if (building is CivModel.CityBase)
{
//Debug.Log(building.Owner.Team);
buildings.GetChild(2).gameObject.SetActive(true);
side = buildings.GetChild((building.Owner.Team + 1) % 2);
side.GetChild(0).gameObject.SetActive(true);
}
else if (building is CivModel.Hwan.HwanEmpireIbiza)
{
side = buildings.GetChild(0);
side.GetChild(1).gameObject.SetActive(true);
}
else if (building is CivModel.Finno.AncientFinnoOctagon)
{
side = buildings.GetChild(1);
side.GetChild(1).gameObject.SetActive(true);
}
else if (building is CivModel.Hwan.HwanEmpireLatifundium)
{
side = buildings.GetChild(0);
side.GetChild(2).gameObject.SetActive(true);
}
else if (building is CivModel.Finno.AncientFinnoGermaniumMine)
{
side = buildings.GetChild(1);
side.GetChild(2).gameObject.SetActive(true);
}
else if (building is CivModel.Hwan.HwanEmpireFIRFortress)
{
side = buildings.GetChild(0);
side.GetChild(3).gameObject.SetActive(true);
}
else if (building is CivModel.Finno.AncientFinnoFIRFortress)
{
side = buildings.GetChild(1);
side.GetChild(3).gameObject.SetActive(true);
}
else if (building is CivModel.Hwan.HwanEmpireKimchiFactory)
{
side = buildings.GetChild(0);
side.GetChild(4).gameObject.SetActive(true);
}
else if (building is CivModel.Finno.AncientFinnoFineDustFactory)
{
side = buildings.GetChild(1);
side.GetChild(4).gameObject.SetActive(true);
}
}
// This method should be changed when unit type increses
public void DrawUnit(CivModel.Unit unit)
{
if (unit == null)
{
units.gameObject.SetActive(false);
return;
}
units.gameObject.SetActive(true);
foreach (Material m in GameManager.I.materials)
{
if (m == GameManager.I.materials[(int)UnitToEnum(unit)])
{
units.GetComponent<Renderer>().material = m;
}
}
}
Units UnitToEnum(CivModel.Unit unit)
{
if (unit is CivModel.Hwan.Pioneer)
{
return Units.HwanPioneer;
}
else if (unit is CivModel.Hwan.BrainwashedEMUKnight)
{
return Units.HwanBrainwashedEmuKnight;
}
else if (unit is CivModel.Hwan.DecentralizedMilitary)
{
return Units.HwanDecentralizedMilitary;
}
else if (unit is CivModel.Hwan.Spy)
{
return Units.HwanSpy;
}
else if (unit is CivModel.Hwan.UnicornOrder)
{
return Units.HwanUnicornOrder;
}
else if (unit is CivModel.Hwan.LEOSpaceArmada)
{
return Units.HwanLEO;
}
else if (unit is CivModel.Hwan.JediKnight)
{
return Units.HwanJediKnight;
}
else if (unit is CivModel.Hwan.ProtoNinja)
{
return Units.HwanProtoNinja;
}
else if (unit is CivModel.Hwan.JackieChan)
{
return Units.HwanJackieChan;
}
else if (unit is CivModel.Finno.Pioneer)
{
return Units.FinnoPioneer;
}
else if (unit is CivModel.Finno.EMUHorseArcher)
{
return Units.FinnoEmuHorseArcher;
}
else if (unit is CivModel.Finno.DecentralizedMilitary)
{
return Units.FinnoDecentralizedMilitary;
}
else if (unit is CivModel.Finno.Spy)
{
return Units.FinnoSpy;
}
else if (unit is CivModel.Finno.ElephantCavalry)
{
return Units.FinnoElephantCavarly;
}
else if (unit is CivModel.Finno.AncientSorcerer)
{
return Units.FinnoAncientSorcerer;
}
else if (unit is CivModel.Finno.JediKnight)
{
return Units.FinnoJediKnight;
}
else if (unit is CivModel.Finno.AutismBeamDrone)
{
return Units.FinnoAutismBeamDrone;
}
else
{
return Units.HwanBrainwashedEmuKnight;
}
}
// 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);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class InvestUIController : MonoBehaviour {
public GameObject InvestmentUI;
public GameObject Tax;
public GameObject EcoInv;
public GameObject TechInv;
public GameObject Logistics;
private Slider taxSlider;
private Slider eiSlider;
private Slider tiSlider;
private Slider logiSlider;
private Text taxRateText;
private Text eiRateText;
private Text tiRateText;
private Text logiRateText;
private static InvestUIController _IVUIController;
public static InvestUIController I { get { return _IVUIController; } }
// Use this for initialization
void Awake()
{
// Singleton
if (_IVUIController != null)
{
Destroy(this);
return;
}
else
{
_IVUIController = this;
}
// Use this when scene changing exists
// DontDestroyOnLoad(gameObject);
}
void Start () {
taxSlider = Tax.GetComponentInChildren<Slider>();
eiSlider = EcoInv.GetComponentInChildren<Slider>();
tiSlider = TechInv.GetComponentInChildren<Slider>();
logiSlider = Logistics.GetComponentInChildren<Slider>();
initSlider();
}
// Update is called once per frame
void Update ()
{
GameManager.I.Game.PlayerInTurn.TaxRate = ((double)((int)(taxSlider.value * 100)))/100f;
GameManager.I.Game.PlayerInTurn.EconomicInvestmentRatio = ((double)((int)(eiSlider.value * 100))) / 100f;
GameManager.I.Game.PlayerInTurn.ResearchInvestmentRatio = ((double)((int)(tiSlider.value * 100))) / 100f;
GameManager.I.Game.PlayerInTurn.RepairInvestmentRatio = ((double)((int)(logiSlider.value * 100))) / 100f;
taxRateText.text = ((int)(taxSlider.value * 100)).ToString() + "%";
eiRateText.text = ((int)(eiSlider.value * 100)).ToString() + "%";
tiRateText.text = ((int)(tiSlider.value * 100)).ToString() + "%";
logiRateText.text = ((int)(logiSlider.value * 100)).ToString() + "%";
}
public void initSlider()
{
taxSlider.maxValue = 1f;
taxSlider.minValue = 0f;
eiSlider.maxValue = 2f;
eiSlider.minValue = 0f;
tiSlider.maxValue = 2f;
tiSlider.minValue = 0f;
logiSlider.maxValue = 1f;
logiSlider.minValue = 0f;
taxSlider.value = (float)GameManager.I.Game.PlayerInTurn.TaxRate;
eiSlider.value = (float)GameManager.I.Game.PlayerInTurn.EconomicInvestmentRatio;
tiSlider.value = (float)GameManager.I.Game.PlayerInTurn.ResearchInvestmentRatio;
logiSlider.value = (float)GameManager.I.Game.PlayerInTurn.RepairInvestmentRatio;
Text[] texts = InvestmentUI.GetComponentsInChildren<Text>();
foreach (Text txt in texts)
