Commit 6dd73155 authored by 17주승원's avatar 17주승원

2018-08-19 Commit

parent 1dbf1908
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<?xml version="1.0" encoding="utf-8"?>
<doc>
<assembly><name>CivModel.AI.Fuzzy</name></assembly>
<members>
</members>
</doc>
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...@@ -193,64 +193,71 @@ ...@@ -193,64 +193,71 @@
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
</returns> </returns>
</member> </member>
<member name="T:CivModel.ActorConstants"> <member name="T:CivModel.ActorPrototype">
<summary> <summary>
Represents a constants storage of <see cref="T:CivModel.Actor"/>. Represents a prototype of <see cref="T:CivModel.Actor"/>.
</summary> </summary>
<seealso cref="T:CivModel.ProductionResultPrototype"/>
<seealso cref="T:CivModel.Actor"/> <seealso cref="T:CivModel.Actor"/>
</member> </member>
<member name="P:CivModel.ActorConstants.MaxAP"> <member name="P:CivModel.ActorPrototype.MaxAP">
<summary> <summary>
The maximum AP. The maximum AP.
</summary> </summary>
</member> </member>
<member name="P:CivModel.ActorConstants.MaxHP"> <member name="P:CivModel.ActorPrototype.MaxHP">
<summary> <summary>
The maximum HP. <c>0</c> if this actor is not a combattant. The maximum HP. <c>0</c> if this actor is not a combattant.
</summary> </summary>
</member> </member>
<member name="P:CivModel.ActorConstants.MaxHealPerTurn"> <member name="P:CivModel.ActorPrototype.MaxHealPerTurn">
<summary> <summary>
The maximum heal per turn. The maximum heal per turn.
</summary> </summary>
<seealso cref="M:CivModel.Actor.HealByRepair(System.Double)" />
</member> </member>
<member name="P:CivModel.ActorConstants.AttackPower"> <member name="P:CivModel.ActorPrototype.AttackPower">
<summary> <summary>
The attack power. The attack power.
</summary> </summary>
</member> </member>
<member name="P:CivModel.ActorConstants.DefencePower"> <member name="P:CivModel.ActorPrototype.DefencePower">
<summary> <summary>
The defence power. The defence power.
</summary> </summary>
</member> </member>
<member name="P:CivModel.ActorConstants.GoldLogistics"> <member name="P:CivModel.ActorPrototype.GoldLogistics">
<summary> <summary>
The amount of gold logistics of this actor. The amount of gold logistics per turn of this actor.
Actor is starved if the owner cannot pay this logistics.
</summary> </summary>
</member> </member>
<member name="P:CivModel.ActorConstants.LaborLogistics"> <member name="P:CivModel.ActorPrototype.LaborLogistics">
<summary> <summary>
The amount of labor logistics of this actor. The amount of labor logistics per turn of this actor.
Actor is starved if the owner cannot pay this logistics.
</summary> </summary>
</member> </member>
<member name="P:CivModel.ActorConstants.FullLaborForRepair"> <member name="P:CivModel.ActorPrototype.FullLaborForRepair">
<summary> <summary>
The amount of labor for this actor to get the full heal amount of <see cref="P:CivModel.Actor.MaxHealPerTurn"/>. The amount of labor for this actor to get the full heal amount of <see cref="P:CivModel.ActorPrototype.MaxHealPerTurn"/>.
</summary> </summary>
<seealso cref="M:CivModel.Actor.HealByRepair(System.Double)" />
</member> </member>
<member name="P:CivModel.ActorConstants.BattleClassLevel"> <member name="P:CivModel.ActorPrototype.BattleClassLevel">
<summary> <summary>
Battle class level of this actor. This value can affect the ATK/DEF power during battle. Battle class level of this actor. This value can affect the ATK/DEF power during battle.
</summary> </summary>
</member> </member>
<member name="M:CivModel.ActorConstants.Clone"> <member name="T:CivModel.CityPrototype">
<summary> <summary>
Create the copy of this object. Represents a prototype of city.
</summary>
<seealso cref="T:CivModel.TileBuildingPrototype"/>
<seealso cref="T:CivModel.CityBase"/>
</member>
<member name="P:CivModel.CityPrototype.InitialPopulation">
<summary>
The initial population of city.
</summary> </summary>
<returns>The copy of this object.</returns>
</member> </member>
<member name="T:CivModel.Effect"> <member name="T:CivModel.Effect">
<summary> <summary>
...@@ -365,19 +372,46 @@ ...@@ -365,19 +372,46 @@
</summary> </summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param> <param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member> </member>
<member name="T:CivModel.IActorProductionFactory"> <member name="T:CivModel.GuidObjectPrototype">
<summary> <summary>
The factory interface of <see cref="T:CivModel.Production"/> which products <see cref="T:CivModel.Actor"/> objects. The base class represents a prototype.
This interface also provides <see cref="P:CivModel.IActorProductionFactory.ActorConstants"/> of production results. </summary>
</member>
<member name="P:CivModel.GuidObjectPrototype.PackageAssembly">
<summary>
The assembly from which this prototype is.
</summary>
</member>
<member name="P:CivModel.GuidObjectPrototype.PackageAssemblyQualifiedName">
<summary>
The <see cref="P:System.Type.AssemblyQualifiedName"/> of <see cref="P:CivModel.GuidObjectPrototype.TargetType"/>.
</summary> </summary>
<seealso cref="T:CivModel.ActorConstants"/>
<seealso cref="T:CivModel.ITileObjectProductionFactory"/>
</member> </member>
<member name="P:CivModel.IActorProductionFactory.ActorConstants"> <member name="P:CivModel.GuidObjectPrototype.Name">
<summary> <summary>
The constants of production result <see cref="T:CivModel.Actor"/>. The name of <see cref="P:CivModel.GuidObjectPrototype.TargetType"/>.
</summary> </summary>
<seealso cref="P:CivModel.IActorProductionFactory.ActorConstants"/> </member>
<member name="P:CivModel.GuidObjectPrototype.Guid">
<summary>
The unique identifier of <see cref="P:CivModel.GuidObjectPrototype.TargetType"/>.
</summary>
</member>
<member name="P:CivModel.GuidObjectPrototype.TargetType">
<summary>
The type of an object of the kind of this prototype.
</summary>
</member>
<member name="P:CivModel.GuidObjectPrototype.TextName">
<summary>
The name of an object of the kind of this prototype.
</summary>
</member>
<member name="T:CivModel.IActorProductionFactory">
<summary>
The factory interface of <see cref="T:CivModel.Production"/> which products <see cref="T:CivModel.Actor"/> objects.
</summary>
<seealso cref="T:CivModel.ITileObjectProductionFactory"/>
</member> </member>
<member name="T:CivModel.IAIController"> <member name="T:CivModel.IAIController">
<summary> <summary>
...@@ -450,12 +484,12 @@ ...@@ -450,12 +484,12 @@
</summary> </summary>
<seealso cref="T:CivModel.TileBuilding" /> <seealso cref="T:CivModel.TileBuilding" />
</member> </member>
<member name="P:CivModel.CityBase.Name"> <member name="P:CivModel.CityBase.CityName">
<summary> <summary>
The name of this city. The name of this city.
</summary> </summary>
<remarks> <remarks>
<see cref="P:CivModel.CityBase.Name"/> cannot have newline characters and cannot be empty string. <see cref="P:CivModel.CityBase.CityName"/> cannot have newline characters and cannot be empty string.
See the list of newline characters at <see href="https://en.wikipedia.org/wiki/Newline#Unicode"/>. See the list of newline characters at <see href="https://en.wikipedia.org/wiki/Newline#Unicode"/>.
</remarks> </remarks>
<exception cref="T:System.ArgumentException">the name is invalid or already used.</exception> <exception cref="T:System.ArgumentException">the name is invalid or already used.</exception>
...@@ -503,36 +537,32 @@ ...@@ -503,36 +537,32 @@
The list of <see cref="T:CivModel.InteriorBuilding"/> this city owns. The list of <see cref="T:CivModel.InteriorBuilding"/> this city owns.
</summary> </summary>
</member> </member>
<member name="M:CivModel.CityBase.#ctor(CivModel.Player,CivModel.ActorConstants,CivModel.Terrain.Point,CivModel.Player)"> <member name="M:CivModel.CityBase.#ctor(CivModel.Player,System.Type,CivModel.Terrain.Point,CivModel.Player)">
<summary> <summary>
Initializes a new instance of the <see cref="T:CivModel.CityBase"/> class. Initializes a new instance of the <see cref="T:CivModel.CityBase"/> class.
</summary> </summary>
<param name="owner">The player who owns this city.</param> <param name="owner">The player who owns this city.</param>
<param name="constants">constants of this actor.</param> <param name="type">The concrete type of this object.</param>
<param name="point">The tile where the object will be.</param> <param name="point">The tile where the object will be.</param>
<param name="donator">The player donated this TileBuilding. If this TileBuilding is not donated, <c>null</c>.</param> <param name="donator">The player donated this TileBuilding. If this TileBuilding is not donated, <c>null</c>.</param>
<exception cref="T:System.ArgumentNullException"> <exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
<paramref name="owner"/> is <c>null</c>.
or
<paramref name="constants"/> is <c>null</c>.
</exception>
</member> </member>
<member name="M:CivModel.CityBase.TrySetCityName(System.String)"> <member name="M:CivModel.CityBase.TrySetCityName(System.String)">
<summary> <summary>
Sets <see cref="P:CivModel.CityBase.Name"/> of the city. A return value indicates whether the setting is succeeded. Sets <see cref="P:CivModel.CityBase.CityName"/> of the city. A return value indicates whether the setting is succeeded.
</summary> </summary>
<param name="value">The value.</param> <param name="value">The value.</param>
<returns><c>true</c> if succeded. otherwise, <c>false</c>.</returns> <returns><c>true</c> if succeded. otherwise, <c>false</c>.</returns>
<seealso cref="P:CivModel.CityBase.Name"/> <seealso cref="P:CivModel.CityBase.CityName"/>
<seealso cref="M:CivModel.CityBase.SetCityName(System.String)"/> <seealso cref="M:CivModel.CityBase.SetCityName(System.String)"/>
</member> </member>
<member name="M:CivModel.CityBase.SetCityName(System.String)"> <member name="M:CivModel.CityBase.SetCityName(System.String)">
<summary> <summary>
Sets <see cref="P:CivModel.CityBase.Name"/> of the city. The behavior of this method is equal to the setter of <see cref="P:CivModel.CityBase.Name"/>. Sets <see cref="P:CivModel.CityBase.CityName"/> of the city. The behavior of this method is equal to the setter of <see cref="P:CivModel.CityBase.CityName"/>.
</summary> </summary>
<param name="value">The value to set.</param> <param name="value">The value to set.</param>
<exception cref="T:System.ArgumentException">the name is invalid or already used.</exception> <exception cref="T:System.ArgumentException">the name is invalid or already used.</exception>
<seealso cref="P:CivModel.CityBase.Name"/> <seealso cref="P:CivModel.CityBase.CityName"/>
<seealso cref="M:CivModel.CityBase.TrySetCityName(System.String)"/> <seealso cref="M:CivModel.CityBase.TrySetCityName(System.String)"/>
</member> </member>
<member name="M:CivModel.CityBase.AddBuilding(CivModel.InteriorBuilding)"> <member name="M:CivModel.CityBase.AddBuilding(CivModel.InteriorBuilding)">
...@@ -624,12 +654,6 @@ ...@@ -624,12 +654,6 @@
<seealso cref="T:CivModel.GameConstants"/> <seealso cref="T:CivModel.GameConstants"/>
<seealso cref="T:CivModel.IGameConstantScheme"/> <seealso cref="T:CivModel.IGameConstantScheme"/>
</member> </member>
<member name="P:CivModel.Game.GuidManager">
<summary>
The manager object of <see cref="T:CivModel.IGuidTaggedObject"/>.
This property is used by model extension modules.
</summary>
</member>
<member name="P:CivModel.Game.Random"> <member name="P:CivModel.Game.Random">
<summary> <summary>
The random generator of this game. The random generator of this game.
...@@ -755,6 +779,19 @@ ...@@ -755,6 +779,19 @@
</remarks> </remarks>
<seealso cref="M:CivModel.Game.Load(System.IO.StreamReader,System.Collections.Generic.IEnumerable{CivModel.IGameSchemeFactory})"/> <seealso cref="M:CivModel.Game.Load(System.IO.StreamReader,System.Collections.Generic.IEnumerable{CivModel.IGameSchemeFactory})"/>
</member> </member>
<member name="M:CivModel.Game.GetPrototype``1(System.Type)">
<summary>
Gets the prototype for specified type.
</summary>
<typeparam name="Proto">The type of the prototype.</typeparam>
<param name="type">The type targeted by the prototype.</param>
<returns>The prototype object.</returns>
<exception cref="T:System.Collections.Generic.KeyNotFoundException">
the prototype of specified type is not found
or
the prototype of specified type cannot be cast into specified prototype
</exception>
</member>
<member name="M:CivModel.Game.StartTurn"> <member name="M:CivModel.Game.StartTurn">
<summary> <summary>
Starts the turn. If the game is loaded from a save file and not resumed, Resume the game. Starts the turn. If the game is loaded from a save file and not resumed, Resume the game.
...@@ -807,11 +844,6 @@ ...@@ -807,11 +844,6 @@
<seealso cref="T:CivModel.IGameConstantScheme"/> <seealso cref="T:CivModel.IGameConstantScheme"/>
<seealso cref="F:CivModel.Game.Constants"/> <seealso cref="F:CivModel.Game.Constants"/>
</member> </member>
<member name="P:CivModel.GameConstants.CivModel#IGameScheme#Factory">
<summary>
This property is not used.
</summary>
</member>
<member name="P:CivModel.GameConstants.GoldCoefficient"> <member name="P:CivModel.GameConstants.GoldCoefficient">
<summary> <summary>
Coefficient for <see cref="P:CivModel.Player.GoldIncome" />. Coefficient for <see cref="P:CivModel.Player.GoldIncome" />.
