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true-history-committee
civilization-iii
Commits
796b7017
Commit
796b7017
authored
Feb 17, 2018
by
16도재형
Browse files
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Browse Files
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Plain Diff
Skill 1 available (
#7
): have to fix SelectNextUnit bug
parent
5d1b1fb4
Changes
4
Hide whitespace changes
Inline
Side-by-side
Showing
4 changed files
with
102 additions
and
41 deletions
+102
-41
MainScene.unity
Assets/Scenes/MainScene.unity
+16
-5
GameManager.cs
Assets/Scripts/GameManager.cs
+58
-14
HexTile.cs
Assets/Scripts/HexTile.cs
+3
-3
UIManager.cs
Assets/Scripts/UIManager.cs
+25
-19
No files found.
Assets/Scenes/MainScene.unity
View file @
796b7017
...
@@ -14241,7 +14241,7 @@ MonoBehaviour:
...
@@ -14241,7 +14241,7 @@ MonoBehaviour:
outerRadius
:
1
outerRadius
:
1
innerRadius
:
0
innerRadius
:
0
cellPrefab
:
{
fileID
:
1823159130722898
,
guid
:
ef12b8f6d512e104b979d4a75f3e60c0
,
type
:
2
}
cellPrefab
:
{
fileID
:
1823159130722898
,
guid
:
ef12b8f6d512e104b979d4a75f3e60c0
,
type
:
2
}
I
sThereTodos
:
0
i
sThereTodos
:
0
onMoveState
:
0
onMoveState
:
0
onAttackState
:
0
onAttackState
:
0
onSkillState
:
0
onSkillState
:
0
...
@@ -23352,12 +23352,12 @@ MonoBehaviour:
...
@@ -23352,12 +23352,12 @@ MonoBehaviour:
callback
:
callback
:
m_PersistentCalls
:
m_PersistentCalls
:
m_Calls
:
m_Calls
:
-
m_Target
:
{
fileID
:
10560545
07
}
-
m_Target
:
{
fileID
:
10560545
10
}
m_MethodName
:
m_MethodName
:
Skill1Active
m_Mode
:
1
m_Mode
:
1
m_Arguments
:
m_Arguments
:
m_ObjectArgument
:
{
fileID
:
0
}
m_ObjectArgument
:
{
fileID
:
0
}
m_ObjectArgumentAssemblyTypeName
:
m_ObjectArgumentAssemblyTypeName
:
UnityEngine.Object, UnityEngine
m_IntArgument
:
0
m_IntArgument
:
0
m_FloatArgument
:
0
m_FloatArgument
:
0
m_StringArgument
:
m_StringArgument
:
...
@@ -27951,7 +27951,18 @@ MonoBehaviour:
...
@@ -27951,7 +27951,18 @@ MonoBehaviour:
m_TargetGraphic
:
{
fileID
:
2085815513
}
m_TargetGraphic
:
{
fileID
:
2085815513
}
m_OnClick
:
m_OnClick
:
m_PersistentCalls
:
m_PersistentCalls
:
m_Calls
:
[]
m_Calls
:
-
m_Target
:
{
fileID
:
1056054510
}
m_MethodName
:
AttackActive
m_Mode
:
1
m_Arguments
:
m_ObjectArgument
:
{
fileID
:
0
}
m_ObjectArgumentAssemblyTypeName
:
UnityEngine.Object, UnityEngine
m_IntArgument
:
0
m_FloatArgument
:
0
m_StringArgument
:
m_BoolArgument
:
0
m_CallState
:
2
m_TypeName
:
UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
m_TypeName
:
UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null
Culture=neutral, PublicKeyToken=null
---
!u!114
&2085815513
---
!u!114
&2085815513
...
...
Assets/Scripts/GameManager.cs
View file @
796b7017
...
@@ -43,6 +43,7 @@ public class GameManager : MonoBehaviour {
...
@@ -43,6 +43,7 @@ public class GameManager : MonoBehaviour {
public
bool
onMoveState
=
false
;
public
bool
onMoveState
=
false
;
public
bool
onAttackState
=
false
;
public
bool
onAttackState
=
false
;
public
bool
onSkillState
=
false
;
public
bool
onSkillState
=
false
;
private
int
_currentSkill
=
-
1
;
private
CivModel
.
Terrain
.
Point
?[]
_parameterPoints
;
private
CivModel
.
Terrain
.
Point
?[]
_parameterPoints
;
...
@@ -129,16 +130,6 @@ public class GameManager : MonoBehaviour {
...