{
switch (txt.name)
{
case "TRate":
taxRateText = txt;
break;
case "PIRate":
eiRateText = txt;
break;
case "TIRate":
tiRateText = txt;
break;
case "LRate":
logiRateText = txt;
break;
case "Current PIRate":
txt.text = "100%";
break;
case "Current TIRate":
txt.text = "100%";
break;
case "Current LRate":
txt.text = "50%";
break;
}
}
}
public void ChangeTaxValue(float adden)
{
taxSlider.value += adden;
}
public void ChangeEIValue(float adden)
{
eiSlider.value += adden;
}
public void ChangeTIValue(float adden)
{
tiSlider.value += adden;
}
public void ChangeLogiValue(float adden)
{
logiSlider.value += adden;
}
}
fileFormatVersion: 2
guid: fd72f73951899e9439b6d85533d8acc2
timeCreated: 1520008093
licenseType: Free
MonoImporter:
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using System.Linq;
public class ManagementUIController : MonoBehaviour {
private static ManagementUIController managementUIController;
public Canvas managementUI;
private LinkedList<Production> mProduction;
private LinkedList<Production> mDeployment;
//private IReadOnlyList<IProductionFactory> facList;
private IReadOnlyList<IProductionFactory> facList;
private IReadOnlyList<Quest> questList;
private GameObject gameManagerObject;
private GameManager gameManager;
private Game game;
private List<GameObject> PQlist;
private List<GameObject> DQlist;
private List<GameObject> EpicQlist, HighQlist, IntermediateQlist, LowQlist; // Unit production
private List<GameObject> CityQlist, CityBuildingQlist, NormalBuildingQlist;
private List<List<GameObject>> ASQlist;
private List<GameObject> DQQlist; //Deploied Quest Queue list
private List<GameObject> AQQlist; //Accepted Quest Queue list
private List<GameObject> CQQlist; //Completed Quset Queue list
public GameObject DQPrefab;
public GameObject AQPrefab;
public GameObject CQPrefab;
public GameObject proPrefab;
public GameObject depPrefab;
public GameObject productablePrefab; // prefab templates
public GameObject DQQueue;
public GameObject AQQueue;
public GameObject CQQueue;
public GameObject proQueue;
public GameObject depQueue;
public GameObject EpicQueue, HighQueue, IntermediateQueue, LowQueue; // Unit production
public GameObject CityQueue, CityBuildingQueue, NormalBuildingQueue; // Building production
public GameObject QuestInfo;
private Text[] questInfotexts;
//ManageMentUI 갱신 함수
public void ManageFunction() // Management tab on/off button -> ManageMentUIActive
{
MakeSelectionQ();
MakeProductionQ();
MakeDeploymentQ();
foreach (GameObject dq in DQlist)
{
dq.GetComponent<DepPrefab>().SetButton(DQlist.IndexOf(dq));
}
}
void Awake()
{
DontDestroyOnLoad(this);
if (managementUIController == null)
{
managementUIController = this;
}
else
{
Destroy(this);
}
}
void Start()
{
if (managementUIController == this)
{
gameManager = GameManager.I;
game = gameManager.Game;
ASQlist = new List<List<GameObject>>();
ASQlist.Add(EpicQlist = new List<GameObject>());
ASQlist.Add(HighQlist = new List<GameObject>());
ASQlist.Add(IntermediateQlist = new List<GameObject>());
ASQlist.Add(LowQlist = new List<GameObject>());
ASQlist.Add(CityQlist = new List<GameObject>());
ASQlist.Add(CityBuildingQlist = new List<GameObject>());
ASQlist.Add(NormalBuildingQlist = new List<GameObject>());
PQlist = new List<GameObject>();
DQlist = new List<GameObject>();
DQQlist = new List<GameObject>();
AQQlist = new List<GameObject>();
CQQlist = new List<GameObject>();
questInfotexts = QuestInfo.GetComponentsInChildren<Text>();
}
else
{
Destroy(this);
}
}
void Update()
{
//Debug.Log(game);
mProduction = game.PlayerInTurn.Production;
mDeployment = game.PlayerInTurn.Deployment;
}
private void MakeSelectionQ()//선택 큐 프리팹 생성 함수
{
//Debug.Log("ALL SelectList startMaking");
facList = game.PlayerInTurn.AvailableProduction.ToList(); //전체 선택 목록 받아오기
//facList의 변경으로 Epic-High-intermediate-Low 변경 가능. 하지만 지금은 설정되지 않았음(Epic에 생성)
//Debug.Log(facList + " " + facList.Count);
//Debug.Log("facList : " + facList.Count);
//Debug.Log("ALL SelectList Updated");
DeleteAllSQ();
foreach (IProductionFactory fac in facList)
{
//여기서 분리
if(typeof(Unit).IsAssignableFrom(fac.ResultType))
{
var f = (IActorProductionFactory)fac;
switch (f.ActorConstants.BattleClassLevel)
{
case 4:
PartSelectionQ(EpicQlist, EpicQueue, fac);
break;
case 3:
PartSelectionQ(HighQlist, HighQueue, fac);
break;
case 2:
PartSelectionQ(IntermediateQlist, IntermediateQueue, fac);
break;
case 1:
PartSelectionQ(LowQlist, LowQueue, fac);
break;
case 0:
PartSelectionQ(LowQlist, LowQueue, fac);
break;
default:
PartSelectionQ(LowQlist, LowQueue, fac);
break;
}
}
else if(typeof(TileObject).IsAssignableFrom(fac.ResultType))
{
Debug.Log(fac.ToString());
if (typeof(CityBase).IsAssignableFrom(fac.ResultType))
{
PartSelectionQ(CityQlist, CityQueue, fac);
}
else if(typeof(TileBuilding).IsAssignableFrom(fac.ResultType))
{
PartSelectionQ(NormalBuildingQlist, NormalBuildingQueue, fac);
}
else
{
throw new System.Exception("Undefined Factory");
}
}
else if(typeof(InteriorBuilding).IsAssignableFrom(fac.ResultType))
{
PartSelectionQ(CityBuildingQlist, CityBuildingQueue, fac);
}
else
{
throw new System.Exception("Undefined Factory");
}
}
//내용물 없을 때 빈칸 채우기
foreach (var qlist in ASQlist)
{
if (qlist.Count == 0)
{
GameObject productableQueue;
switch (ASQlist.IndexOf(qlist))
{
case 0:
productableQueue = EpicQueue;
break;
case 1:
productableQueue = HighQueue;
break;
case 2:
productableQueue = IntermediateQueue;
break;
case 3:
productableQueue = LowQueue;
break;
case 4:
productableQueue = CityQueue;
break;
case 5:
productableQueue = CityBuildingQueue;
break;
case 6:
productableQueue = NormalBuildingQueue;