...@@ -891,6 +923,24 @@ ...@@ -891,6 +923,24 @@
In this case, <paramref name="atkOwner"/> and <paramref name="defOwner"/> parameters can be used to get their previous value. In this case, <paramref name="atkOwner"/> and <paramref name="defOwner"/> parameters can be used to get their previous value.
</remarks> </remarks>
</member> </member>
<member name="T:CivModel.IProductionFactory">
<summary>
The factory interface of <see cref="T:CivModel.Production"/>
</summary>
<seealso cref="P:CivModel.Player.AvailableProduction"/>
</member>
<member name="P:CivModel.IProductionFactory.ResultType">
<summary>
The type of production result object. <c>null</c> if the production result is not an object.
</summary>
</member>
<member name="M:CivModel.IProductionFactory.Create(CivModel.Player)">
<summary>
Creates the <see cref="T:CivModel.Production"/> object
</summary>
<param name="owner">The player who owns the <see cref="T:CivModel.Production"/> object.</param>
<returns>the created <see cref="T:CivModel.Production"/> object</returns>
</member>
<member name="T:CivModel.IProductionResult"> <member name="T:CivModel.IProductionResult">
<summary> <summary>
The interface represents the result of <see cref="T:CivModel.Production"/> The interface represents the result of <see cref="T:CivModel.Production"/>
...@@ -973,6 +1023,15 @@ ...@@ -973,6 +1023,15 @@
The factory object of this instance. The factory object of this instance.
</summary> </summary>
</member> </member>
<member name="M:CivModel.IGameScheme.GetPackageData">
<summary>
Gets the package data of this game scheme.
</summary>
<returns>
The <see cref="T:System.IO.TextReader"/> object on the package data of this game scheme.
If the package data does not exists, <c>null</c>.
</returns>
</member>
<member name="M:CivModel.IGameScheme.OnAfterInitialized(CivModel.Game)"> <member name="M:CivModel.IGameScheme.OnAfterInitialized(CivModel.Game)">
<summary> <summary>
Called after the game is initialized. Called after the game is initialized.
...@@ -1021,23 +1080,6 @@ ...@@ -1021,23 +1080,6 @@
<param name="isNewGame"><c>true</c> if initializing a new game. <c>false</c> if initializing a game loaded from a save file.</param> <param name="isNewGame"><c>true</c> if initializing a new game. <c>false</c> if initializing a game loaded from a save file.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="game"/> is <c>null</c>.</exception> <exception cref="T:System.ArgumentNullException"><paramref name="game"/> is <c>null</c>.</exception>
</member> </member>
<member name="T:CivModel.IGameAdditionScheme">
<summary>
The interface represents <see cref="T:CivModel.IGameScheme"/> for additional objects.
This type of scheme is overlappable, that is, can be applied multiple time per a game.
</summary>
</member>
<member name="P:CivModel.IGameAdditionScheme.AdditionalProductionFactory">
<summary>
An additional list of <see cref="T:CivModel.IProductionFactory"/>. This list will be added to <see cref="P:CivModel.Player.AvailableProduction"/>.
</summary>
</member>
<member name="M:CivModel.IGameAdditionScheme.RegisterGuid(CivModel.Game)">
<summary>
Registers <see cref="T:CivModel.IGuidTaggedObject"/> for this scheme.
</summary>
<param name="game">The <see cref="T:CivModel.Game"/> object.</param>
</member>
<member name="T:CivModel.IGameConstantScheme"> <member name="T:CivModel.IGameConstantScheme">
<summary> <summary>
The interface represents <see cref="T:CivModel.IGameScheme"/> for game constants. The interface represents <see cref="T:CivModel.IGameScheme"/> for game constants.
...@@ -1163,60 +1205,6 @@ ...@@ -1163,60 +1205,6 @@
</returns> </returns>
<exception cref="T:System.ArgumentException">actor is already destroyed</exception> <exception cref="T:System.ArgumentException">actor is already destroyed</exception>
</member> </member>
<member name="T:CivModel.IGuidTaggedObject">
<summary>
The interface represents an object which can be created and class-level distinguished from <see cref="T:System.Guid"/>.
</summary>
<remarks>
To enable object creation from Guid, <see cref="M:CivModel.GuidTaggedObjectManager.RegisterGuid(System.Guid,System.Func{CivModel.Player,CivModel.Terrain.Point,CivModel.IGuidTaggedObject})"/> must be called.
</remarks>
<seealso cref="T:CivModel.GuidTaggedObjectManager"/>
</member>
<member name="P:CivModel.IGuidTaggedObject.Guid">
<summary>
The unique identifier of this class.
</summary>
</member>
<member name="T:CivModel.GuidTaggedObjectManager">
<summary>
Provides object creation of <see cref="T:CivModel.IGuidTaggedObject"/> from Guid
</summary>
<seealso cref="T:CivModel.IGuidTaggedObject"/>
</member>
<member name="M:CivModel.GuidTaggedObjectManager.RegisterGuid(System.Guid,System.Func{CivModel.Player,CivModel.Terrain.Point,CivModel.IGuidTaggedObject})">
<summary>
Registers a Guid with <see cref="T:CivModel.IGuidTaggedObject"/> supplier, which requires <see cref="T:CivModel.Player"/> and <see cref="T:CivModel.Terrain.Point"/>.
</summary>
<remarks>
<paramref name="supplier"/> creates an object from arguments. If arguments are invalid, supplier can return <c>null</c>.
</remarks>
<param name="guid">The Guid.</param>
<param name="supplier">The supplier.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="supplier"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentException">The same Guid is already registered.</exception>
</member>
<member name="M:CivModel.GuidTaggedObjectManager.RegisterGuid(System.Guid,System.Func{CivModel.CityBase,CivModel.IGuidTaggedObject})">
<summary>
Registers a Guid with <see cref="T:CivModel.IGuidTaggedObject"/> supplier, which requires <see cref="T:CivModel.CityBase"/>.
</summary>
<remarks>
<paramref name="supplier"/> creates an object from arguments. If arguments are invalid, supplier can return <c>null</c>.
</remarks>
<param name="guid">The Guid.</param>
<param name="supplier">The supplier.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="supplier"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentException">The same Guid is already registered.</exception>
</member>
<member name="M:CivModel.GuidTaggedObjectManager.Create(System.Guid,CivModel.Player,CivModel.Terrain.Point)">
<summary>
Creates the <see cref="T:CivModel.IGuidTaggedObject"/> from a specified Guid. If arguments are invalid, returns <c>null</c>.
</summary>
<param name="guid">The Guid.</param>
<param name="owner">The <see cref="T:CivModel.Player"/> who will own the object.</param>
<param name="point">The tile where the object will be.</param>
<returns>the created <see cref="T:CivModel.IGuidTaggedObject"/> object. If arguments are invalid, <c>null</c>.</returns>
<exception cref="T:System.Collections.Generic.KeyNotFoundException">the value of <paramref name="guid"/> is not registered.</exception>
</member>
<member name="T:CivModel.IMovePath"> <member name="T:CivModel.IMovePath">
<summary> <summary>
The interface represents the path of <see cref="P:CivModel.IMovePath.Actor"/> to move along. The interface represents the path of <see cref="P:CivModel.IMovePath.Actor"/> to move along.
...@@ -1272,48 +1260,40 @@ ...@@ -1272,48 +1260,40 @@
If the next point is <see cref="P:CivModel.IMovePath.EndPoint"/>, make <see cref="P:CivModel.IMovePath.Actor"/> act <see cref="P:CivModel.IMovePath.FinalAction"/> instead of moving. If the next point is <see cref="P:CivModel.IMovePath.EndPoint"/>, make <see cref="P:CivModel.IMovePath.Actor"/> act <see cref="P:CivModel.IMovePath.FinalAction"/> instead of moving.
</summary> </summary>
<returns>Whether <see cref="M:CivModel.IMovePath.RecalculateFirstWalk"/> is called before moving.</returns> <returns>Whether <see cref="M:CivModel.IMovePath.RecalculateFirstWalk"/> is called before moving.</returns>
<exception cref="T:System.InvalidOperationException"> <returns>Whether the walk is done or not. The walk is not done if AP is not enough or path is invalid.</returns>
the path or the first walk of path is invalid
</exception>
<returns>Whether the walk is done or not. The walk is not done if AP is not enough.</returns>
</member> </member>
<member name="T:CivModel.InteriorBuildingConstants"> <member name="T:CivModel.InteriorBuildingPrototype">
<summary> <summary>
Represents a constants storage of <see cref="T:CivModel.InteriorBuilding"/>. Represents a prototype of <see cref="T:CivModel.InteriorBuilding"/>.
</summary> </summary>
<seealso cref="T:CivModel.ProductionResultPrototype"/>
<seealso cref="T:CivModel.InteriorBuilding"/> <seealso cref="T:CivModel.InteriorBuilding"/>
</member> </member>
<member name="P:CivModel.InteriorBuildingConstants.GoldLogistics"> <member name="P:CivModel.InteriorBuildingPrototype.GoldLogistics">
<summary> <summary>
The amount of gold logistics of this actor. The amount of gold logistics of this actor.
</summary> </summary>
</member> </member>
<member name="P:CivModel.InteriorBuildingConstants.ProvidedLabor"> <member name="P:CivModel.InteriorBuildingPrototype.ProvidedLabor">
<summary> <summary>
The amount of labor this building provides. The amount of gold this building provides.
</summary> </summary>
</member> </member>
<member name="P:CivModel.InteriorBuildingConstants.ResearchCapacity"> <member name="P:CivModel.InteriorBuildingPrototype.ResearchCapacity">
<summary> <summary>
The amount of research capacity this building provides. The amount of happiness this building provides.
</summary> </summary>
</member> </member>
<member name="P:CivModel.InteriorBuildingConstants.ResearchIncome"> <member name="P:CivModel.InteriorBuildingPrototype.ResearchIncome">
<summary> <summary>
The amount of research income per turn this building provides. The amount of labor this building provides.
</summary> </summary>
</member> </member>
<member name="P:CivModel.InteriorBuildingConstants.PopulationCoefficient"> <member name="P:CivModel.InteriorBuildingPrototype.PopulationCoefficient">
<summary> <summary>
The population coefficient for the city where this building is. The population coefficient for the city where this building is.
</summary> </summary>
</member> </member>
<member name="M:CivModel.InteriorBuildingConstants.Clone">
<summary>
Create the copy of this object.
</summary>
<returns>The copy of this object.</returns>
</member>
<member name="T:CivModel.InteriorBuilding"> <member name="T:CivModel.InteriorBuilding">
<summary> <summary>
Represents a building which must be built in <see cref="T:CivModel.CityBase"/>. Represents a building which must be built in <see cref="T:CivModel.CityBase"/>.
...@@ -1335,19 +1315,19 @@ ...@@ -1335,19 +1315,19 @@
The <see cref="P:CivModel.InteriorBuilding.Game"/> object The <see cref="P:CivModel.InteriorBuilding.Game"/> object
</summary> </summary>
</member> </member>
<member name="P:CivModel.InteriorBuilding.City"> <member name="P:CivModel.InteriorBuilding.TextName">
<summary> <summary>
The <see cref="T:CivModel.CityBase"/> where this building is. The name of this building.
</summary> </summary>
</member> </member>
<member name="P:CivModel.InteriorBuilding.OriginalConstants"> <member name="P:CivModel.InteriorBuilding.City">
<summary> <summary>
The original constants of this building. The actual values can be different from the values of this property. The <see cref="T:CivModel.CityBase"/> where this building is.
</summary> </summary>
</member> </member>
<member name="P:CivModel.InteriorBuilding.GoldLogistics"> <member name="P:CivModel.InteriorBuilding.GoldLogistics">
<summary> <summary>
The amount of gold logistics of this actor. The amount of gold logistics of this building.
</summary> </summary>
<exception cref="T:System.ArgumentOutOfRangeException">GoldLogistics is negative</exception> <exception cref="T:System.ArgumentOutOfRangeException">GoldLogistics is negative</exception>
</member> </member>
...@@ -1409,17 +1389,13 @@ ...@@ -1409,17 +1389,13 @@
</summary> </summary>
<exception cref="T:System.ArgumentOutOfRangeException">PopulationCoefficient is negative</exception> <exception cref="T:System.ArgumentOutOfRangeException">PopulationCoefficient is negative</exception>
</member> </member>
<member name="M:CivModel.InteriorBuilding.#ctor(CivModel.CityBase,CivModel.InteriorBuildingConstants)"> <member name="M:CivModel.InteriorBuilding.#ctor(CivModel.CityBase,System.Type)">
<summary> <summary>
Initializes a new instance of the <see cref="T:CivModel.InteriorBuilding"/> class. Initializes a new instance of the <see cref="T:CivModel.InteriorBuilding"/> class.
</summary> </summary>
<param name="city">The <see cref="T:CivModel.CityBase"/> who will own the building.</param> <param name="city">The <see cref="T:CivModel.CityBase"/> who will own the building.</param>
<param name="constants">constants of this actor.</param> <param name="type">The concrete type of this object.</param>
<exception cref="T:System.ArgumentNullException"> <exception cref="T:System.ArgumentNullException"><paramref name="city"/> is <c>null</c>.</exception>
<paramref name="constants"/> is <c>null</c>.
or
<paramref name="city"/> is <c>null</c>.
</exception>
</member> </member>
<member name="M:CivModel.InteriorBuilding.OnAfterProduce(CivModel.Production)"> <member name="M:CivModel.InteriorBuilding.OnAfterProduce(CivModel.Production)">
<summary> <summary>
...@@ -1510,12 +1486,6 @@ ...@@ -1510,12 +1486,6 @@
<param name="city">The <see cref="T:CivModel.CityBase"/> who will own the building.</param> <param name="city">The <see cref="T:CivModel.CityBase"/> who will own the building.</param>
<returns>the created <see cref="T:CivModel.InteriorBuilding"/> result.</returns> <returns>the created <see cref="T:CivModel.InteriorBuilding"/> result.</returns>
</member> </member>
<member name="P:CivModel.IInteriorBuildingProductionFactory.Constants">
<summary>
The constants of production result <see cref="T:CivModel.InteriorBuilding"/>.