@@ -129,16 +130,6 @@ public class GameManager : MonoBehaviour {
CameraZoom
();
CameraZoom
();
}
}
// Method that gives "(x,y)" string with input of CivModel.Position or 2 ints
public
string
Pos2Str
(
CivModel
.
Position
pos
)
{
return
Pos2Str
(
pos
.
X
,
pos
.
Y
);
}
public
string
Pos2Str
(
int
x
,
int
y
)
{
return
"("
+
x
+
","
+
y
+
")"
;
}
// Instantiate hex tiles
// Instantiate hex tiles
void
DrawMap
()
void
DrawMap
()
{
{
...
@@ -154,7 +145,7 @@ public class GameManager : MonoBehaviour {
...
@@ -154,7 +145,7 @@ public class GameManager : MonoBehaviour {
pos
.
x
-=
innerRadius
;
pos
.
x
-=
innerRadius
;
}
}
_cells
[
i
,
j
]
=
Instantiate
(
cellPrefab
,
pos
,
Quaternion
.
identity
);
_cells
[
i
,
j
]
=
Instantiate
(
cellPrefab
,
pos
,
Quaternion
.
identity
);
_cells
[
i
,
j
].
name
=
Pos2Str
(
i
,
j
);
_cells
[
i
,
j
].
name
=
String
.
Format
(
"({0},{1})"
,
i
,
j
);
_cells
[
i
,
j
].
GetComponent
<
HexTile
>().
point
=
_game
.
Terrain
.
GetPoint
(
i
,
j
);
_cells
[
i
,
j
].
GetComponent
<
HexTile
>().
point
=
_game
.
Terrain
.
GetPoint
(
i
,
j
);
}
}
}
}
...
@@ -236,7 +227,7 @@ public class GameManager : MonoBehaviour {
...
@@ -236,7 +227,7 @@ public class GameManager : MonoBehaviour {
}
}
void
Focus
(
CivModel
.
Unit
unit
)
void
Focus
(
CivModel
.
Unit
unit
)
{
{
if
(
unit
==
null
)
if
(
unit
.
PlacedPoint
==
null
)
{
{
return
;
return
;
}
}
...
@@ -244,7 +235,7 @@ public class GameManager : MonoBehaviour {
...
@@ -244,7 +235,7 @@ public class GameManager : MonoBehaviour {
}
}
void
Focus
(
CivModel
.
Terrain
.
Point
point
)
void
Focus
(
CivModel
.
Terrain
.
Point
point
)
{
{
GameObject
tile
=
GameObject
.
Find
(
Pos2Str
(
point
.
Position
))
;
GameObject
tile
=
_cells
[
point
.
Position
.
X
,
point
.
Position
.
Y
]
;
Vector3
tilePos
=
tile
.
transform
.
position
;
Vector3
tilePos
=
tile
.
transform
.
position
;
float
x
=
tilePos
.
x
;
float
x
=
tilePos
.
x
;
float
z
=
tilePos
.
z
-
(
6.75f
/
Mathf
.
Tan
(
40
*
Mathf
.
Deg2Rad
));
float
z
=
tilePos
.
z
-
(
6.75f
/
Mathf
.
Tan
(
40
*
Mathf
.
Deg2Rad
));
...
@@ -354,10 +345,63 @@ public class GameManager : MonoBehaviour {
...
@@ -354,10 +345,63 @@ public class GameManager : MonoBehaviour {
_parameterPoints
=
null
;
_parameterPoints
=
null
;
}
}
public
void
SkillStateEnter
(
int
index
)
{
// State change
if
(
onSkillState
&&
_currentSkill
==
index
)
return
;
if
(
onMoveState
)
MoveStateExit
();
if
(
onAttackState
)
AttackStateExit
();
onSkillState
=
true
;
_currentSkill
=
index
;
// If SpecialActs[_currentSkill] is not parametered skill, this skill is immediately activated.
if
(!
_selectedActor
.
SpecialActs
[
_currentSkill
].
IsParametered
)
{
_selectedActor
.
SpecialActs
[
_currentSkill
].
Act
(
null
);
SkillStateExit
();
return
;
}
else
{
for
(
int
i
=
0
;
i
<
GameInfo
.
mapWidth
;
i
++)
{
for
(
int
j
=
0
;
j
<
GameInfo
.
mapHeight
;
j
++)
{
CivModel
.
Terrain
.
Point
?
point
=
_game
.
Terrain
.
GetPoint
(
i
,
j
);
if
(
_selectedActor
.
SpecialActs
[
_currentSkill
].
IsActable
(
point
))
{
CivModel
.
Position
pos
=
point
.
Value
.
Position
;
_cells
[
pos
.
X
,
pos
.
Y
].