break;
default:
productableQueue = null;
//Debug.Log("Error : qlist = " + qlist);
throw new MissingComponentException();
}
//Debug.Log("SelectionList : " + ASQlist.IndexOf(qlist) + "null");
var SPrefab = Instantiate(productablePrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
SPrefab.transform.SetParent(productableQueue.transform);
SPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
SPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
SPrefab.GetComponent<SelPrefab>().MakeItem();
qlist.Add(SPrefab);
}
}
}
//각 Factory의 분야를 읽어서 해당하는 Queue에 집어넣는 역할
private GameObject PartSelectionQ(List<GameObject> SQlist, GameObject productableQueue, IProductionFactory fac)
{
/*if (fac.ProductionResultType == null)
{
return null;
}*/
var SPrefab = Instantiate(productablePrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
SPrefab.transform.SetParent(productableQueue.transform);
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;
}
//선택 큐 초기화(GameObject)
private void DeleteAllSQ()
{
DeleteSQ(EpicQlist);
DeleteSQ(HighQlist);
DeleteSQ(IntermediateQlist);
DeleteSQ(LowQlist);
DeleteSQ(NormalBuildingQlist);
DeleteSQ(CityQlist);
DeleteSQ(CityBuildingQlist);
ASQlist.Clear();
ASQlist.Add(EpicQlist = new List<GameObject>());
ASQlist.Add(HighQlist = new List<GameObject>());
ASQlist.Add(IntermediateQlist = new List<GameObject>());
ASQlist.Add(LowQlist = new List<GameObject>());
ASQlist.Add(CityQlist = new List<GameObject>());
ASQlist.Add(CityBuildingQlist = new List<GameObject>());
ASQlist.Add(NormalBuildingQlist = new List<GameObject>());
}
//선택 큐 초기화에 쓰이는 함수
private void DeleteSQ(List<GameObject> SQlist)
{
foreach (GameObject sq in SQlist)
{
Destroy(sq);
}
SQlist.Clear();
}
public void MakeProductionQ()
{
List<GameObject> tempList = new List<GameObject>();
//Debug.Log("ProductionList startMaking");
foreach (GameObject pq in PQlist)
{
Destroy(pq);
}
PQlist.Clear();
mProduction = game.PlayerInTurn.Production;
//Debug.Log("ProList : " + mProduction.Count);
//Debug.Log("ProductionList Updated");
foreach (Production prod in mProduction)
{
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
PPrefab.transform.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(PPrefab.GetComponent<ProPrefab>().MakeItem(prod));
}
if (mProduction.Count == 0)
{
//Debug.Log("ProductionList null");
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
PPrefab.transform.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
PPrefab.GetComponent<ProPrefab>().MakeItem();
tempList.Add(PPrefab);
}
PQlist = tempList;
foreach (GameObject pq in PQlist)
{
pq.GetComponent<ProPrefab>().SetButton(PQlist.IndexOf(pq));
}
}
public void MakeDeploymentQ()
{
List<GameObject> tempList = new List<GameObject>();
//Debug.Log("DeploymentList startMaking");
foreach (GameObject dq in DQlist)
{
Destroy(dq);
}
DQlist.Clear();
mDeployment = game.PlayerInTurn.Deployment;
//Debug.Log("DepList : " + mDeployment.Count);
//Debug.Log("DeploymentList Updated");
foreach (Production prod in mDeployment)
{
var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
DPrefab.transform.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(DPrefab.GetComponent<DepPrefab>().MakeItem(prod));
}
if (mDeployment.Count == 0)
{
//Debug.Log("DeploymentList null");
var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
DPrefab.transform.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(DPrefab.GetComponent<DepPrefab>().MakeItem());
tempList.Add(DPrefab);
}
DQlist = tempList;
foreach (GameObject dq in DQlist)
{
dq.GetComponent<DepPrefab>().SetButton(DQlist.IndexOf(dq));
}
}
public void MakeQuestQueue()
{
List<GameObject> tempDList = new List<GameObject>();
List<GameObject> tempAList = new List<GameObject>();
List<GameObject> tempCList = new List<GameObject>();
Debug.Log("QuestQueue making");
foreach (GameObject item in DQQlist)
{
Destroy(item);
}
DQQlist.Clear();
foreach (GameObject item in AQQlist)
{
Destroy(item);
}
AQQlist.Clear();
foreach (GameObject item in CQQlist)
{
Destroy(item);
}
CQQlist.Clear();
questList = game.PlayerInTurn.Quests;
Debug.Log("Quest : " + questList.Count);
foreach (Quest qst in questList)
{
switch (qst.Status)
{
case QuestStatus.Deployed:
var dqPrefab = Instantiate(DQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
dqPrefab.transform.SetParent(DQQueue.transform);
dqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
dqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
dqPrefab.name = "DQuest";
tempDList.Add(dqPrefab.GetComponent<Quests>().MakeDItem(qst));
break;
case QuestStatus.Accepted:
var aqPrefab = Instantiate(AQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
aqPrefab.transform.SetParent(AQQueue.transform);
aqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
aqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
aqPrefab.name = "AQuest";
tempAList.Add(aqPrefab.GetComponent<Quests>().MakeAItem(qst));
break;
case QuestStatus.Completed:
var cqPrefab = Instantiate(CQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
cqPrefab.transform.SetParent(CQQueue.transform);
cqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
cqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
cqPrefab.name = "CQuest";
tempCList.Add(cqPrefab.GetComponent<Quests>().MakeCItem(qst));
break;
case QuestStatus.Disabled:
break;
default:
Debug.Log("Undifined Status");
throw new System.Exception("Undifined Status");
}
}
if (tempDList.Count == 0)
{
var dqPrefab = Instantiate(DQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
dqPrefab.transform.SetParent(DQQueue.transform);
dqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
dqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
dqPrefab.name = "DQuest_null";
tempDList.Add(dqPrefab.GetComponent<Quests>().MakeDItem());
}
DQQlist = tempDList;
if (tempAList.Count == 0)
{
var aqPrefab = Instantiate(AQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
aqPrefab.transform.SetParent(AQQueue.transform);
aqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
aqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
aqPrefab.name = "AQuest_null";
tempAList.Add(aqPrefab.GetComponent<Quests>().MakeAItem());
}
AQQlist = tempAList;
if (tempCList.Count == 0)
{
var cqPrefab = Instantiate(CQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
cqPrefab.transform.SetParent(CQQueue.transform);
cqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
cqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
cqPrefab.name = "CQuest_null";
tempCList.Add(cqPrefab.GetComponent<Quests>().MakeCItem());
}
CQQlist = tempCList;
foreach (GameObject dq in DQQlist)
{
dq.GetComponent<Quests>().SetDButton();
}
foreach (GameObject aq in AQQlist)
{
aq.GetComponent<Quests>().SetAButton();
}
foreach (GameObject cq in CQQlist)
{
cq.GetComponent<Quests>().SetCButton();
}
}
public void SetQuestInfo(Quest qst)
{
if (qst == null)
{
foreach (Text txt in questInfotexts)
{
switch (txt.name)
{
default: txt.text = "";
break;
}
}
QuestInfo.SetActive(false);
}
else
{
foreach (Text txt in questInfotexts)
{
switch (txt.name)
{
case "QuestName":
txt.text = qst.Name;
break;
case "Offered Turn":
txt.text = "게시된 턴 : 턴 " + qst.PostingTurn; // qst에서 불러올 수 없음
if (qst.PostingTurn == -1)
txt.text = "게시된 턴 : 턴 1";
break;
case "Available Turns":
txt.text = "게시 기한 : " + qst.LeftTurn + "턴 동안";
if (qst.LimitTurn == -1)
txt.text = "게시 기한 : 영구히";
break;
case "Deadline":
txt.text = "제한 기한 : " + qst.LimitTurn + "까지";
if (qst.LimitTurn == -1)
txt.text = "제한 기한 : 없음";
break;
case "Country Name":
//txt.text = "게시 국가 : " + qst.Requester.ToString();
break;
case "Conditions":
txt.text = qst.GoalNotice;
break;
case "Rewards":
txt.text = qst.RewardNotice;
break;
default:
txt.text = "";
break;
}
}
QuestInfo.SetActive(true);
}
}
public static ManagementUIController GetManagementUIController()
{
if(managementUIController == null)
{
//Debug.Log("managementUIController not made");
throw new MissingComponentException();
}
return managementUIController;
}
}
\ No newline at end of file
fileFormatVersion: 2
guid: 9fa49bf9c6a37bc41a2d8a6cb4979647
timeCreated: 1519293669
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class DepPrefab : MonoBehaviour {
public static GameObject DeployingObject;
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
// Use this for initialization
void Awake()
{
//Debug.Log("call DepPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
void Start()
{
}
public GameObject MakeItem(Production prod)
{
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)
{
case "UnitName":
txt.text = nameofProduction;
break;
case "NumberOfUnits":
txt.text = "X 1";
break;
}
}
return this.gameObject;
}
public GameObject MakeItem()
{
unitPrt.enabled = false;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = "비었음";
break;
case "NumberOfUnits":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
// Update is called once per frame
void Update () {
}
public void SetButton(int i)
{
if (i == -1)
{
foreach (Button but in buttons)
{
but.enabled = false;
}
}
else
{
LinkedListNode<Production> dep = GameManager.I.Game.PlayerInTurn.Deployment.First;
for (int k = 0; k < i; k++)
{
dep = dep.Next;
}
foreach (Button but in buttons)
{
switch (but.name)
{
case "Deploy":
but.onClick.AddListener(delegate () { DeployItem(dep.Value); DeployingObject = this.gameObject; });
break;
}
}
}
}
public void DeployItem(Production dep)
{
if (dep.IsCompleted)
{
PseudoFSM.I.DepStateEnter(dep);
UIManager.I.MapUIActive();
}
else
{
//Debug.Log("Error : not finished product");
throw new AccessViolationException();
}
}
}
fileFormatVersion: 2
guid: 9642702daf79c1240b7c6a4c15881e8a
timeCreated: 1519304197
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class ProPrefab : MonoBehaviour {
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
// Use this for initialization
void Awake()
{
//Debug.Log("call ProPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public GameObject MakeItem(Production prod)
{
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
//남은 턴 계산하는 중
Double leftturn;
string resultturn;
if (prod.EstimatedGoldInputing == 0 || prod.EstimatedLaborInputing == 0)
{
//Debug.Log(prod.EstimatedGoldInputing + " : " + prod.EstimatedLaborInputing + " : " + prod.TotalGoldCost + " : " + prod.GoldInputed + " : " + prod.TotalLaborCost + " : " + prod.LaborInputed);
if ((prod.TotalGoldCost - prod.GoldInputed) == 0 && (prod.TotalLaborCost - prod.LaborInputed) == 0)
{
leftturn = -1f;
}
else
{
if ((prod.TotalGoldCost - prod.GoldInputed) == 0)
leftturn = (prod.TotalLaborCost - prod.LaborInputed) / prod.EstimatedLaborInputing;
else if ((prod.TotalLaborCost - prod.LaborInputed) == 0)
leftturn = (prod.TotalGoldCost - prod.GoldInputed) / prod.EstimatedGoldInputing;
else
leftturn = -1f;
}
}
else
{
leftturn = Math.Max(((prod.TotalGoldCost - prod.GoldInputed) / prod.EstimatedGoldInputing),((prod.TotalLaborCost - prod.LaborInputed) / prod.EstimatedLaborInputing));
}
if (leftturn == -1 || Double.IsInfinity(leftturn))
resultturn = "?";
else
{
//Debug.Log(leftturn);
resultturn = Convert.ToInt32(leftturn).ToString();
}
//텍스트 표시
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "TurnsLeft":
txt.text = resultturn + "턴 이후 배치 가능.";
break;
case "UnitName":