</summary>
<seealso cref="T:CivModel.InteriorBuildingConstants"/>
</member>
<member name="T:CivModel.InteriorBuildingProduction"> <member name="T:CivModel.InteriorBuildingProduction">
<summary> <summary>
The <see cref="T:CivModel.Production"/> class for <see cref="T:CivModel.InteriorBuilding"/> The <see cref="T:CivModel.Production"/> class for <see cref="T:CivModel.InteriorBuilding"/>
...@@ -1529,14 +1499,14 @@ ...@@ -1529,14 +1499,14 @@
<param name="factory">The factory object of this production kind.</param> <param name="factory">The factory object of this production kind.</param>
<param name="owner">The <see cref="T:CivModel.Player"/> who will own the production.</param> <param name="owner">The <see cref="T:CivModel.Player"/> who will own the production.</param>
<exception cref="T:System.ArgumentException"> <exception cref="T:System.ArgumentException">
<see cref="P:CivModel.IProductionFactory.TotalLaborCost"/> is negative TotalLaborCost is negative
or or
<see cref="P:CivModel.IProductionFactory.TotalGoldCost"/> is negative TotalGoldCost is negative
</exception> </exception>
<exception cref="T:System.ArgumentOutOfRangeException"> <exception cref="T:System.ArgumentOutOfRangeException">
<see cref="P:CivModel.IProductionFactory.LaborCapacityPerTurn"/> is not in [0, <see cref="P:CivModel.Production.TotalLaborCost"/>] LaborCapacityPerTurn is not in [0, TotalLaborCost]
or or
<see cref="P:CivModel.IProductionFactory.GoldCapacityPerTurn"/> is not in [0, <see cref="P:CivModel.Production.TotalGoldCost"/>] GoldCapacityPerTurn is not in [0, TotalGoldCost]
</exception> </exception>
<exception cref="T:System.ArgumentNullException"> <exception cref="T:System.ArgumentNullException">
<paramref name="factory"/> is <c>null</c> <paramref name="factory"/> is <c>null</c>
...@@ -1682,6 +1652,62 @@ ...@@ -1682,6 +1652,62 @@
<exception cref="T:System.ArgumentOutOfRangeException"><paramref name="duration"/> is negative and not -1</exception> <exception cref="T:System.ArgumentOutOfRangeException"><paramref name="duration"/> is negative and not -1</exception>
<exception cref="T:System.ArgumentNullException"><paramref name="target"/> is <c>null</c>.</exception> <exception cref="T:System.ArgumentNullException"><paramref name="target"/> is <c>null</c>.</exception>
</member> </member>
<member name="T:CivModel.ProductionResultPrototype">
<summary>
Represents a prototype of <see cref="T:CivModel.IProductionResult"/>.
</summary>
<seealso cref="T:CivModel.GuidObjectPrototype"/>
<seealso cref="T:CivModel.IProductionResult"/>
</member>
<member name="P:CivModel.ProductionResultPrototype.TotalLaborCost">
<summary>
The total labor cost to finish this production.
</summary>
</member>
<member name="P:CivModel.ProductionResultPrototype.LaborCapacityPerTurn">
<summary>
The maximum labor which can put into this production per turn.
</summary>
</member>
<member name="P:CivModel.ProductionResultPrototype.TotalGoldCost">
<summary>
The total gold cost to finish this production.
</summary>
</member>
<member name="P:CivModel.ProductionResultPrototype.GoldCapacityPerTurn">
<summary>
The maximum gold which can put into this production per turn.
</summary>
</member>
<member name="T:CivModel.Properties.Resources">
<summary>
지역화된 문자열 등을 찾기 위한 강력한 형식의 리소스 클래스입니다.
</summary>
</member>
<member name="P:CivModel.Properties.Resources.ResourceManager">
<summary>
이 클래스에서 사용하는 캐시된 ResourceManager 인스턴스를 반환합니다.
</summary>
</member>
<member name="P:CivModel.Properties.Resources.Culture">
<summary>
이 강력한 형식의 리소스 클래스를 사용하여 모든 리소스 조회에 대한 현재 스레드의 CurrentUICulture
속성을 재정의합니다.
</summary>
</member>
<member name="P:CivModel.Properties.Resources.PrototypeSchema">
<summary>
&lt;?xml version=&quot;1.0&quot; encoding=&quot;utf-8&quot;?&gt;
&lt;xs:schema id=&quot;PrototypeSchema&quot;
targetNamespace=&quot;https://git.kucatdog.net/true-history-committee/civiii-model-proto/wikis/external/PrototypeSchema&quot;
elementFormDefault=&quot;qualified&quot;
xmlns=&quot;https://git.kucatdog.net/true-history-committee/civiii-model-proto/wikis/external/PrototypeSchema&quot;
xmlns:mstns=&quot;https://git.kucatdog.net/true-history-committee/civiii-model-proto/wikis/external/PrototypeSchema&quot;
xmlns:xs=&quot;http://www.w3.org/2001/XMLSchema&quot;&gt;
&lt;xs:simple[나머지 문자열은 잘림]&quot;;과(와) 유사한 지역화된 문자열을 찾습니다.
</summary>
</member>
<member name="T:CivModel.QuestStatus"> <member name="T:CivModel.QuestStatus">
<summary> <summary>
The status of <see cref="T:CivModel.Quest"/>. The status of <see cref="T:CivModel.Quest"/>.
...@@ -1728,7 +1754,12 @@ ...@@ -1728,7 +1754,12 @@
The <see cref="P:CivModel.Quest.Game"/> object. The <see cref="P:CivModel.Quest.Game"/> object.
</summary> </summary>
</member> </member>
<member name="P:CivModel.Quest.Name"> <member name="P:CivModel.Quest.Guid">
<summary>
The unique identifier of this class.
</summary>
</member>
<member name="P:CivModel.Quest.TextName">
<summary> <summary>
[퀘스트 이름]. [퀘스트 이름].
</summary> </summary>
...@@ -1793,12 +1824,13 @@ ...@@ -1793,12 +1824,13 @@
cannot mark <see cref="F:CivModel.QuestStatus.Deployed"/> quest as <see cref="F:CivModel.QuestStatus.Completed"/> cannot mark <see cref="F:CivModel.QuestStatus.Deployed"/> quest as <see cref="F:CivModel.QuestStatus.Completed"/>
</exception> </exception>
</member> </member>
<member name="M:CivModel.Quest.#ctor(CivModel.Player,CivModel.Player)"> <member name="M:CivModel.Quest.#ctor(CivModel.Player,CivModel.Player,System.Type)">
<summary> <summary>
Initializes a new instance of the <see cref="T:CivModel.Quest"/> class. Initializes a new instance of the <see cref="T:CivModel.Quest"/> class.
</summary> </summary>
<param name="requester">The requester of this quest. <c>null</c> if not exists.</param> <param name="requester">The requester of this quest. <c>null</c> if not exists.</param>
<param name="requestee">The requestee of this quest.</param> <param name="requestee">The requestee of this quest.</param>
<param name="type">The concrete type of this object.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="requestee"/> is <c>null</c>.</exception> <exception cref="T:System.ArgumentNullException"><paramref name="requestee"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentException"><paramref name="requester"/> and <paramref name="requestee"/> do not involve in the same game</exception> <exception cref="T:System.ArgumentException"><paramref name="requester"/> and <paramref name="requestee"/> do not involve in the same game</exception>
</member> </member>
...@@ -2211,44 +2243,6 @@ ...@@ -2211,44 +2243,6 @@
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
</returns> </returns>
</member> </member>
<member name="T:CivModel.IProductionFactory">
<summary>
The factory interface of <see cref="T:CivModel.Production"/>
</summary>
<seealso cref="P:CivModel.Player.AvailableProduction"/>
</member>
<member name="P:CivModel.IProductionFactory.ResultType">
<summary>
The type of production result object. <c>null</c> if the production result is not an object.
</summary>
</member>
<member name="P:CivModel.IProductionFactory.TotalLaborCost">
<summary>
The total labor cost to finish this production.
</summary>
</member>
<member name="P:CivModel.IProductionFactory.LaborCapacityPerTurn">
<summary>
The maximum labor which can put into this production per turn.
</summary>
</member>
<member name="P:CivModel.IProductionFactory.TotalGoldCost">
<summary>
The total gold cost to finish this production.
</summary>
</member>
<member name="P:CivModel.IProductionFactory.GoldCapacityPerTurn">
<summary>
The maximum gold which can put into this production per turn.
</summary>
</member>
<member name="M:CivModel.IProductionFactory.Create(CivModel.Player)">
<summary>
Creates the <see cref="T:CivModel.Production"/> object
</summary>
<param name="owner">The player who owns the <see cref="T:CivModel.Production"/> object.</param>
<returns>the created <see cref="T:CivModel.Production"/> object</returns>
</member>
<member name="T:CivModel.Production"> <member name="T:CivModel.Production">
<summary> <summary>
An abstract class represents a production. An abstract class represents a production.
...@@ -2337,14 +2331,14 @@ ...@@ -2337,14 +2331,14 @@
<param name="factory">The factory object of this production kind.</param> <param name="factory">The factory object of this production kind.</param>
<param name="owner">The <see cref="T:CivModel.Player"/> who will own the production.</param> <param name="owner">The <see cref="T:CivModel.Player"/> who will own the production.</param>
<exception cref="T:System.ArgumentException"> <exception cref="T:System.ArgumentException">
<see cref="P:CivModel.IProductionFactory.TotalLaborCost"/> is negative TotalLaborCost is negative
or or
<see cref="P:CivModel.IProductionFactory.TotalGoldCost"/> is negative TotalGoldCost is negative
</exception> </exception>
<exception cref="T:System.ArgumentOutOfRangeException"> <exception cref="T:System.ArgumentOutOfRangeException">
<see cref="P:CivModel.IProductionFactory.LaborCapacityPerTurn"/> is not in [0, <see cref="P:CivModel.Production.TotalLaborCost"/>] LaborCapacityPerTurn is not in [0, TotalLaborCost]
or or
<see cref="P:CivModel.IProductionFactory.GoldCapacityPerTurn"/> is not in [0, <see cref="P:CivModel.Production.TotalGoldCost"/>] GoldCapacityPerTurn is not in [0, TotalGoldCost]
</exception> </exception>
<exception cref="T:System.ArgumentNullException"> <exception cref="T:System.ArgumentNullException">
<paramref name="factory"/> is <c>null</c> <paramref name="factory"/> is <c>null</c>
...@@ -2442,6 +2436,38 @@ ...@@ -2442,6 +2436,38 @@
<exception cref="T:System.ArgumentException">point is invalid</exception> <exception cref="T:System.ArgumentException">point is invalid</exception>
<seealso cref="M:CivModel.Production.Place(CivModel.Terrain.Point)"/> <seealso cref="M:CivModel.Production.Place(CivModel.Terrain.Point)"/>
</member> </member>
<member name="T:CivModel.QuestPrototype">
<summary>
Represents a prototype of <see cref="T:CivModel.Quest"/>.
</summary>
<seealso cref="T:CivModel.GuidObjectPrototype"/>
<seealso cref="T:CivModel.Quest"/>
</member>
<member name="P:CivModel.QuestPrototype.PostingTurn">
<summary>
[퀘스트 게시 기간]. <c>-1</c> if forever.
</summary>
</member>
<member name="P:CivModel.QuestPrototype.LimitTurn">
<summary>
[퀘스트 제한 기간]. <c>-1</c> if forever.
</summary>
</member>
<member name="P:CivModel.QuestPrototype.GoalNotice">
<summary>
[퀘스트 조건].
</summary>
</member>
<member name="P:CivModel.QuestPrototype.RewardNotice">
<summary>
[퀘스트 보상].
</summary>
</member>
<member name="P:CivModel.QuestPrototype.CompleteNotice">
<summary>
[교육용 알림].
</summary>
</member>
<member name="T:CivModel.SchemeLoader"> <member name="T:CivModel.SchemeLoader">
<summary> <summary>
Provides <see cref="T:CivModel.IGameScheme"/> management. Provides <see cref="T:CivModel.IGameScheme"/> management.
...@@ -2536,6 +2562,13 @@ ...@@ -2536,6 +2562,13 @@
The <see cref="T:CivModel.Position"/> where this tile is. The <see cref="T:CivModel.Position"/> where this tile is.
</summary> </summary>
</member> </member>
<member name="P:CivModel.Terrain.Point.Index">
<summary>
The index of this tile,
which is equal to <c><see cref="P:CivModel.Position.Y"/> * <see cref="P:CivModel.Terrain.Width"/> + <see cref="P:CivModel.Position.X"/></c>.
</summary>
<seealso cref="M:CivModel.Terrain.GetPoint(System.Int32)"/>
</member>
<member name="P:CivModel.Terrain.Point.Type"> <member name="P:CivModel.Terrain.Point.Type">
<summary> <summary>
<see cref="T:CivModel.TerrainType"/> of the tile. <see cref="T:CivModel.TerrainType"/> of the tile.
...@@ -2693,6 +2726,16 @@ ...@@ -2693,6 +2726,16 @@
<paramref name="height"/> is not positive <paramref name="height"/> is not positive
</exception> </exception>
</member> </member>
<member name="M:CivModel.Terrain.GetPoint(System.Int32)">
<summary>
Gets the <see cref="T:CivModel.Terrain.Point"/> from point index.
Point index is equal to <c>y * <see cref="P:CivModel.Terrain.Width"/> + x</c>.
</summary>
<param name="index">The index of point.</param>
<returns>The <see cref="T:CivModel.Terrain.Point"/> object</returns>
<exception cref="T:System.ArgumentOutOfRangeException">index is invalid</exception>
<seealso cref="P:CivModel.Terrain.Point.Index"/>
</member>
<member name="M:CivModel.Terrain.GetPoint(System.Int32,System.Int32)"> <member name="M:CivModel.Terrain.GetPoint(System.Int32,System.Int32)">
<summary> <summary>
Gets the <see cref="T:CivModel.Terrain.Point"/> from physical coordinates. Gets the <see cref="T:CivModel.Terrain.Point"/> from physical coordinates.