GetComponent
<
HexTile
>().
FlickerBlue
();
}
}
}
}
}
void
SkillStateExit
()
void
SkillStateExit
()
{
{
int
index
=
_currentSkill
;
onSkillState
=
false
;
onSkillState
=
false
;
// TODO
_currentSkill
=
-
1
;
if
(!
_selectedActor
.
SpecialActs
[
index
].
IsParametered
)
{
return
;
}
else
{
for
(
int
i
=
0
;
i
<
GameInfo
.
mapWidth
;
i
++)
{
for
(
int
j
=
0
;
j
<
GameInfo
.
mapHeight
;
j
++)
{
CivModel
.
Terrain
.
Point
?
point
=
_game
.
Terrain
.
GetPoint
(
i
,
j
);
if
(
_selectedActor
.
SpecialActs
[
index
].
IsActable
(
point
))
{
CivModel
.
Position
pos
=
point
.
Value
.
Position
;
_cells
[
pos
.
X
,
pos
.
Y
].
GetComponent
<
HexTile
>().
StopFlickering
();
}
}
}
}
}
}
// Move _selectedActor
// Move _selectedActor
...
...
Assets/Scripts/HexTile.cs
View file @
796b7017
...
@@ -60,19 +60,19 @@ public class HexTile : MonoBehaviour {
...
@@ -60,19 +60,19 @@ public class HexTile : MonoBehaviour {
public
void
FlickerBlue
()
public
void
FlickerBlue
()
{
{
isFlickering
=
true
;
isFlickering
=
true
;
Debug
.
Log
(
GameManager
.
I
.
Pos2Str
(
point
.
Position
)
+
" is flickering with blue"
);
Debug
.
Log
(
gameObject
.
name
+
" is flickering with blue"
);
}
}
// Blink with red color. This is used for attack.
// Blink with red color. This is used for attack.
public
void
FlickerRed
()
public
void
FlickerRed
()
{
{
isFlickering
=
true
;
isFlickering
=
true
;
Debug
.
Log
(
GameManager
.
I
.
Pos2Str
(
point
.
Position
)
+
" is flickering with red"
);
Debug
.
Log
(
gameObject
.
name
+
" is flickering with red"
);
}
}
public
void
StopFlickering
()
public
void
StopFlickering
()
{
{
isFlickering
=
false
;
isFlickering
=
false
;
Debug
.
Log
(
GameManager
.
I
.
Pos2Str
(
point
.
Position
)
+
" stopped flickering"
);
Debug
.
Log
(
gameObject
.
name
+
" stopped flickering"
);
}
}
}
}
Assets/Scripts/UIManager.cs
View file @
796b7017
...
@@ -70,7 +70,30 @@ public class UIManager : MonoBehaviour {
...
@@ -70,7 +70,30 @@ public class UIManager : MonoBehaviour {
{
{
SpecialSpec
.
SetActive
(
false
);
SpecialSpec
.
SetActive
(
false
);
}
}
/*
//// Map UI ////
public
void
MoveActive
()
{
SkillSet
.
SetActive
(
false
);
GameManager
.
I
.
MoveStateEnter
();
}
public
void
AttackActive
()
{
SkillSet
.
SetActive
(
false
);
GameManager
.
I
.
AttackStateEnter
();
}
public
void
SkillSetActive
()
{
SkillSet
.
SetActive
(!
SkillSet
.
activeSelf
);
}
public
void
Skill1Active
()
{
GameManager
.
I
.
SkillStateEnter
(
0
);
}
/*
public void SkillSpec1MouseOver() // 특수 명령
public void SkillSpec1MouseOver() // 특수 명령
{
{
SkillSpec1.SetActive(true);
SkillSpec1.SetActive(true);
...
@@ -119,24 +142,7 @@ public class UIManager : MonoBehaviour {
...
@@ -119,24 +142,7 @@ public class UIManager : MonoBehaviour {
{
{
SkillSpec6.SetActive(false);
SkillSpec6.SetActive(false);
}
}
*/
*/
//// Map UI ////
public
void
MoveActive
()
{
SkillSet
.
SetActive
(
false
);
GameManager
.
I
.
MoveStateEnter
();
}
public
void
AttackActive
()
{
SkillSet
.
SetActive
(
false
);
GameManager
.
I
.
AttackStateEnter
();
}
public
void
SkillSetActive
()
{
SkillSet
.
SetActive
(!
SkillSet
.
activeSelf
);
}
public
void
EndTurnActive
()
public
void
EndTurnActive
()
{
{
SkillSet
.
SetActive
(
false
);
SkillSet
.
SetActive
(
false
);
...
...
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