txt.text = nameofProduction + " ";
break;
case "Required Resource":
txt.text = "금 : 턴당 " + Convert.ToInt32(prod.EstimatedGoldInputing) + " (" + Convert.ToInt32(prod.GoldInputed)+ "/" + Convert.ToInt32(prod.TotalGoldCost).ToString() + ")"
+"\n노동력 : 턴당 " + Convert.ToInt32(prod.EstimatedLaborInputing) + " (" + Convert.ToInt32(prod.LaborInputed).ToString() + "/" + Convert.ToInt32(prod.TotalLaborCost).ToString() + ")";
break;
}
}
return this.gameObject;
}
//production이 비었을 때 블랭크 아이템 만들기
public GameObject MakeItem()
{
unitPrt.enabled = false;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "TurnsLeft":
txt.text = "생산 중인 유닛/건물이 없습니다!\n 오른쪽의 탭에서 생산을 선택하세요!";
break;
case "UnitName":
txt.text = "";
break;
case "Required Resource":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
//버튼 기능 붙이는 함수
public void SetButton(int i)
{
if(i == -1)
{
foreach (Button but in buttons)
{
but.enabled = false;
}
}
else
{
LinkedListNode <Production> prod = GameManager.I.Game.PlayerInTurn.Production.First;
for(int k = 0; k < i; k++)
{
prod = prod.Next;
}
foreach (Button but in buttons)
{
switch (but.name)
{
case "Delete":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
GameManager.I.Game.PlayerInTurn.Production.Remove(prod);
ManagementUIController.GetManagementUIController().MakeProductionQ();
});
break;
case "Top":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
GameManager.I.Game.PlayerInTurn.Production.Remove(prod);
GameManager.I.Game.PlayerInTurn.Production.AddFirst(prod);
ManagementUIController.GetManagementUIController().MakeProductionQ();
});
if (GameManager.I.Game.PlayerInTurn.Production.First == prod)
but.enabled = false;
break;
case "Up":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Previous;
GameManager.I.Game.PlayerInTurn.Production.Remove(prod);
GameManager.I.Game.PlayerInTurn.Production.AddBefore(temprod, prod);
ManagementUIController.GetManagementUIController().MakeProductionQ();
});
if (GameManager.I.Game.PlayerInTurn.Production.First == prod)
but.enabled = false;
break;
case "Bottom":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Next;
GameManager.I.Game.PlayerInTurn.Production.Remove(prod);
GameManager.I.Game.PlayerInTurn.Production.AddLast(prod);
ManagementUIController.GetManagementUIController().MakeProductionQ();
});
if (GameManager.I.Game.PlayerInTurn.Production.Last == prod)
but.enabled = false;
break;
case "Down":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Next;
GameManager.I.Game.PlayerInTurn.Production.Remove(prod);
GameManager.I.Game.PlayerInTurn.Production.AddAfter(temprod, prod);
ManagementUIController.GetManagementUIController().MakeProductionQ();
});
if (GameManager.I.Game.PlayerInTurn.Production.Last == prod)
but.enabled = false;
break;
}
}
}
}
}
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licenseType: Free
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class Quests : MonoBehaviour {
public Quest quest;
private Text[] textarguments;
private Image[] images;
private Button[] buttons;
// Use this for initialization
void Start () {
textarguments = gameObject.GetComponentsInChildren<Text>();
images = gameObject.GetComponentsInChildren<Image>();
buttons = gameObject.GetComponentsInChildren<Button>();
}
// Update is called once per frame
void Update () {
}
public void AcceptItem(Quest qst)
{
qst.Accept();
ManagementUIController.GetManagementUIController().MakeQuestQueue();
}
public void CompleteItem(Quest quest)
{
quest.Complete();
ManagementUIController.GetManagementUIController().MakeQuestQueue();
}
public GameObject MakeDItem(Quest quest)
{
textarguments = gameObject.GetComponentsInChildren<Text>();
images = gameObject.GetComponentsInChildren<Image>();
buttons = gameObject.GetComponentsInChildren<Button>();
this.quest = quest;
string leftturn;
if(quest.LeftTurn == -1)
{
leftturn = "영구적";
}
else
{
leftturn = quest.LeftTurn.ToString() + "턴 남음";
}
//image관리
//.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofProduction + "_portrait");
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "Country":
//txt.text = quest.Requester.ToString();
break;
case "NumberOfUnits":
txt.text = "X 1";
break;
case "TurnsLeft":
txt.text = leftturn;
break;
}
}
return this.gameObject;
}
public GameObject MakeDItem()
{
textarguments = gameObject.GetComponentsInChildren<Text>();
images = gameObject.GetComponentsInChildren<Image>();
buttons = gameObject.GetComponentsInChildren<Button>();
quest = null;
foreach (Image img in images)
{
switch (img.name)
{
case "Portrait":
img.enabled = false;
break;
case "ResourceImage":
img.enabled = false;
break;
}
}
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "Country":
txt.text = "비었음";
break;
case "NumberOfUnits":
txt.text = "";
break;
case "TurnsLeft":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.enabled = false;
}
return this.gameObject;
}
public void SetDButton()
{
if (quest == null)
{
foreach (Button but in buttons)
{
switch (but.name)
{
case "DQuest_null":
break;
default:
but.gameObject.SetActive(false);
break;
}
}
}
else
{
foreach (Button but in buttons)
{
switch (but.name)
{
case "Take":
but.onClick.AddListener(delegate () { AcceptItem(quest); });
break;
case "DQuest":
but.onClick.AddListener(delegate () { ShowInfoofQuest(quest); });
break;
default:
Debug.Log("Undifined Button : " + but.name);
break;
}
}
}
}
public GameObject MakeAItem(Quest quest)
{
textarguments = gameObject.GetComponentsInChildren<Text>();
images = gameObject.GetComponentsInChildren<Image>();
buttons = gameObject.GetComponentsInChildren<Button>();
this.quest = quest;
string leftturn;
if (quest.LeftTurn == -1)
{