...@@ -2832,19 +2875,15 @@ ...@@ -2832,19 +2875,15 @@
</summary> </summary>
<seealso cref="P:CivModel.TileBuilding.IsDonated"/> <seealso cref="P:CivModel.TileBuilding.IsDonated"/>
</member> </member>
<member name="M:CivModel.TileBuilding.#ctor(CivModel.Player,CivModel.ActorConstants,CivModel.Terrain.Point,CivModel.Player)"> <member name="M:CivModel.TileBuilding.#ctor(CivModel.Player,System.Type,CivModel.Terrain.Point,CivModel.Player)">
<summary> <summary>
Initializes a new instance of the <see cref="T:CivModel.TileBuilding"/> class. Initializes a new instance of the <see cref="T:CivModel.TileBuilding"/> class.
</summary> </summary>
<param name="owner">The player who owns this TileBuilding.</param> <param name="owner">The player who owns this TileBuilding.</param>
<param name="constants">constants of this actor.</param> <param name="type">The concrete type of this object.</param>
<param name="point">The tile where the object will be.</param> <param name="point">The tile where the object will be.</param>
<param name="donator">The player donated this TileBuilding. If this TileBuilding is not donated, <c>null</c>.</param> <param name="donator">The player donated this TileBuilding. If this TileBuilding is not donated, <c>null</c>.</param>
<exception cref="T:System.ArgumentNullException"> <exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
<paramref name="owner"/> is <c>null</c>.
or
<paramref name="constants"/> is <c>null</c>.
</exception>
</member> </member>
<member name="M:CivModel.TileBuilding.BePillaged(CivModel.Actor)"> <member name="M:CivModel.TileBuilding.BePillaged(CivModel.Actor)">
<summary> <summary>
...@@ -2935,14 +2974,14 @@ ...@@ -2935,14 +2974,14 @@
</remarks> </remarks>
<seealso cref="M:CivModel.Actor.ChangeOwner(CivModel.Player)"/> <seealso cref="M:CivModel.Actor.ChangeOwner(CivModel.Player)"/>
</member> </member>
<member name="P:CivModel.Actor.Name"> <member name="P:CivModel.Actor.Guid">
<summary> <summary>
The name of this actor. The unique identifier of this class.
</summary> </summary>
</member> </member>
<member name="P:CivModel.Actor.OriginalConstants"> <member name="P:CivModel.Actor.TextName">
<summary> <summary>
The original constants of this actor. The actual values can be different from the values of this property. The name of this actor.
</summary> </summary>
</member> </member>
<member name="P:CivModel.Actor.MaxAP"> <member name="P:CivModel.Actor.MaxAP">
...@@ -3001,15 +3040,19 @@ ...@@ -3001,15 +3040,19 @@
</member> </member>
<member name="P:CivModel.Actor.GoldLogistics"> <member name="P:CivModel.Actor.GoldLogistics">
<summary> <summary>
The amount of gold logistics of this actor. The amount of gold logistics per turn of this actor.
Actor is starved if the owner cannot pay this logistics.
</summary> </summary>
<exception cref="T:System.ArgumentOutOfRangeException">GoldLogistics is negative</exception> <exception cref="T:System.ArgumentOutOfRangeException">GoldLogistics is negative</exception>
<seealso cref="P:CivModel.Actor.IsStarved"/>
</member> </member>
<member name="P:CivModel.Actor.LaborLogistics"> <member name="P:CivModel.Actor.LaborLogistics">
<summary> <summary>
The amount of labor logistics of this actor. The amount of labor logistics per turn of this actor.
Actor is starved if the owner cannot pay this logistics.
</summary> </summary>
<exception cref="T:System.ArgumentOutOfRangeException">LaborLogistics is negative</exception> <exception cref="T:System.ArgumentOutOfRangeException">LaborLogistics is negative</exception>
<seealso cref="P:CivModel.Actor.IsStarved"/>
</member> </member>
<member name="P:CivModel.Actor.IsStarved"> <member name="P:CivModel.Actor.IsStarved">
<summary> <summary>
...@@ -3097,19 +3140,15 @@ ...@@ -3097,19 +3140,15 @@
Whether this actor is cloacking. Whether this actor is cloacking.
</summary> </summary>
</member> </member>
<member name="M:CivModel.Actor.#ctor(CivModel.Player,CivModel.ActorConstants,CivModel.Terrain.Point,CivModel.TileTag)"> <member name="M:CivModel.Actor.#ctor(CivModel.Player,System.Type,CivModel.Terrain.Point,CivModel.TileTag)">
<summary> <summary>
Initializes a new instance of the <see cref="T:CivModel.Actor"/> class. Initializes a new instance of the <see cref="T:CivModel.Actor"/> class.
</summary> </summary>
<param name="owner">The player who owns this actor.</param> <param name="owner">The player who owns this actor.</param>
<param name="constants">constants of this actor.</param> <param name="type">The concrete type of this object.</param>
<param name="point">The tile where the object will be.</param> <param name="point">The tile where the object will be.</param>
<param name="tag">The <seealso cref="T:CivModel.TileTag"/> of this actor.</param> <param name="tag">The <seealso cref="T:CivModel.TileTag"/> of this actor.</param>
<exception cref="T:System.ArgumentNullException"> <exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
<paramref name="owner"/> is <c>null</c>.
or
<paramref name="constants"/> is <c>null</c>.
</exception>
</member> </member>
<member name="M:CivModel.Actor.ChangeOwner(CivModel.Player)"> <member name="M:CivModel.Actor.ChangeOwner(CivModel.Player)">
<summary> <summary>
...@@ -3451,14 +3490,14 @@ ...@@ -3451,14 +3490,14 @@
<param name="factory">The factory object of this production kind.</param> <param name="factory">The factory object of this production kind.</param>
<param name="owner">The <see cref="T:CivModel.Player"/> who will own the production.</param> <param name="owner">The <see cref="T:CivModel.Player"/> who will own the production.</param>
<exception cref="T:System.ArgumentException"> <exception cref="T:System.ArgumentException">
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or or
<see cref="P:CivModel.IProductionFactory.TotalGoldCost"/> is negative TotalGoldCost is negative
</exception> </exception>
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<see cref="P:CivModel.IProductionFactory.LaborCapacityPerTurn"/> is not in [0, <see cref="P:CivModel.Production.TotalLaborCost"/>] LaborCapacityPerTurn is not in [0, TotalLaborCost]
or or
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<paramref name="factory"/> is <c>null</c> <paramref name="factory"/> is <c>null</c>
...@@ -3475,6 +3514,28 @@ ...@@ -3475,6 +3514,28 @@
<exception cref="T:System.ArgumentException">point is invalid</exception> <exception cref="T:System.ArgumentException">point is invalid</exception>
<returns>The production result.</returns> <returns>The production result.</returns>
</member> </member>
<member name="T:CivModel.TileBuildingPrototype">
<summary>
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<seealso cref="T:CivModel.ActorPrototype"/>
<seealso cref="T:CivModel.TileBuilding"/>
</member>
<member name="P:CivModel.TileBuildingPrototype.ProvidedGold">
<summary>
The amount of gold this building provides.
</summary>
</member>
<member name="P:CivModel.TileBuildingPrototype.ProvidedHappiness">
<summary>
The amount of happiness this building provides.
</summary>
</member>
<member name="P:CivModel.TileBuildingPrototype.ProvidedLabor">
<summary>
The labor which this tile building offers.
</summary>
</member>
<member name="T:CivModel.TileTag"> <member name="T:CivModel.TileTag">
<summary> <summary>
The value indicating the kind of <see cref="T:CivModel.TileObject"/>. The value indicating the kind of <see cref="T:CivModel.TileObject"/>.
...@@ -3495,11 +3556,6 @@ ...@@ -3495,11 +3556,6 @@
Represents an object which can be placed on <see cref="T:CivModel.Terrain.Point"/>. Represents an object which can be placed on <see cref="T:CivModel.Terrain.Point"/>.
</summary> </summary>
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<member name="P:CivModel.TileObject.Guid">
<summary>
The unique identifier of this class.
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<member name="P:CivModel.TileObject.Game"> <member name="P:CivModel.TileObject.Game">
<summary> <summary>
The <see cref="P:CivModel.TileObject.Game"/> object The <see cref="P:CivModel.TileObject.Game"/> object
...@@ -4106,18 +4162,14 @@ ...@@ -4106,18 +4162,14 @@
The action performing pillage. A <see cref="T:CivModel.MoveActorAction"/> object by default. The action performing pillage. A <see cref="T:CivModel.MoveActorAction"/> object by default.
</summary> </summary>
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<member name="M:CivModel.Unit.#ctor(CivModel.Player,CivModel.ActorConstants,CivModel.Terrain.Point)"> <member name="M:CivModel.Unit.#ctor(CivModel.Player,System.Type,CivModel.Terrain.Point)">
<summary> <summary>
Initializes a new instance of the <see cref="T:CivModel.Unit"/> class. Initializes a new instance of the <see cref="T:CivModel.Unit"/> class.
</summary> </summary>
<param name="owner">The <see cref="T:CivModel.Player"/> who owns this unit.</param> <param name="owner">The <see cref="T:CivModel.Player"/> who owns this unit.</param>
<param name="constants">constants of this actor.</param> <param name="type">The concrete type of this object.</param>
<param name="point">The tile where the object will be.</param> <param name="point">The tile where the object will be.</param>
<exception cref="T:System.ArgumentNullException"> <exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
<paramref name="owner"/> is <c>null</c>.
or
<paramref name="constants"/> is <c>null</c>.
</exception>
</member> </member>
<member name="M:CivModel.Unit.OnBeforeChangeOwner(CivModel.Player)"> <member name="M:CivModel.Unit.OnBeforeChangeOwner(CivModel.Player)">
<summary> <summary>
...@@ -4176,14 +4228,14 @@ ...@@ -4176,14 +4228,14 @@
<param name="factory">The factory object of this production kind.</param> <param name="factory">The factory object of this production kind.</param>
<param name="owner">The <see cref="T:CivModel.Player"/> who will own the production.</param> <param name="owner">The <see cref="T:CivModel.Player"/> who will own the production.</param>
<exception cref="T:System.ArgumentException"> <exception cref="T:System.ArgumentException">
<see cref="P:CivModel.IProductionFactory.TotalLaborCost"/> is negative TotalLaborCost is negative
or or
<see cref="P:CivModel.IProductionFactory.TotalGoldCost"/> is negative TotalGoldCost is negative
</exception> </exception>
<exception cref="T:System.ArgumentOutOfRangeException"> <exception cref="T:System.ArgumentOutOfRangeException">
<see cref="P:CivModel.IProductionFactory.LaborCapacityPerTurn"/> is not in [0, <see cref="P:CivModel.Production.TotalLaborCost"/>] LaborCapacityPerTurn is not in [0, TotalLaborCost]
or or
<see cref="P:CivModel.IProductionFactory.GoldCapacityPerTurn"/> is not in [0, <see cref="P:CivModel.Production.TotalGoldCost"/>] GoldCapacityPerTurn is not in [0, TotalGoldCost]
</exception> </exception>
<exception cref="T:System.ArgumentNullException"> <exception cref="T:System.ArgumentNullException">
<paramref name="factory"/> is <c>null</c> <paramref name="factory"/> is <c>null</c>
...@@ -4288,6 +4340,13 @@ ...@@ -4288,6 +4340,13 @@
</summary> </summary>
<param name="player">The player.</param> <param name="player">The player.</param>
</member> </member>
<member name="T:CivModel.UnitPrototype">
<summary>
Represents a prototype of <see cref="T:CivModel.Unit"/>.
</summary>
<seealso cref="T:CivModel.ActorPrototype"/>
<seealso cref="T:CivModel.Unit"/>
</member>
<member name="T:CivModel.ObserverPriority"> <member name="T:CivModel.ObserverPriority">
<summary> <summary>
The enumeration represents priority of an observer to an observable event. The enumeration represents priority of an observer to an observable event.
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<seealso cref="M:CivObservable.IObservable`2.AddObserver(`0,`1)"/> <seealso cref="M:CivObservable.IObservable`2.AddObserver(`0,`1)"/>
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<param name="bindingFlags">A bitmask comprised of one or more <see cref="T:System.Reflection.BindingFlags"/> that specify how the search is conducted.</param>
<param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the method to get.</param>
<param name="args">Arguments to pass to the member to invoke.</param>
<returns>Result of method call</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.Invoke(System.String,System.Reflection.BindingFlags,System.Object[],System.Globalization.CultureInfo)">
<summary>
Invokes the specified method
</summary>
<param name="name">Name of the method</param>
<param name="bindingFlags">A bitmask comprised of one or more <see cref="T:System.Reflection.BindingFlags"/> that specify how the search is conducted.</param>
<param name="args">Arguments to pass to the member to invoke.</param>
<param name="culture">Culture info</param>
<returns>Result of method call</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.Invoke(System.String,System.Reflection.BindingFlags,System.Type[],System.Object[],System.Globalization.CultureInfo)">
<summary>
Invokes the specified method
</summary>
<param name="name">Name of the method</param>
<param name="bindingFlags">A bitmask comprised of one or more <see cref="T:System.Reflection.BindingFlags"/> that specify how the search is conducted.</param>
<param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the method to get.</param>
<param name="args">Arguments to pass to the member to invoke.</param>
<param name="culture">Culture info</param>
<returns>Result of method call</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.Invoke(System.String,System.Reflection.BindingFlags,System.Type[],System.Object[],System.Globalization.CultureInfo,System.Type[])">
<summary>
Invokes the specified method
</summary>
<param name="name">Name of the method</param>
<param name="bindingFlags">A bitmask comprised of one or more <see cref="T:System.Reflection.BindingFlags"/> that specify how the search is conducted.</param>
<param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the method to get.</param>
<param name="args">Arguments to pass to the member to invoke.</param>
<param name="culture">Culture info</param>
<param name="typeArguments">An array of types corresponding to the types of the generic arguments.</param>
<returns>Result of method call</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.GetArrayElement(System.String,System.Int32[])">
<summary>
Gets the array element using array of subsrcipts for each dimension
</summary>
<param name="name">Name of the member</param>
<param name="indices">the indices of array</param>
<returns>An arrya of elements.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.SetArrayElement(System.String,System.Object,System.Int32[])">
<summary>
Sets the array element using array of subsrcipts for each dimension
</summary>
<param name="name">Name of the member</param>
<param name="value">Value to set</param>
<param name="indices">the indices of array</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.GetArrayElement(System.String,System.Reflection.BindingFlags,System.Int32[])">
<summary>
Gets the array element using array of subsrcipts for each dimension
</summary>
<param name="name">Name of the member</param>
<param name="bindingFlags">A bitmask comprised of one or more <see cref="T:System.Reflection.BindingFlags"/> that specify how the search is conducted.</param>
<param name="indices">the indices of array</param>
<returns>An arrya of elements.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.SetArrayElement(System.String,System.Reflection.BindingFlags,System.Object,System.Int32[])">
<summary>
Sets the array element using array of subsrcipts for each dimension
</summary>
<param name="name">Name of the member</param>
<param name="bindingFlags">A bitmask comprised of one or more <see cref="T:System.Reflection.BindingFlags"/> that specify how the search is conducted.</param>
<param name="value">Value to set</param>
<param name="indices">the indices of array</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.GetField(System.String)">
<summary>
Get the field
</summary>
<param name="name">Name of the field</param>
<returns>The field.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.SetField(System.String,System.Object)">
<summary>
Sets the field
</summary>
<param name="name">Name of the field</param>
<param name="value">value to set</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.GetField(System.String,System.Reflection.BindingFlags)">
<summary>
Gets the field
</summary>
<param name="name">Name of the field</param>
<param name="bindingFlags">A bitmask comprised of one or more <see cref="T:System.Reflection.BindingFlags"/> that specify how the search is conducted.</param>
<returns>The field.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.SetField(System.String,System.Reflection.BindingFlags,System.Object)">
<summary>
Sets the field
</summary>
<param name="name">Name of the field</param>
<param name="bindingFlags">A bitmask comprised of one or more <see cref="T:System.Reflection.BindingFlags"/> that specify how the search is conducted.</param>
<param name="value">value to set</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.GetFieldOrProperty(System.String)">
<summary>
Get the field or property
</summary>
<param name="name">Name of the field or property</param>
<returns>The field or property.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.SetFieldOrProperty(System.String,System.Object)">
<summary>
Sets the field or property
</summary>
<param name="name">Name of the field or property</param>
<param name="value">value to set</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.GetFieldOrProperty(System.String,System.Reflection.BindingFlags)">
<summary>
Gets the field or property
</summary>
<param name="name">Name of the field or property</param>
<param name="bindingFlags">A bitmask comprised of one or more <see cref="T:System.Reflection.BindingFlags"/> that specify how the search is conducted.</param>
<returns>The field or property.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.SetFieldOrProperty(System.String,System.Reflection.BindingFlags,System.Object)">
<summary>
Sets the field or property
</summary>
<param name="name">Name of the field or property</param>
<param name="bindingFlags">A bitmask comprised of one or more <see cref="T:System.Reflection.BindingFlags"/> that specify how the search is conducted.</param>
<param name="value">value to set</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.GetProperty(System.String,System.Object[])">
<summary>
Gets the property
</summary>
<param name="name">Name of the property</param>
<param name="args">Arguments to pass to the member to invoke.</param>
<returns>The property.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.GetProperty(System.String,System.Type[],System.Object[])">
<summary>
Gets the property
</summary>
<param name="name">Name of the property</param>
<param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the indexed property.</param>
<param name="args">Arguments to pass to the member to invoke.</param>
<returns>The property.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.SetProperty(System.String,System.Object,System.Object[])">
<summary>
Set the property
</summary>
<param name="name">Name of the property</param>
<param name="value">value to set</param>
<param name="args">Arguments to pass to the member to invoke.</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.SetProperty(System.String,System.Type[],System.Object,System.Object[])">
<summary>
Set the property
</summary>
<param name="name">Name of the property</param>
<param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the indexed property.</param>
<param name="value">value to set</param>
<param name="args">Arguments to pass to the member to invoke.</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.GetProperty(System.String,System.Reflection.BindingFlags,System.Object[])">
<summary>
Gets the property
</summary>
<param name="name">Name of the property</param>
<param name="bindingFlags">A bitmask comprised of one or more <see cref="T:System.Reflection.BindingFlags"/> that specify how the search is conducted.</param>
<param name="args">Arguments to pass to the member to invoke.</param>
<returns>The property.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.GetProperty(System.String,System.Reflection.BindingFlags,System.Type[],System.Object[])">
<summary>
Gets the property
</summary>
<param name="name">Name of the property</param>
<param name="bindingFlags">A bitmask comprised of one or more <see cref="T:System.Reflection.BindingFlags"/> that specify how the search is conducted.</param>
<param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the indexed property.</param>
<param name="args">Arguments to pass to the member to invoke.</param>
<returns>The property.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.SetProperty(System.String,System.Reflection.BindingFlags,System.Object,System.Object[])">
<summary>
Sets the property
</summary>
<param name="name">Name of the property</param>
<param name="bindingFlags">A bitmask comprised of one or more <see cref="T:System.Reflection.BindingFlags"/> that specify how the search is conducted.</param>
<param name="value">value to set</param>
<param name="args">Arguments to pass to the member to invoke.</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.SetProperty(System.String,System.Reflection.BindingFlags,System.Object,System.Type[],System.Object[])">
<summary>
Sets the property
</summary>
<param name="name">Name of the property</param>
<param name="bindingFlags">A bitmask comprised of one or more <see cref="T:System.Reflection.BindingFlags"/> that specify how the search is conducted.</param>
<param name="value">value to set</param>
<param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the indexed property.</param>
<param name="args">Arguments to pass to the member to invoke.</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.ValidateAccessString(System.String)">
<summary>
Validate access string
</summary>
<param name="access"> access string</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.InvokeHelper(System.String,System.Reflection.BindingFlags,System.Object[],System.Globalization.CultureInfo)">
<summary>
Invokes the memeber
</summary>
<param name="name">Name of the member</param>
<param name="bindingFlags">Additional attributes</param>
<param name="args">Arguments for the invocation</param>
<param name="culture">Culture</param>
<returns>Result of the invocation</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateObject.GetGenericMethodFromCache(System.String,System.Type[],System.Type[],System.Reflection.BindingFlags,System.Reflection.ParameterModifier[])">
<summary>
Extracts the most appropriate generic method signature from the current private type.
</summary>
<param name="methodName">The name of the method in which to search the signature cache.</param>
<param name="parameterTypes">An array of types corresponding to the types of the parameters in which to search.</param>
<param name="typeArguments">An array of types corresponding to the types of the generic arguments.</param>
<param name="bindingFlags"><see cref="T:System.Reflection.BindingFlags"/> to further filter the method signatures.</param>
<param name="modifiers">Modifiers for parameters.</param>
<returns>A methodinfo instance.</returns>
</member>
<member name="T:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType">
<summary>
This class represents a private class for the Private Accessor functionality.
</summary>
</member>
<member name="F:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.BindToEveryThing">
<summary>
Binds to everything
</summary>
</member>
<member name="F:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.type">
<summary>
The wrapped type.
</summary>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.#ctor(System.String,System.String)">
<summary>
Initializes a new instance of the <see cref="T:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType"/> class that contains the private type.
</summary>
<param name="assemblyName">Assembly name</param>
<param name="typeName">fully qualified name of the </param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.#ctor(System.Type)">
<summary>
Initializes a new instance of the <see cref="T:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType"/> class that contains
the private type from the type object
</summary>
<param name="type">The wrapped Type to create.</param>
</member>
<member name="P:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.ReferencedType">
<summary>
Gets the referenced type
</summary>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.InvokeStatic(System.String,System.Object[])">
<summary>
Invokes static member
</summary>
<param name="name">Name of the member to InvokeHelper</param>
<param name="args">Arguements to the invoction</param>
<returns>Result of invocation</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.InvokeStatic(System.String,System.Type[],System.Object[])">
<summary>
Invokes static member
</summary>
<param name="name">Name of the member to InvokeHelper</param>
<param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the method to invoke</param>
<param name="args">Arguements to the invoction</param>
<returns>Result of invocation</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.InvokeStatic(System.String,System.Type[],System.Object[],System.Type[])">
<summary>
Invokes static member
</summary>
<param name="name">Name of the member to InvokeHelper</param>
<param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the method to invoke</param>
<param name="args">Arguements to the invoction</param>
<param name="typeArguments">An array of types corresponding to the types of the generic arguments.</param>
<returns>Result of invocation</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.InvokeStatic(System.String,System.Object[],System.Globalization.CultureInfo)">
<summary>
Invokes the static method
</summary>
<param name="name">Name of the member</param>
<param name="args">Arguements to the invocation</param>
<param name="culture">Culture</param>
<returns>Result of invocation</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.InvokeStatic(System.String,System.Type[],System.Object[],System.Globalization.CultureInfo)">
<summary>
Invokes the static method
</summary>
<param name="name">Name of the member</param>
<param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the method to invoke</param>
<param name="args">Arguements to the invocation</param>
<param name="culture">Culture info</param>
<returns>Result of invocation</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.InvokeStatic(System.String,System.Reflection.BindingFlags,System.Object[])">
<summary>
Invokes the static method
</summary>
<param name="name">Name of the member</param>
<param name="bindingFlags">Additional invocation attributes</param>
<param name="args">Arguements to the invocation</param>
<returns>Result of invocation</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.InvokeStatic(System.String,System.Reflection.BindingFlags,System.Type[],System.Object[])">
<summary>
Invokes the static method
</summary>
<param name="name">Name of the member</param>
<param name="bindingFlags">Additional invocation attributes</param>
<param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the method to invoke</param>
<param name="args">Arguements to the invocation</param>
<returns>Result of invocation</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.InvokeStatic(System.String,System.Reflection.BindingFlags,System.Object[],System.Globalization.CultureInfo)">
<summary>
Invokes the static method
</summary>
<param name="name">Name of the member</param>
<param name="bindingFlags">Additional invocation attributes</param>
<param name="args">Arguements to the invocation</param>
<param name="culture">Culture</param>
<returns>Result of invocation</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.InvokeStatic(System.String,System.Reflection.BindingFlags,System.Type[],System.Object[],System.Globalization.CultureInfo)">
<summary>
Invokes the static method
</summary>
<param name="name">Name of the member</param>
<param name="bindingFlags">Additional invocation attributes</param>
/// <param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the method to invoke</param>
<param name="args">Arguements to the invocation</param>
<param name="culture">Culture</param>
<returns>Result of invocation</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.InvokeStatic(System.String,System.Reflection.BindingFlags,System.Type[],System.Object[],System.Globalization.CultureInfo,System.Type[])">