leftturn = "영구적";
}
else
{
leftturn = quest.LeftTurn.ToString() + "턴 남음";
}
//image관리
//.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofProduction + "_portrait");
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "Country":
//txt.text = quest.Requester.ToString();
break;
case "NumberOfUnits":
txt.text = "X 1";
break;
case "TurnsLeft":
txt.text = leftturn;
break;
}
}
return this.gameObject;
}
public GameObject MakeAItem()
{
textarguments = gameObject.GetComponentsInChildren<Text>();
images = gameObject.GetComponentsInChildren<Image>();
buttons = gameObject.GetComponentsInChildren<Button>();
quest = null;
foreach (Image img in images)
{
switch (img.name)
{
case "Portrait":
img.enabled = false;
break;
case "ResourceImage":
img.enabled = false;
break;
}
}
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "Country":
txt.text = "비었음";
break;
case "NumberOfUnits":
txt.text = "";
break;
case "TurnsLeft":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.enabled = false;
}
return this.gameObject;
}
public void SetAButton()
{
if (quest == null)
{
foreach (Button but in buttons)
{
switch (but.name)
{
case "AQuest_null":
break;
default:
but.gameObject.SetActive(false);
break;
}
}
}
else
{
foreach (Button but in buttons)
{
switch (but.name)
{
case "AQuest":
but.onClick.AddListener(delegate () { ShowInfoofQuest(quest); });
break;
default:
Debug.Log("Undifined Button : " + but.name);
break;
}
}
}
}
public GameObject MakeCItem(Quest quest)
{
textarguments = gameObject.GetComponentsInChildren<Text>();
images = gameObject.GetComponentsInChildren<Image>();
buttons = gameObject.GetComponentsInChildren<Button>();
this.quest = quest;
//image관리
//.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofProduction + "_portrait");
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "Country":
//txt.text = quest.Requester.ToString();
break;
case "NumberOfUnits":
txt.text = "X 1";
break;
case "TurnsLeft":
txt.text = "종료됨";
//몇 턴에 끝났는지 읽어올 방법 없음.
break;
}
}
return this.gameObject;
}
public GameObject MakeCItem()
{
textarguments = gameObject.GetComponentsInChildren<Text>();
images = gameObject.GetComponentsInChildren<Image>();
buttons = gameObject.GetComponentsInChildren<Button>();
quest = null;
foreach (Image img in images)
{
switch (img.name)
{
case "Portrait":
img.enabled = false;
break;
case "ResourceImage":
img.enabled = false;
break;
}
}
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "Country":
txt.text = "비었음";
break;
case "NumberOfUnits":
txt.text = "";
break;
case "TurnsLeft":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.enabled = false;
}
return this.gameObject;
}
public void SetCButton()
{
if (quest == null)
{
foreach (Button but in buttons)
{
switch (but.name)
{
case "CQuest_null":
break;
default:
but.gameObject.SetActive(false);
break;
}
}
}
else
{
foreach (Button but in buttons)
{
switch (but.name)
{
case "CQuest":
but.onClick.AddListener(delegate () { ShowInfoofQuest(quest); });
break;
default:
Debug.Log("Undifined Button : " + but.name);
break;
}
}
}
}
public void ShowInfoofQuest(Quest quest)
{
ManagementUIController.GetManagementUIController().SetQuestInfo(quest);
return;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using System.Linq;
public class SelPrefab : MonoBehaviour
{
private static ManagementUIController uicontroller;
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
// Use this for initialization
void Awake()
{
//Debug.Log("call SelPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
void Start ()
{
uicontroller = ManagementUIController.GetManagementUIController();
}
public GameObject MakeItem(IProductionFactory fact)
{
//Debug.Log("Selection Queue Item Made");
string nameofFactory = ProductionFactoryTraits.GetFactoryName(fact);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(fact)).ToLower()), typeof(Sprite)) as Sprite;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = nameofFactory;
break;
case "NumberOfUnits":
txt.text = "X 1";
break;
}
}
return this.gameObject;
}
public GameObject MakeItem()
{
unitPrt.enabled = false;
//Debug.Log("NULL Selection Queue");
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = "생산 가능 유닛 없음.";
txt.fontSize = Screen.height / 40;
break;
case "NumberOfUnits":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
public void SetButton(IProductionFactory fac)
{
foreach (Button but in buttons)
{
switch (but.name)
{
case "Deploy":
but.onClick.AddListener(delegate () { ProduceItem(fac); });
break;
}
}
}
private void ProduceItem(IProductionFactory fac)
{
GameManager.I.Game.PlayerInTurn.Production.AddLast(fac.Create(GameManager.I.Game.PlayerInTurn));
//Debug.Log(i + " inputed");
uicontroller.MakeProductionQ();
uicontroller.MakeDeploymentQ();
}
// Update is called once per frame
void Update () {
}
}
fileFormatVersion: 2
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using CivModel;
using CivModel.Common;
public class PseudoFSM : MonoBehaviour {
private static PseudoFSM _fsm = null;
public static PseudoFSM I { get { return _fsm; } }
// For pseudo-FSM
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 Production _deployment;
public Production Deployment { get { return _deployment; } }
private CivModel.Terrain.Point?[] _parameterPoints;
// Use this for initialization
void Awake () {
// Singleton
if (_fsm != null)
{
Destroy(gameObject);
return;
}
else
{
_fsm = this;
}
}
// Update is called once per frame
void Update () {
}
// For state change of pseudo-FSM
// 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.I.SelectedActor == null)
{
return;
}
// Select movable adjacent tiles