<summary>
Invokes the static method
</summary>
<param name="name">Name of the member</param>
<param name="bindingFlags">Additional invocation attributes</param>
/// <param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the method to invoke</param>
<param name="args">Arguements to the invocation</param>
<param name="culture">Culture</param>
<param name="typeArguments">An array of types corresponding to the types of the generic arguments.</param>
<returns>Result of invocation</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.GetStaticArrayElement(System.String,System.Int32[])">
<summary>
Gets the element in static array
</summary>
<param name="name">Name of the array</param>
<param name="indices">
A one-dimensional array of 32-bit integers that represent the indexes specifying
the position of the element to get. For instance, to access a[10][11] the indices would be {10,11}
</param>
<returns>element at the specified location</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.SetStaticArrayElement(System.String,System.Object,System.Int32[])">
<summary>
Sets the memeber of the static array
</summary>
<param name="name">Name of the array</param>
<param name="value">value to set</param>
<param name="indices">
A one-dimensional array of 32-bit integers that represent the indexes specifying
the position of the element to set. For instance, to access a[10][11] the array would be {10,11}
</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.GetStaticArrayElement(System.String,System.Reflection.BindingFlags,System.Int32[])">
<summary>
Gets the element in satatic array
</summary>
<param name="name">Name of the array</param>
<param name="bindingFlags">Additional InvokeHelper attributes</param>
<param name="indices">
A one-dimensional array of 32-bit integers that represent the indexes specifying
the position of the element to get. For instance, to access a[10][11] the array would be {10,11}
</param>
<returns>element at the spcified location</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.SetStaticArrayElement(System.String,System.Reflection.BindingFlags,System.Object,System.Int32[])">
<summary>
Sets the memeber of the static array
</summary>
<param name="name">Name of the array</param>
<param name="bindingFlags">Additional InvokeHelper attributes</param>
<param name="value">value to set</param>
<param name="indices">
A one-dimensional array of 32-bit integers that represent the indexes specifying
the position of the element to set. For instance, to access a[10][11] the array would be {10,11}
</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.GetStaticField(System.String)">
<summary>
Gets the static field
</summary>
<param name="name">Name of the field</param>
<returns>The static field.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.SetStaticField(System.String,System.Object)">
<summary>
Sets the static field
</summary>
<param name="name">Name of the field</param>
<param name="value">Arguement to the invocation</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.GetStaticField(System.String,System.Reflection.BindingFlags)">
<summary>
Gets the static field using specified InvokeHelper attributes
</summary>
<param name="name">Name of the field</param>
<param name="bindingFlags">Additional invocation attributes</param>
<returns>The static field.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.SetStaticField(System.String,System.Reflection.BindingFlags,System.Object)">
<summary>
Sets the static field using binding attributes
</summary>
<param name="name">Name of the field</param>
<param name="bindingFlags">Additional InvokeHelper attributes</param>
<param name="value">Arguement to the invocation</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.GetStaticFieldOrProperty(System.String)">
<summary>
Gets the static field or property
</summary>
<param name="name">Name of the field or property</param>
<returns>The static field or property.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.SetStaticFieldOrProperty(System.String,System.Object)">
<summary>
Sets the static field or property
</summary>
<param name="name">Name of the field or property</param>
<param name="value">Value to be set to field or property</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.GetStaticFieldOrProperty(System.String,System.Reflection.BindingFlags)">
<summary>
Gets the static field or property using specified InvokeHelper attributes
</summary>
<param name="name">Name of the field or property</param>
<param name="bindingFlags">Additional invocation attributes</param>
<returns>The static field or property.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.SetStaticFieldOrProperty(System.String,System.Reflection.BindingFlags,System.Object)">
<summary>
Sets the static field or property using binding attributes
</summary>
<param name="name">Name of the field or property</param>
<param name="bindingFlags">Additional invocation attributes</param>
<param name="value">Value to be set to field or property</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.GetStaticProperty(System.String,System.Object[])">
<summary>
Gets the static property
</summary>
<param name="name">Name of the field or property</param>
<param name="args">Arguements to the invocation</param>
<returns>The static property.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.SetStaticProperty(System.String,System.Object,System.Object[])">
<summary>
Sets the static property
</summary>
<param name="name">Name of the property</param>
<param name="value">Value to be set to field or property</param>
<param name="args">Arguments to pass to the member to invoke.</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.SetStaticProperty(System.String,System.Object,System.Type[],System.Object[])">
<summary>
Sets the static property
</summary>
<param name="name">Name of the property</param>
<param name="value">Value to be set to field or property</param>
<param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the indexed property.</param>
<param name="args">Arguments to pass to the member to invoke.</param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.GetStaticProperty(System.String,System.Reflection.BindingFlags,System.Object[])">
<summary>
Gets the static property
</summary>
<param name="name">Name of the property</param>
<param name="bindingFlags">Additional invocation attributes.</param>
<param name="args">Arguments to pass to the member to invoke.</param>
<returns>The static property.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.GetStaticProperty(System.String,System.Reflection.BindingFlags,System.Type[],System.Object[])">
<summary>
Gets the static property
</summary>
<param name="name">Name of the property</param>
<param name="bindingFlags">Additional invocation attributes.</param>
<param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the indexed property.</param>
<param name="args">Arguments to pass to the member to invoke.</param>
<returns>The static property.</returns>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.SetStaticProperty(System.String,System.Reflection.BindingFlags,System.Object,System.Object[])">
<summary>
Sets the static property
</summary>
<param name="name">Name of the property</param>
<param name="bindingFlags">Additional invocation attributes.</param>
<param name="value">Value to be set to field or property</param>
<param name="args">Optional index values for indexed properties. The indexes of indexed properties are zero-based. This value should be null for non-indexed properties. </param>
</member>
<member name="M:Microsoft.VisualStudio.TestTools.UnitTesting.PrivateType.SetStaticProperty(System.String,System.Reflection.BindingFlags,System.Object,System.Type[],System.Object[])">
<summary>
Sets the static property
</summary>
<param name="name">Name of the property</param>
<param name="bindingFlags">Additional invocation attributes.</param>
<param name="value">Value to be set to field or property</param>
<param name="parameterTypes">An array of <see cref="T:System.Type"/> objects representing the number, order, and type of the parameters for the indexed property.</param>
<param name="args">Arguments to pass to the member to invoke.</param>
</member>
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...@@ -48,8 +48,9 @@ public class AlarmModel : MonoBehaviour, IPointerClickHandler { ...@@ -48,8 +48,9 @@ public class AlarmModel : MonoBehaviour, IPointerClickHandler {
public void OnPointerClick(PointerEventData eventData) public void OnPointerClick(PointerEventData eventData)
{ {
if (eventData.button == PointerEventData.InputButton.Right)
AlarmManager.Instance.DeleteAlarm(this.gameObject); AlarmManager.Instance.DeleteAlarm(this.gameObject);
//if (eventData.button == PointerEventData.InputButton.Right)
//AlarmManager.Instance.DeleteAlarm(this.gameObject);
} }
} }
...@@ -6,6 +6,7 @@ using CivModel; ...@@ -6,6 +6,7 @@ using CivModel;
using System.Threading.Tasks; using System.Threading.Tasks;
using System.IO; using System.IO;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using System.Linq;
public class GameManager : MonoBehaviour { public class GameManager : MonoBehaviour {
...@@ -71,8 +72,11 @@ public class GameManager : MonoBehaviour { ...@@ -71,8 +72,11 @@ public class GameManager : MonoBehaviour {
public Camera minimap_camera; public Camera minimap_camera;
static List<Quest> AlarmedQuests = new List<Quest>(); static List<Quest> NewQuestQueue = new List<Quest>();
static List<Production> AlarmedProduction = new List<Production>(); static List<Quest> CompletedQuestsQueue = new List<Quest>();
static List<String> AlarmedProduction = new List<String>();
private ManagementController managementcontroller;
void Awake() { void Awake() {
// Singleton // Singleton
...@@ -106,6 +110,7 @@ public class GameManager : MonoBehaviour { ...@@ -106,6 +110,7 @@ public class GameManager : MonoBehaviour {
void Start() { void Start() {
InitiateTurn(); InitiateTurn();
CheckToDo(); CheckToDo();
managementcontroller = ManagementController.GetManagementController();
} }
void Update() void Update()
{ {
...@@ -573,12 +578,11 @@ public class GameManager : MonoBehaviour { ...@@ -573,12 +578,11 @@ public class GameManager : MonoBehaviour {
// Called When a Player about to Deploy Something // Called When a Player about to Deploy Something
// dep is a Production to deploy // dep is a Production to deploy
// deployprefab is a prefab of Production dep // deployprefab is a prefab of Production dep
public void DepStateEnter(Production dep, DeployPrefab deployprefab) public void DepStateEnter(List<Production> depList)
{ {
// State change // State change
if (dep == null || _inDepState) return; if (depList.First() == null || _inDepState) return;
_inDepState = true; _inDepState = true;
_deployment = dep;
// Represent Tiles which are available to place Actor // Represent Tiles which are available to place Actor
CivModel.Terrain terrain = Instance.Game.Terrain; CivModel.Terrain terrain = Instance.Game.Terrain;
...@@ -587,7 +591,7 @@ public class GameManager : MonoBehaviour { ...@@ -587,7 +591,7 @@ public class GameManager : MonoBehaviour {
for (int j = 0; j < terrain.Height; j++) for (int j = 0; j < terrain.Height; j++)
{ {
CivModel.Terrain.Point point = terrain.GetPoint(i, j); CivModel.Terrain.Point point = terrain.GetPoint(i, j);
if (dep.IsPlacable(point)) if (depList.First().IsPlacable(point))
{ {
Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().FlickerBlue(); Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().FlickerBlue();
Instance.AdditionalTiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().FlickerBlue(); Instance.AdditionalTiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().FlickerBlue();
...@@ -596,11 +600,11 @@ public class GameManager : MonoBehaviour { ...@@ -596,11 +600,11 @@ public class GameManager : MonoBehaviour {
} }
CivModel.Terrain.Point StartPoint = Instance.selectedPoint; CivModel.Terrain.Point StartPoint = Instance.selectedPoint;
IEnumerator _coroutine = DeployUnit(StartPoint, dep, deployprefab); IEnumerator _coroutine = DeployUnit(StartPoint, depList);
StartCoroutine(_coroutine); StartCoroutine(_coroutine);
} }
IEnumerator DeployUnit(CivModel.Terrain.Point point, Production dep, DeployPrefab deployprefab) IEnumerator DeployUnit(CivModel.Terrain.Point point, List<Production> depList)
{ {
while (true) while (true)
{ {
...@@ -614,22 +618,25 @@ public class GameManager : MonoBehaviour { ...@@ -614,22 +618,25 @@ public class GameManager : MonoBehaviour {
// Flicker하고 있는 Tile을 선택했을 때 // Flicker하고 있는 Tile을 선택했을 때
if (Instance.selectedTile.isFlickering) if (Instance.selectedTile.isFlickering)
{ {
if (dep.IsPlacable(destPoint)) if (depList.First().IsPlacable(destPoint))
{
foreach(Production dep in depList)
{ {
Game.PlayerInTurn.Deployment.Remove(dep); Game.PlayerInTurn.Deployment.Remove(dep);
dep.Place(destPoint); dep.Place(destPoint);
DepStateExit(deployprefab); }
DepStateExit();
GameManager.Instance.UpdateUnit(); GameManager.Instance.UpdateUnit();
GameManager.Instance.UpdateMap(); GameManager.Instance.UpdateMap();
break; break;
} }
else else
{ {
DepStateExit(deployprefab); DepStateExit();
break; break;
} }
} }
DepStateExit(deployprefab); DepStateExit();
break; break;
} }
yield return null; yield return null;
...@@ -637,7 +644,7 @@ public class GameManager : MonoBehaviour { ...@@ -637,7 +644,7 @@ public class GameManager : MonoBehaviour {
} }
// Exiting Deploy State // Exiting Deploy State
void DepStateExit(DeployPrefab deployprefab) void DepStateExit()
{ {
_inDepState = false; _inDepState = false;
_deployment = null; _deployment = null;
...@@ -651,11 +658,39 @@ public class GameManager : MonoBehaviour { ...@@ -651,11 +658,39 @@ public class GameManager : MonoBehaviour {
Instance.AdditionalTiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().StopFlickering(); Instance.AdditionalTiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().StopFlickering();
} }
} }
managementcontroller.MakeProductionQ();
managementcontroller.MakeDeploymentQ();
GameManager.Instance.UpdateUnit(); GameManager.Instance.UpdateUnit();
GameManager.Instance.UpdateMap(); GameManager.Instance.UpdateMap();
} }
// Check if there exist quest that have finished. // Check if there exists new quest to alarm
public void CheckNewQuest()
{
foreach (Quest qst in GameManager.Instance.Game.PlayerInTurn.Quests)
{
switch (qst.Status)
{
case QuestStatus.Deployed:
if (!NewQuestQueue.Contains(qst))
{
Sprite questPortrait = QuestInfo.GetPortraitImage(qst);
AlarmManager.Instance.AddAlarm(questPortrait,
qst.TextName + " 시작가능",
delegate {
UIManager.Instance.mapUI.SetActive(false);
UIManager.Instance.questUI.SetActive(true);
},
0);
NewQuestQueue.Add(qst);
}
break;
}
}
}
// Check if there exist quests that have finished.
public void CheckCompletedQuest() public void CheckCompletedQuest()
{ {
foreach (Quest qst in GameManager.Instance.Game.PlayerInTurn.Quests) foreach (Quest qst in GameManager.Instance.Game.PlayerInTurn.Quests)
...@@ -663,17 +698,17 @@ public class GameManager : MonoBehaviour { ...@@ -663,17 +698,17 @@ public class GameManager : MonoBehaviour {
switch (qst.Status) switch (qst.Status)
{ {
case QuestStatus.Completed: case QuestStatus.Completed:
if (!AlarmedQuests.Contains(qst)) if (!CompletedQuestsQueue.Contains(qst))
{ {
Sprite questPortrait = QuestInfo.GetPortraitImage(qst); Sprite questPortrait = QuestInfo.GetPortraitImage(qst);
AlarmManager.Instance.AddAlarm(questPortrait, AlarmManager.Instance.AddAlarm(questPortrait,
qst.Name + " 완료됨", qst.TextName + " 완료됨",
delegate { delegate {
UIManager.Instance.mapUI.SetActive(false); UIManager.Instance.mapUI.SetActive(false);
UIManager.Instance.questUI.SetActive(true); UIManager.Instance.questUI.SetActive(true);
}, },
0); 0);
AlarmedQuests.Add(qst); CompletedQuestsQueue.Add(qst);
} }
break; break;
} }
...@@ -688,7 +723,7 @@ public class GameManager : MonoBehaviour { ...@@ -688,7 +723,7 @@ public class GameManager : MonoBehaviour {
foreach (Production prod in GameManager.Instance.Game.PlayerInTurn.Deployment) foreach (Production prod in GameManager.Instance.Game.PlayerInTurn.Deployment)
{ {
if (!AlarmedProduction.Contains(prod)) if (!AlarmedProduction.Contains(ProductionFactoryTraits.GetFacPortName(prod.Factory)))
{ {
Sprite prodPortrait = Resources.Load<Sprite>("Portraits/" + ProductionFactoryTraits.GetFacPortName(prod.Factory)); Sprite prodPortrait = Resources.Load<Sprite>("Portraits/" + ProductionFactoryTraits.GetFacPortName(prod.Factory));
AlarmManager.Instance.AddAlarm(prodPortrait, AlarmManager.Instance.AddAlarm(prodPortrait,
...@@ -698,7 +733,7 @@ public class GameManager : MonoBehaviour { ...@@ -698,7 +733,7 @@ public class GameManager : MonoBehaviour {
UIManager.Instance.managementUI.SetActive(true); UIManager.Instance.managementUI.SetActive(true);
}, },
0); 0);
AlarmedProduction.Add(prod); AlarmedProduction.Add(ProductionFactoryTraits.GetFacPortName(prod.Factory));
} }
} }
......