_parameterPoints = GameManager.I.SelectedActor.PlacedPoint.Value.Adjacents();
for (int i = 0; i < _parameterPoints.Length; i++)
{
if (GameManager.I.SelectedActor.MovingAttackAct.IsActable(_parameterPoints[i]))
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.I.Cells[pos.X, pos.Y].GetComponent<HexTile>().FlickerRed();
}
else if (GameManager.I.SelectedActor.MoveAct.IsActable(_parameterPoints[i]))
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.I.Cells[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.I.Cells[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.I.SelectedActor == null)
return;
// If GameManager.I.SelectedActor cannot attack
if (GameManager.I.SelectedActor.MovingAttackAct == null)
return;
// Select attackable adjacent tiles
_parameterPoints = GameManager.I.SelectedActor.PlacedPoint.Value.Adjacents();
for (int i = 0; i < _parameterPoints.Length; i++)
{
if (GameManager.I.SelectedActor.MovingAttackAct.IsActable(_parameterPoints[i]))
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.I.Cells[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.I.Cells[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.I.SelectedActor.SpecialActs[_currentSkill].IsParametered)
{
GameManager.I.SelectedActor.SpecialActs[_currentSkill].Act(null);
SkillStateExit();
return;
}
else
{
for (int i = 0; i < GameInfo.mapWidth; i++)
{
for (int j = 0; j < GameInfo.mapHeight; j++)
{
CivModel.Terrain.Point? point = GameManager.I.Game.Terrain.GetPoint(i, j);
if (GameManager.I.SelectedActor.SpecialActs[_currentSkill].IsActable(point))
{
CivModel.Position pos = point.Value.Position;
GameManager.I.Cells[pos.X, pos.Y].GetComponent<HexTile>().FlickerBlue();
}
}
}
}
}
void SkillStateExit()
{
int index = _currentSkill;
_inSkillState = false;
_currentSkill = -1;
if (GameManager.I.SelectedActor == null || !GameManager.I.SelectedActor.SpecialActs[index].IsParametered)
{
return;
}
else
{
for (int i = 0; i < GameInfo.mapWidth; i++)
{
for (int j = 0; j < GameInfo.mapHeight; j++)
{
CivModel.Terrain.Point? point = GameManager.I.Game.Terrain.GetPoint(i, j);
if (GameManager.I.SelectedActor.SpecialActs[index].IsActable(point))
{
CivModel.Position pos = point.Value.Position;
GameManager.I.Cells[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();
}
}
}
}
fileFormatVersion: 2
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class UIManager : MonoBehaviour {
//// Resource bar UI ////
public GameObject MapUI;
public GameObject Actions;
public GameObject ManagementUI;
public GameObject QuestUI;
public GameObject GameEND;
public Text Gold;
public Text Population;
public Text Happiness;
public Text Technology;
public Text Labor;
public GameObject UnitInfo;
public Image UnitPortrait;
public Text UnitName;
public Text UnitAttack;
public Text UnitDefence;
public Text UnitEffect;
public Text ActionPoint;
public GameObject SpecialSpec;
/*
public GameObject SkillSpec1;
public GameObject SkillSpec2;
public GameObject SkillSpec3;
public GameObject SkillSpec4;
public GameObject SkillSpec5;
public GameObject SkillSpec6;
*/
//// Map UI ////
public GameObject SkillSet;
//// Management UI (Production Selection) ////
public GameObject UnitSelTab;
public GameObject BuildingSelTab;
public GameObject EpicTab, HighTab, IntermediateTab, LowTab; // Unit production
public GameObject CityTab, CityBuildingTab, NormalBuildingTab; // Building production
public GameObject QuestPopPrefab;
private ManagementUIController uicontroller;
private static UIManager _uimanager;
public static UIManager I { get { return _uimanager; } }
void Awake()
{
// Singleton
if (_uimanager != null)
{
Destroy(this);
return;
}
else
{
_uimanager = this;
}
// Use this when scene changing exists
// DontDestroyOnLoad(gameObject);
}
void Start()
{
uicontroller = ManagementUIController.GetManagementUIController();
}
void Update()
{
if (GameManager.I.Game.PlayerInTurn.IsAIControlled)
{
MapUI.transform.Find("EndTurn").GetComponentInChildren<Button>().enabled = false;
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다른 플레이어가 턴 진행 중입니다. 기다려 주십시오.";
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 40;
}
else
{
MapUI.transform.Find("EndTurn").GetComponentInChildren<Button>().enabled = true;
if (GameManager.I.isThereTodos && !PseudoFSM.I.DepState)
{
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "유닛이 명령을 기다리고 있습니다";
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 40;
}
else if (PseudoFSM.I.DepState)
{
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "배치 취소";
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 25;
}
else
{
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다음 턴";
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 25;
}
Gold.text = "금 : " + GameManager.I.Game.PlayerInTurn.Gold + "(+" + GameManager.I.Game.PlayerInTurn.GoldIncome + ")";
Population.text = "인구 : " + GameManager.I.Game.PlayerInTurn.Population;
Happiness.text = "행복 : " + GameManager.I.Game.PlayerInTurn.Happiness;
Technology.text = "기술력 : " + GameManager.I.Game.PlayerInTurn.Research;
Labor.text = "노동력 : " + GameManager.I.Game.PlayerInTurn.Labor;
}
}
public void MakeUnitInfo()
{
if (GameManager.I.SelectedActor != null)
{
UnitInfo.SetActive(true);
//(GameManager.I.SelectedActor.Owner == )
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();
UnitEffect.text = "";
ActionPoint.text = GameManager.I.SelectedActor.RemainAP + "/" + GameManager.I.SelectedActor.MaxAP;
Actions.SetActive(true);
}
else
{
UnitInfo.SetActive(false);
UnitName.text = "";
UnitAttack.text = "";
UnitDefence.text = "";
UnitEffect.text = "";
ActionPoint.text = "";
Actions.SetActive(false);
}
}
//// Resource bar UI ////
public void MapUIActive() // Map UI tab
{
MapUI.SetActive(true);
ManagementUI.SetActive(false);
QuestUI.SetActive(false);
}
public void GameEnd() // Map UI tab
{
GameEND.SetActive(true);
ManagementUI.SetActive(false);
QuestUI.SetActive(false);
MapUI.SetActive(false);
}
public void ManagementUIActive() // Management UI tab
{
SkillSet.SetActive(false);
ManagementUI.SetActive(true);
uicontroller.ManageFunction();
InvestUIController.I.initSlider();
MapUI.SetActive(false);
QuestUI.SetActive(false);
}
public void QuestUIActive() // Quest UI tab
{
SkillSet.SetActive(false);
uicontroller.MakeQuestQueue();
QuestUI.SetActive(true);
MapUI.SetActive(false);
ManagementUI.SetActive(false);
}
public void SpecialMouseOver() // 특수 자원
{
SpecialSpec.SetActive(true);
}
public void SpecialMouseExit()
{
SpecialSpec.SetActive(false);
}
//// Map UI ////
public void MoveActive()
{
SkillSet.SetActive(false);
PseudoFSM.I.MoveStateEnter();
}
public void AttackActive()
{
SkillSet.SetActive(false);
PseudoFSM.I.AttackStateEnter();
}
public void WaitActive()
{
SkillSet.SetActive(false);
GameManager.I.SelectedActor.SkipFlag = true;
GameManager.I.SelectNextUnit();
MakeUnitInfo();
PseudoFSM.I.NormalStateEnter();
}
public void SleepActive()
{
SkillSet.SetActive(false);
GameManager.I.SelectedActor.SleepFlag = true;
GameManager.I.SelectNextUnit();
MakeUnitInfo();
PseudoFSM.I.NormalStateEnter();
}
public void SkillSetActive()
{
SkillSet.SetActive(!SkillSet.activeSelf);
}
public void Skill1Active()
{
PseudoFSM.I.SkillStateEnter(0);
}
/*
public void SkillSpec1MouseOver() // 특수 명령
{
SkillSpec1.SetActive(true);
}
public void SkillSpec1MouseExit()
{
SkillSpec1.SetActive(false);
}
public void SkillSpec2MouseOver()
{
SkillSpec2.SetActive(true);
}
public void SkillSpec2MouseExit()
{
SkillSpec2.SetActive(false);
}
public void SkillSpec3MouseOver()
{
SkillSpec3.SetActive(true);
}
public void SkillSpec3MouseExit()
{
SkillSpec3.SetActive(false);
}
public void SkillSpec4MouseOver()
{
SkillSpec4.SetActive(true);
}
public void SkillSpec4MouseExit()
{
SkillSpec4.SetActive(false);
}
public void SkillSpec5MouseOver()
{
SkillSpec5.SetActive(true);
}
public void SkillSpec5MouseExit()
{
SkillSpec5.SetActive(false);
}
public void SkillSpec6MouseOver()
{
SkillSpec6.SetActive(true);
}
public void SkillSpec6MouseExit()
{
SkillSpec6.SetActive(false);
}
*/
public void EndTurnActive()
{
SkillSet.SetActive(false);
if (GameManager.I.isThereTodos && !PseudoFSM.I.DepState)
{
GameManager.I.SelectNextUnit();
MakeUnitInfo();
}
else if(PseudoFSM.I.DepState)
{
PseudoFSM.I.NormalStateEnter();
MakeUnitInfo();
}
else
{
GameManager.I.ProceedTurn();
}
}
public void ShowQuestEnd(Quest quest)
{
var Qrefab = Instantiate(QuestPopPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
Qrefab.transform.localScale = new Vector3(1f, 1f, 1f);
Qrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
Button[] buttons = Qrefab.GetComponentsInChildren<Button>();
Image[] images = Qrefab.GetComponentsInChildren<Image>();
Text[] texts = Qrefab.GetComponentsInChildren<Text>();
foreach (Button btn in buttons)
{
switch (btn.name)
{
case "Exit":
btn.onClick.AddListener(delegate { QuestEndEnd(Qrefab); });
break;
default: break;
}
}
foreach (Image img in images)
{
switch (img.name)
{
case "Image":
Debug.Log("Quests/" + ParseQuest.GetQuestName(quest));
img.sprite = Resources.Load(("Quests/" + ParseQuest.GetQuestName(quest)).ToLower(), typeof(Sprite)) as Sprite;
if(img.sprite == null)
{
Debug.Log("아씨바ㅏㅓㅇㄹ넝ㄹㅇㄴㅁㄹ");
}
break;
default: break;
}
}
foreach (Text txt in texts)
{
switch (txt.name)
{
case "RewardNotice":
txt.text = quest.CompleteNotice;
break;
default: break;
}
}
}
public void QuestEndEnd(GameObject Qrefab)
{
Destroy(Qrefab);
}
//// Management UI (Production Selection) ////
public void UnitSelTabActive()
{
UnitSelTab.SetActive(true);
BuildingSelTab.SetActive(false);
}
public void BuildingSelTabActive()
{
UnitSelTab.SetActive(false);
BuildingSelTab.SetActive(true);
}
public void EpicTabActive() // Unit production
{
EpicTab.SetActive(true);
HighTab.SetActive(false);
IntermediateTab.SetActive(false);
LowTab.SetActive(false);
}
public void HighTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(true);
IntermediateTab.SetActive(false);
LowTab.SetActive(false);
}
public void IntermediateTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(false);
IntermediateTab.SetActive(true);
LowTab.SetActive(false);
}
public void LowTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(false);
IntermediateTab.SetActive(false);
LowTab.SetActive(true);
}
public void CityTabActive() // Building production
{
CityTab.SetActive(true);
CityBuildingTab.SetActive(false);
NormalBuildingTab.SetActive(false);
}
public void CityBuildingTabActive()
{
CityTab.SetActive(false);
CityBuildingTab.SetActive(true);
NormalBuildingTab.SetActive(false);
}
public void NormalBuildingTabActive()
{
CityTab.SetActive(false);
CityBuildingTab.SetActive(false);
NormalBuildingTab.SetActive(true);
}
public void WaitTurn()
{
MapUI.SetActive(true);
ManagementUI.SetActive(false);
QuestUI.SetActive(false);
}
}
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HwanLEO,
HwanJediKnight,
HwanProtoNinja,
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FinnoSpy,
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FinnoJediKnight,
FinnoAutismBeamDrone,
FinnoGenghisKhan
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......
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# 환국의 민족정신을 이어받아
Subproject commit 6d152b1b8f768891778d8a0349d0c98b6cf1e7c0
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