...@@ -32,6 +32,6 @@ public class GameStarter : MonoBehaviour ...@@ -32,6 +32,6 @@ public class GameStarter : MonoBehaviour
} }
public void StartGame() public void StartGame()
{ {
SceneManager.LoadScene("Game"); LoadingSceneMgr.LoadScene("Game");
} }
} }
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class LoadingSceneMgr : MonoBehaviour
{
public static string nextScene;
[SerializeField]
Image progressBar;
private void Start()
{
StartCoroutine(LoadScene());
}
public static void LoadScene(string sceneName)
{
nextScene = sceneName;
SceneManager.LoadScene("Loading");
}
IEnumerator LoadScene()
{
yield return null;
AsyncOperation op = SceneManager.LoadSceneAsync(nextScene);
op.allowSceneActivation = false;
float timer = 0.0f;
while (!op.isDone)
{
yield return null;
timer += Time.deltaTime;
if (op.progress >= 0.9f)
{
progressBar.fillAmount = Mathf.Lerp(progressBar.fillAmount, 1f, timer);
if (progressBar.fillAmount.Equals(1.0f))
op.allowSceneActivation = true;
}
else
{
progressBar.fillAmount = Mathf.Lerp(progressBar.fillAmount, op.progress, timer);
if (progressBar.fillAmount >= op.progress)
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timer = 0f;
}
}
}
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...@@ -16,7 +16,7 @@ public class QuestInfo : MonoBehaviour { ...@@ -16,7 +16,7 @@ public class QuestInfo : MonoBehaviour {
} }
static public string GetRequesterCountry(Quest qst) { static public string GetRequesterCountry(Quest qst) {
switch (qst.Name) { switch (qst.TextName) {
case "불가사의 - 오티즘 빔 반사 어레이": case "불가사의 - 오티즘 빔 반사 어레이":
return "어류 공화국"; return "어류 공화국";
case "첩보 - 크툴루 계획": case "첩보 - 크툴루 계획":
...@@ -38,13 +38,14 @@ public class QuestInfo : MonoBehaviour { ...@@ -38,13 +38,14 @@ public class QuestInfo : MonoBehaviour {
case "불가사의 - 유전 연구학": case "불가사의 - 유전 연구학":
return "아틀란티스"; return "아틀란티스";
default: default:
//Debug.Log(qst.TextName);
return "Requester Unknown"; return "Requester Unknown";
} }
} }
static public Sprite GetPortraitImage(Quest qst) { static public Sprite GetPortraitImage(Quest qst) {
string questPortraitName = ""; string questPortraitName = "";
switch (qst.Name) { switch (qst.TextName) {
case "불가사의 - 오티즘 빔 반사 어레이": case "불가사의 - 오티즘 빔 반사 어레이":
questPortraitName = "hwan_main1"; questPortraitName = "hwan_main1";
break; break;
......
...@@ -16,7 +16,7 @@ public class ResourceInfo : MonoBehaviour { ...@@ -16,7 +16,7 @@ public class ResourceInfo : MonoBehaviour {
} }
static public string GetResourceName(Quest qst) { static public string GetResourceName(Quest qst) {
switch (qst.Name) { switch (qst.TextName) {
case "불가사의 - 오티즘 빔 반사 어레이": case "불가사의 - 오티즘 빔 반사 어레이":
return "[특수 자원 : 오티즘빔 반사 어레이]"; return "[특수 자원 : 오티즘빔 반사 어레이]";
case "첩보 - 크툴루 계획": case "첩보 - 크툴루 계획":
...@@ -44,7 +44,7 @@ public class ResourceInfo : MonoBehaviour { ...@@ -44,7 +44,7 @@ public class ResourceInfo : MonoBehaviour {
static public Sprite GetResourceSprite(Quest qst) { static public Sprite GetResourceSprite(Quest qst) {
string resourceSpriteName = ""; string resourceSpriteName = "";
switch (qst.Name) { switch (qst.TextName) {
case "불가사의 - 오티즘 빔 반사 어레이": case "불가사의 - 오티즘 빔 반사 어레이":
resourceSpriteName = "hwan_autism_ray_reflection"; resourceSpriteName = "hwan_autism_ray_reflection";
break; break;
......
...@@ -19,6 +19,9 @@ public class AlarmManager : MonoBehaviour ...@@ -19,6 +19,9 @@ public class AlarmManager : MonoBehaviour
public GameObject alarmContent; public GameObject alarmContent;
private List<GameObject> alarmQueue; private List<GameObject> alarmQueue;
public AudioClip alarmSound;
AudioSource alarmAudio;
int rowCount = 0; int rowCount = 0;
void Awake() void Awake()
...@@ -31,6 +34,7 @@ public class AlarmManager : MonoBehaviour ...@@ -31,6 +34,7 @@ public class AlarmManager : MonoBehaviour
void Start () void Start ()
{ {
alarmQueue = new List<GameObject>(); alarmQueue = new List<GameObject>();
alarmAudio = GetComponent<AudioSource>();
ActiveAlarm(); ActiveAlarm();
} }
...@@ -120,4 +124,10 @@ public class AlarmManager : MonoBehaviour ...@@ -120,4 +124,10 @@ public class AlarmManager : MonoBehaviour
ActiveAlarm(); ActiveAlarm();
} }
public void PlayAlarmSound()
{
alarmAudio.PlayOneShot(alarmSound);
}
} }
...@@ -151,9 +151,11 @@ public class GameUI : MonoBehaviour { ...@@ -151,9 +151,11 @@ public class GameUI : MonoBehaviour {
managementcontroller.MakeProductionQ(); managementcontroller.MakeProductionQ();
managementcontroller.MakeDeploymentQ(); managementcontroller.MakeDeploymentQ();
GameManager.Instance.CheckNewQuest();
} }
} }
} }
// HWAN ONLY PLAY // HWAN ONLY PLAY
......
...@@ -6,6 +6,8 @@ using CivModel; ...@@ -6,6 +6,8 @@ using CivModel;
using CivModel.Common; using CivModel.Common;
using System.Linq; using System.Linq;
// 운영/내정 관련 큐 만들어서 프리팹 생성하는 컨트롤러
public class ManagementController : MonoBehaviour { public class ManagementController : MonoBehaviour {
private static ManagementController managementcontroller; private static ManagementController managementcontroller;
...@@ -93,24 +95,29 @@ public class ManagementController : MonoBehaviour { ...@@ -93,24 +95,29 @@ public class ManagementController : MonoBehaviour {
mDeployment = game.PlayerInTurn.Deployment; mDeployment = game.PlayerInTurn.Deployment;
} }
char[] sep = { '.' };
//type: 0 = all, 1 = unit, 2 = city, 3 = NormalBuliding, 4 = citybuilding, 5 = BulidingAll (2~4 All) //type: 0 = all, 1 = unit, 2 = city, 3 = NormalBuliding, 4 = citybuilding, 5 = BulidingAll (2~4 All)
private void MakeSelectionQ()//선택 큐 프리팹 생성 함수 private void MakeSelectionQ()//선택 큐 프리팹 생성 함수
{ {
facList = GameManager.Instance.Game.PlayerInTurn.AvailableProduction.ToList(); //전체 선택 목록 받아오기 facList = GameManager.Instance.Game.PlayerInTurn.AvailableProduction.ToList(); //전체 선택 목록 받아오기
//facList의 변경으로 Epic-High-intermediate-Low 변경 가능. 하지만 지금은 설정되지 않았음(Epic에 생성) //facList의 변경으로 Epic-High-intermediate-Low 변경 가능. 하지만 지금은 설정되지 않았음(Epic에 생성)
//Debug.Log("facList: " + facList.Count);
//Debug.Log("ALL SelectList Updated");
DeleteAllSQ(); DeleteAllSQ();
game.PlayerInTurn.EstimateResourceInputs(); game.PlayerInTurn.EstimateResourceInputs();
foreach (IProductionFactory fac in facList) foreach (IProductionFactory fac in facList)
{ {
string facActorName = fac.ToString().Split(sep)[1];
if (string.Compare(facActorName, "Common", System.StringComparison.Ordinal) == 0 )
continue;
//여기서 분리 //여기서 분리
if (typeof(CivModel.Unit).IsAssignableFrom(fac.ResultType)) if (typeof(CivModel.Unit).IsAssignableFrom(fac.ResultType))
{ {
var f = (IActorProductionFactory)fac; var f = (IActorProductionFactory)fac;
switch (f.ActorConstants.BattleClassLevel)
switch (game.GetPrototype<ActorPrototype>(f.ResultType).BattleClassLevel)
{ {
case 4: case 4:
PartSelectionQ(EpicQlist, EpicQueue, fac); PartSelectionQ(EpicQlist, EpicQueue, fac);
...@@ -252,26 +259,47 @@ public class ManagementController : MonoBehaviour { ...@@ -252,26 +259,47 @@ public class ManagementController : MonoBehaviour {
public void MakeProductionQ() public void MakeProductionQ()
{ {
List<GameObject> tempList = new List<GameObject>(); List<GameObject> tempList = new List<GameObject>();
//Debug.Log("ProductionList startMaking");
foreach (GameObject pq in PQlist) foreach (GameObject pq in PQlist)
{ {
Destroy(pq); Destroy(pq);
} }
PQlist.Clear(); PQlist.Clear();
mProduction = GameManager.Instance.Game.PlayerInTurn.Production; mProduction = GameManager.Instance.Game.PlayerInTurn.Production;
//Debug.Log("ProList : " + mProduction.Count);
//Debug.Log("ProductionList Updated"); Dictionary<Production, int> ProductionDic = new Dictionary<Production, int>();
foreach (Production prod in mProduction) foreach (Production prod in mProduction)
{
bool isExist = false;
foreach (Production dicProd in ProductionDic.Keys)
{
if (ProductionFactoryTraits.GetFactoryName(prod.Factory) == ProductionFactoryTraits.GetFactoryName(dicProd.Factory))
{
ProductionDic[dicProd]++;
isExist = true;
break;
}
}
if (isExist == false)
{
ProductionDic[prod] = 1;
}
}
foreach (Production prod in ProductionDic.Keys)
{ {
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
PPrefab.transform.SetParent(proQueue.transform); PPrefab.transform.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f); PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(PPrefab.GetComponent<ProductionPrefab>().MakeItem(prod)); tempList.Add(PPrefab.GetComponent<ProductionPrefab>().MakeItem(prod, ProductionDic[prod]));
} }
if (mProduction.Count == 0) if (mProduction.Count == 0)
{ {
//Debug.Log("ProductionList null");
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
PPrefab.transform.SetParent(proQueue.transform); PPrefab.transform.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f); PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
...@@ -289,23 +317,46 @@ public class ManagementController : MonoBehaviour { ...@@ -289,23 +317,46 @@ public class ManagementController : MonoBehaviour {
public void MakeDeploymentQ() public void MakeDeploymentQ()
{ {
List<GameObject> tempList = new List<GameObject>(); List<GameObject> tempList = new List<GameObject>();
//Debug.Log("DeploymentList startMaking");
foreach (GameObject dq in DQlist) foreach (GameObject dq in DQlist)
{ {
Destroy(dq); Destroy(dq);
} }
DQlist.Clear(); DQlist.Clear();
mDeployment = GameManager.Instance.Game.PlayerInTurn.Deployment; mDeployment = GameManager.Instance.Game.PlayerInTurn.Deployment;
//Debug.Log("DepList : " + mDeployment.Count);
//Debug.Log("DeploymentList Updated");
Dictionary<Production, int> DeploymentDic = new Dictionary<Production, int>();
foreach (Production prod in mDeployment) foreach (Production prod in mDeployment)
{
bool isExist = false;
foreach (Production dicProd in DeploymentDic.Keys)
{
if (ProductionFactoryTraits.GetFactoryName(prod.Factory) == ProductionFactoryTraits.GetFactoryName(dicProd.Factory))
{
DeploymentDic[dicProd]++;
isExist = true;
break;
}
}
if (isExist == false)
{
DeploymentDic[prod] = 1;
}
}
foreach (Production prod in DeploymentDic.Keys)
{ {
var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
DPrefab.transform.SetParent(depQueue.transform); DPrefab.transform.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f); DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f); DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(DPrefab.GetComponent<DeployPrefab>().MakeItem(prod)); tempList.Add(DPrefab.GetComponent<DeployPrefab>().MakeItem(prod, DeploymentDic[prod]));
} }
if (mDeployment.Count == 0) if (mDeployment.Count == 0)
{ {
//Debug.Log("DeploymentList null"); //Debug.Log("DeploymentList null");
...@@ -316,6 +367,7 @@ public class ManagementController : MonoBehaviour { ...@@ -316,6 +367,7 @@ public class ManagementController : MonoBehaviour {
tempList.Add(DPrefab.GetComponent<DeployPrefab>().MakeItem()); tempList.Add(DPrefab.GetComponent<DeployPrefab>().MakeItem());
tempList.Add(DPrefab); tempList.Add(DPrefab);
} }
DQlist = tempList; DQlist = tempList;
foreach (GameObject dq in DQlist) foreach (GameObject dq in DQlist)
{ {
......
...@@ -9,8 +9,6 @@ using CivModel.Common; ...@@ -9,8 +9,6 @@ using CivModel.Common;
public class DeployPrefab : MonoBehaviour public class DeployPrefab : MonoBehaviour
{ {
public static GameObject DeployingObject;
private Text[] textarguments; private Text[] textarguments;
private Image unitPrt; private Image unitPrt;
private Button[] buttons; private Button[] buttons;
...@@ -25,6 +23,8 @@ public class DeployPrefab : MonoBehaviour ...@@ -25,6 +23,8 @@ public class DeployPrefab : MonoBehaviour
private Production _deployment; private Production _deployment;
public Production Deployment { get { return _deployment; } } public Production Deployment { get { return _deployment; } }
private int numOfUnit;
void Awake() void Awake()
{ {
//Debug.Log("call DepPre"); //Debug.Log("call DepPre");
...@@ -45,10 +45,11 @@ public class DeployPrefab : MonoBehaviour ...@@ -45,10 +45,11 @@ public class DeployPrefab : MonoBehaviour
game = gameManager.Game; game = gameManager.Game;
} }
public GameObject MakeItem(Production prod) public GameObject MakeItem(Production prod, int numOfUnit)
{ {
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory); string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite; unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
this.numOfUnit = numOfUnit;
foreach (Text txt in textarguments) foreach (Text txt in textarguments)
{ {
switch (txt.name) switch (txt.name)
...@@ -57,7 +58,7 @@ public class DeployPrefab : MonoBehaviour ...@@ -57,7 +58,7 @@ public class DeployPrefab : MonoBehaviour
txt.text = nameofProduction; txt.text = nameofProduction;
break; break;
case "NumberOfUnits": case "NumberOfUnits":
txt.text = "X 1"; txt.text = "X" + numOfUnit;
break; break;
} }
} }
...@@ -113,27 +114,61 @@ public class DeployPrefab : MonoBehaviour ...@@ -113,27 +114,61 @@ public class DeployPrefab : MonoBehaviour
switch (but.name) switch (but.name)
{ {
case "Deploy": case "Deploy":
but.onClick.AddListener(delegate () { DeployItem(dep.Value); DeployingObject = this.gameObject; }); if (dep != null)
{
if (ProductionFactoryTraits.isCityBuilding(dep.Value.Factory))
{
but.onClick.AddListener(delegate ()
{
List<Production> prodToDepList = new List<Production>();
LinkedListNode<Production> nodeToDep = GameManager.Instance.Game.PlayerInTurn.Deployment.First;
while (nodeToDep != null)
{
if (ProductionFactoryTraits.GetFactoryName(nodeToDep.Value.Factory) == ProductionFactoryTraits.GetFactoryName(dep.Value.Factory))
{
prodToDepList.Add(nodeToDep.Value);
}
nodeToDep = nodeToDep.Next;
}
DeployItem(prodToDepList);
});
}
else
{
but.interactable = false;
}
}
break;
case "IndividualDeploy":
but.onClick.AddListener(delegate () {
List<Production> prodToDepList = new List<Production>();
prodToDepList.Add(dep.Value);
DeployItem(prodToDepList);
});
break; break;
} }
} }
} }
} }
public void DeployItem(Production dep) public void DeployItem(List<Production> depList)
{ {
if (dep.IsCompleted) foreach (Production dep in depList)
{ {
gameManager.DepStateEnter(dep, this); if (!dep.IsCompleted)
UIManager.Instance.mapUI.SetActive(true);
UIManager.Instance.managementUI.SetActive(false);
UIManager.Instance.questUI.SetActive(false);
}
else
{ {
//Debug.Log("Error : not finished product"); //Debug.Log("Error : not finished product");
throw new AccessViolationException(); throw new AccessViolationException();
} }
} }
gameManager.DepStateEnter(depList);
UIManager.Instance.mapUI.SetActive(true);
UIManager.Instance.managementUI.SetActive(false);
UIManager.Instance.questUI.SetActive(false);
}
} }
...@@ -146,6 +146,6 @@ public class ProductablePrefab : MonoBehaviour, IPointerClickHandler { ...@@ -146,6 +146,6 @@ public class ProductablePrefab : MonoBehaviour, IPointerClickHandler {
public void OnPointerClick(PointerEventData clicked) public void OnPointerClick(PointerEventData clicked)
{ {
string clicked_unit_name = clicked.pointerPress.transform.GetChild(2).GetComponent<Text>().text; string clicked_unit_name = clicked.pointerPress.transform.GetChild(2).GetComponent<Text>().text;
clicked.pointerPress.transform.parent.parent.parent.GetChild(2).GetChild(0).GetComponent<Text>().text = clicked_unit_name; clicked.pointerPress.transform.parent.parent.parent.parent.parent.GetChild(4).GetChild(0).GetChild(0).GetComponent<Text>().text = clicked_unit_name;
} }
} }
...@@ -14,6 +14,8 @@ public class ProductionPrefab : MonoBehaviour { ...@@ -14,6 +14,8 @@ public class ProductionPrefab : MonoBehaviour {
private Production production; private Production production;
private GameManager gameManager; private GameManager gameManager;
private Game game; private Game game;
private int numOfUnit;
// Use this for initialization // Use this for initialization
void Awake() void Awake()
{ {
...@@ -90,6 +92,9 @@ public class ProductionPrefab : MonoBehaviour { ...@@ -90,6 +92,9 @@ public class ProductionPrefab : MonoBehaviour {
txt.text = "금 : 턴당 " + Convert.ToInt32(production.EstimatedGoldInputing) + " (" + Convert.ToInt32(production.GoldInputed) + "/" + Convert.ToInt32(production.TotalGoldCost).ToString() + ")" txt.text = "금 : 턴당 " + Convert.ToInt32(production.EstimatedGoldInputing) + " (" + Convert.ToInt32(production.GoldInputed) + "/" + Convert.ToInt32(production.TotalGoldCost).ToString() + ")"
+ "\n노동력 : 턴당 " + Convert.ToInt32(production.EstimatedLaborInputing) + " (" + Convert.ToInt32(production.LaborInputed).ToString() + "/" + Convert.ToInt32(production.TotalLaborCost).ToString() + ")"; + "\n노동력 : 턴당 " + Convert.ToInt32(production.EstimatedLaborInputing) + " (" + Convert.ToInt32(production.LaborInputed).ToString() + "/" + Convert.ToInt32(production.TotalLaborCost).ToString() + ")";
break; break;
case "NumOfUnit":
txt.text = "X" + this.numOfUnit;
break;
} }
} }
...@@ -113,12 +118,12 @@ public class ProductionPrefab : MonoBehaviour { ...@@ -113,12 +118,12 @@ public class ProductionPrefab : MonoBehaviour {
} }
} }
public GameObject MakeItem(Production prod) public GameObject MakeItem(Production prod, int numOfUnit)
{ {
//투입될 자원을 보기 위해 필요 //투입될 자원을 보기 위해 필요
gameManager = GameManager.Instance; gameManager = GameManager.Instance;
game = gameManager.Game; game = gameManager.Game;
this.numOfUnit = numOfUnit;
this.production = prod; this.production = prod;
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory); string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
...@@ -146,6 +151,9 @@ public class ProductionPrefab : MonoBehaviour { ...@@ -146,6 +151,9 @@ public class ProductionPrefab : MonoBehaviour {
case "Required Resource": case "Required Resource":
txt.text = ""; txt.text = "";
break; break;
case "NumOfUnit":
txt.text = "";
break;
} }
} }
foreach (Button but in buttons) foreach (Button but in buttons)
...@@ -177,9 +185,22 @@ public class ProductionPrefab : MonoBehaviour { ...@@ -177,9 +185,22 @@ public class ProductionPrefab : MonoBehaviour {
{ {
case "Delete": case "Delete":
but.onClick.AddListener(delegate () { but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod); LinkedListNode<Production> prodToDel = GameManager.Instance.Game.PlayerInTurn.Production.First;
while (prodToDel != null)
{
if (ProductionFactoryTraits.GetFactoryName(prodToDel.Value.Factory) == ProductionFactoryTraits.GetFactoryName(prod.Value.Factory))
{
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prodToDel);
ManagementController.GetManagementController().MakeProductionQ(); ManagementController.GetManagementController().MakeProductionQ();
break;
}
else
{
prodToDel = prodToDel.Next;
}
}
}); });
break; break;
case "Top": case "Top":
......
...@@ -5,15 +5,18 @@ using UnityEngine; ...@@ -5,15 +5,18 @@ using UnityEngine;
using static CivModel.Finno.FinnoPlayerNumber; using static CivModel.Finno.FinnoPlayerNumber;
using static CivModel.Hwan.HwanPlayerNumber; using static CivModel.Hwan.HwanPlayerNumber;
public class ProductionFactoryTraits : MonoBehaviour { public class ProductionFactoryTraits : MonoBehaviour
{
// Use this for initialization // Use this for initialization
void Start () { void Start()
{
} }
// Update is called once per frame // Update is called once per frame
void Update () { void Update()
{
} }
...@@ -165,6 +168,32 @@ public class ProductionFactoryTraits : MonoBehaviour { ...@@ -165,6 +168,32 @@ public class ProductionFactoryTraits : MonoBehaviour {
} }
return result; return result;
} }
public static bool isCityBuilding(CivModel.IProductionFactory factory)
{
char[] sep = { '.' };
string name = factory.ToString().Split(sep)[2];
bool result = false;
switch (name)
{
// 1. City Buildings
case "HwanEmpireCityCentralLabProductionFactory": // 환제국도시연구소
case "HwanEmpireFIRFactoryProductionFactory": // 5차산업혁명공장
case "AncientFinnoLabortoryProductionFactory": // 피노 연구소
case "AncientFinnoFIRFactoryProductionFactory": // 5차산업혁명공장
case "HwanEmpireSungsimdangProductionFactory": // 성심당
case "AncientFinnoXylitolProductionRegionProductionFactory": // 자일리톨
case "HwanEmpireVigilantProductionFactory": // 환 자경단
case "AncientFinnoVigilantProductionFactory": //피노 자경단
result = true;
break;
}
return result;
}
public static string GetFacPortName(CivModel.IProductionFactory Factory) public static string GetFacPortName(CivModel.IProductionFactory Factory)
{ {
char[] sep = { '.' }; char[] sep = { '.' };
......
...@@ -4,6 +4,8 @@ using UnityEngine; ...@@ -4,6 +4,8 @@ using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using CivModel; using CivModel;
// Quest 관련 큐 만들어서 프리팹 생성하는 컨트롤러
public class UIController : MonoBehaviour { public class UIController : MonoBehaviour {
private static UIController uicontroller; private static UIController uicontroller;
...@@ -160,7 +162,7 @@ public class UIController : MonoBehaviour { ...@@ -160,7 +162,7 @@ public class UIController : MonoBehaviour {
foreach (Text txt in questInfotexts) { foreach (Text txt in questInfotexts) {
switch (txt.name) { switch (txt.name) {
case "QuestNameText": case "QuestNameText":
txt.text = qst.Name; txt.text = qst.TextName;
break; break;
case "OfferedTurnText": case "OfferedTurnText":
txt.text = "게시된 턴: 턴 " + qst.PostingTurn; // qst에서 불러올 수 없음 txt.text = "게시된 턴: 턴 " + qst.PostingTurn; // qst에서 불러올 수 없음
......
...@@ -185,7 +185,7 @@ public class UIManager : MonoBehaviour ...@@ -185,7 +185,7 @@ public class UIManager : MonoBehaviour
// CityBase Portrait 및 CityBuilding 리스트 표시 // CityBase Portrait 및 CityBuilding 리스트 표시
if(GameManager.Instance.selectedActor is CivModel.CityBase) if(GameManager.Instance.selectedActor is CivModel.CityBase)
{ {
unitName.GetComponent<Text>().text = GameManager.Instance.selectedActor.Name; unitName.GetComponent<Text>().text = GameManager.Instance.selectedActor.TextName;
UnitPortrait.sprite = CityBuilding.GetPortraiteImage((CivModel.CityBase)GameManager.Instance.selectedActor); UnitPortrait.sprite = CityBuilding.GetPortraiteImage((CivModel.CityBase)GameManager.Instance.selectedActor);
cityBuildingInfo.SetActive(true); cityBuildingInfo.SetActive(true);
cityBuildingInfo.GetComponentInChildren<Text>().text = CityBuilding.ListCityBuildings(((CityBase)GameManager.Instance.selectedActor).InteriorBuildings); cityBuildingInfo.GetComponentInChildren<Text>().text = CityBuilding.ListCityBuildings(((CityBase)GameManager.Instance.selectedActor).InteriorBuildings);
...@@ -435,7 +435,7 @@ public class UIManager : MonoBehaviour ...@@ -435,7 +435,7 @@ public class UIManager : MonoBehaviour
int skillIdx = 0; int skillIdx = 0;
foreach (var skill in GameManager.Instance.selectedActor.SpecialActs) foreach (var skill in GameManager.Instance.selectedActor.SpecialActs)
{ {
skillsBtn[skillIdx].GetComponentInChildren<Text>().text = GameManager.Instance.selectedActor.SpecialActs[skillIdx].Owner.Name; skillsBtn[skillIdx].GetComponentInChildren<Text>().text = GameManager.Instance.selectedActor.SpecialActs[skillIdx].Owner.TextName;
skillIdx++; skillIdx++;
} }
foreach (var skill in skillsBtn.Skip(skillIdx)) foreach (var skill in skillsBtn.Skip(skillIdx))
......
...@@ -180,6 +180,7 @@ public class Unit : MonoBehaviour ...@@ -180,6 +180,7 @@ public class Unit : MonoBehaviour
} }
} }
_parameterPoints = null; _parameterPoints = null;
UIManager.Instance.ButtonInteractChange();
} }
public void AttackStateEnter() public void AttackStateEnter()
...@@ -386,5 +387,6 @@ public class Unit : MonoBehaviour ...@@ -386,5 +387,6 @@ public class Unit : MonoBehaviour
GameManager.Instance.AdditionalTiles[pos.X, pos.Y].GetComponent<HexTile>().StopFlickering(); GameManager.Instance.AdditionalTiles[pos.X, pos.Y].GetComponent<HexTile>().StopFlickering();
} }
_skillParameterPoints.Clear(); _skillParameterPoints.Clear();
UIManager.Instance.ButtonInteractChange();
} }
} }
...@@ -7,10 +7,13 @@ EditorBuildSettings: ...@@ -7,10 +7,13 @@ EditorBuildSettings:
m_Scenes: m_Scenes:
- enabled: 0 - enabled: 0
path: path:
guid: 99c9720ab356a0642a771bea13969a05 guid: 00000000000000000000000000000000
- enabled: 1 - enabled: 1
path: Assets/Scenes/Intro.unity path: Assets/Scenes/Intro.unity
guid: d259f4be33a53334889095a5b64f813c guid: d259f4be33a53334889095a5b64f813c
- enabled: 1
path: Assets/Scenes/Loading.unity
guid: b8cc4d1f5ad8d419bbbb3152e6d43428
- enabled: 1 - enabled: 1
path: Assets/Scenes/Game.unity path: Assets/Scenes/Game.unity
guid: b48a37c974124a04a8b83927beb97dec guid: b48a37c974124a04a8b83927beb97dec
......
...@@ -257,7 +257,7 @@ PlayerSettings: ...@@ -257,7 +257,7 @@ PlayerSettings:
m_BuildTargetBatching: m_BuildTargetBatching:
- m_BuildTarget: Standalone - m_BuildTarget: Standalone
m_StaticBatching: 1 m_StaticBatching: 1
m_DynamicBatching: 0 m_DynamicBatching: 1
- m_BuildTarget: tvOS - m_BuildTarget: tvOS
m_StaticBatching: 1 m_StaticBatching: 1
m_DynamicBatching: 0 m_DynamicBatching: 0
......
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