Commit 7f804e8d authored by redsuncore's avatar redsuncore

Print Productable List

생산 가능한 유닛 배열 읽어오고  출력
parent b035ac60
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......
<?xml version="1.0"?>
<doc>
<assembly>
<name>CivModel</name>
</assembly>
<members>
<member name="T:CivModel.AttackActorAction">
<summary>
Represents an attack action.
</summary>
<seealso cref="T:CivModel.IActorAction" />
</member>
<member name="P:CivModel.AttackActorAction.Owner">
<summary>
The <see cref="T:CivModel.Actor" /> object which has this action.
</summary>
</member>
<member name="P:CivModel.AttackActorAction.IsParametered">
<summary>
Whether the action has a target parameter or not.
</summary>
</member>
<member name="M:CivModel.AttackActorAction.#ctor(CivModel.Actor,System.Boolean)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.AttackActorAction"/> class.
</summary>
<param name="owner">The <see cref="T:CivModel.Actor"/> who will own the action.</param>
<param name="isMoving">
<c>true</c> if this action is <strong>moving attack</strong>.
<c>false</c> if this action is <strong>holding attack</strong>.
</param>
<exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
</member>
<member name="M:CivModel.AttackActorAction.GetRequiredAP(System.Nullable{CivModel.Terrain.Point})">
<summary>
Test if the action with given parameter is valid and return required AP to act.
Returns <c>-1</c> if the action is invalid.
</summary>
<param name="pt">the parameter with which action will be tested.</param>
<returns>
the required AP to act. If the action is invalid, <c>-1</c>.
</returns>
</member>
<member name="M:CivModel.AttackActorAction.Act(System.Nullable{CivModel.Terrain.Point})">
<summary>
Acts the specified pt.
</summary>
<param name="pt">The pt.</param>
<exception cref="T:System.ArgumentException">parameter is invalid</exception>
<exception cref="T:System.InvalidOperationException">Actor is not placed yet</exception>
</member>
<member name="T:CivModel.IReadOnlyActorAction">
<summary>
The read-only version of <see cref="T:CivModel.IActorAction"/>.
</summary>
</member>
<member name="P:CivModel.IReadOnlyActorAction.Owner">
<summary>
The <see cref="T:CivModel.Actor"/> object which has this action.
</summary>
</member>
<member name="P:CivModel.IReadOnlyActorAction.IsParametered">
<summary>
Whether the action has a target parameter or not.
</summary>
</member>
<member name="M:CivModel.IReadOnlyActorAction.GetRequiredAP(System.Nullable{CivModel.Terrain.Point})">
<summary>
Test if the action with given parameter is valid and return required AP to act.
Returns <c>-1</c> if the action is invalid.
</summary>
<param name="pt">the parameter with which action will be tested.</param>
<returns>
the required AP to act. If the action is invalid, <c>-1</c>.
</returns>
</member>
<member name="T:CivModel.IActorAction">
<summary>
Represents an action which <see cref="T:CivModel.Actor"/> can do.
</summary>
<seealso cref="T:CivModel.IReadOnlyActorAction" />
</member>
<member name="M:CivModel.IActorAction.Act(System.Nullable{CivModel.Terrain.Point})">
<summary>
Acts with the specified parameter.
</summary>
<param name="pt">The parameter.</param>
<exception cref="T:System.ArgumentException">the parameter is invalid.</exception>
<exception cref="T:System.InvalidOperationException"><see cref="P:CivModel.IReadOnlyActorAction.Owner"/> of this action is not placed yet.</exception>
</member>
<member name="T:CivModel.ActorAction">
<summary>
Provides a set of static methods for <see cref="T:CivModel.IReadOnlyActorAction"/>.
</summary>
</member>
<member name="M:CivModel.ActorAction.IsActable(CivModel.IReadOnlyActorAction,System.Nullable{CivModel.Terrain.Point})">
<summary>
Test whether the action is actable with specified parameter.
</summary>
<param name="action">the action.</param>
<param name="pt">the parameter with which action will be tested.</param>
<returns>
<c>true</c> if the action is actable; otherwise, <c>false</c>.
</returns>
</member>
<member name="T:CivModel.ITurnObserver">
<summary>
The interface to observe pre/post turn event.
</summary>
<seealso cref="T:CivModel.Game"/>
</member>
<member name="M:CivModel.ITurnObserver.PreTurn">
<summary>
Called before a turn.
</summary>
</member>
<member name="M:CivModel.ITurnObserver.PostTurn">
<summary>
Called after a turn.
</summary>
</member>
<member name="M:CivModel.ITurnObserver.PrePlayerSubTurn(CivModel.Player)">
<summary>
Called before a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.ITurnObserver.PostPlayerSubTurn(CivModel.Player)">
<summary>
Called after a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="T:CivModel.MoveActorAction">
<summary>
Represents an movement action.
</summary>
<seealso cref="T:CivModel.IActorAction" />
</member>
<member name="P:CivModel.MoveActorAction.Owner">
<summary>
The <see cref="T:CivModel.Actor" /> object which has this action.
</summary>
</member>
<member name="P:CivModel.MoveActorAction.IsParametered">
<summary>
Whether the action has a target parameter or not.
</summary>
</member>
<member name="M:CivModel.MoveActorAction.#ctor(CivModel.Actor)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.MoveActorAction"/> class.
</summary>
<param name="owner">The <see cref="T:CivModel.Actor"/> who will own the action.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
</member>
<member name="M:CivModel.MoveActorAction.GetRequiredAP(System.Nullable{CivModel.Terrain.Point})">
<summary>
Test if the action with given parameter is valid and return required AP to act.
Returns <c>-1</c> if the action is invalid.
</summary>
<param name="pt">the parameter with which action will be tested.</param>
<returns>
the required AP to act. If the action is invalid, <c>-1</c>.
</returns>
</member>
<member name="M:CivModel.MoveActorAction.Act(System.Nullable{CivModel.Terrain.Point})">
<summary>
Acts with the specified parameter.
</summary>
<param name="pt">The parameter.</param>
<exception cref="T:System.ArgumentException">parameter is invalid</exception>
<exception cref="T:System.InvalidOperationException">Owner of this action is not placed yet</exception>
</member>
<member name="T:CivModel.Position">
<summary>
Represents the coordinate for <see cref="T:CivModel.Terrain"/>.
The coordinate system is documented in "docs/Coordinate System.pptx".
</summary>
</member>
<member name="P:CivModel.Position.X">
<summary>
X in physical coordinate system.
</summary>
</member>
<member name="P:CivModel.Position.Y">
<summary>
Y in physical coordinate system.
</summary>
</member>
<member name="P:CivModel.Position.A">
<summary>
A in logical coordinate system.
</summary>
</member>
<member name="P:CivModel.Position.B">
<summary>
B in logical coordinate system.
</summary>
</member>
<member name="P:CivModel.Position.C">
<summary>
C in logical coordinate system.
</summary>
</member>
<member name="M:CivModel.Position.FromPhysical(System.Int32,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Position"/> structure from the physical coordinates.
</summary>
<param name="x">X in physical coordinate system.</param>
<param name="y">Y in physical coordinate system.</param>
<returns>the created <see cref="T:CivModel.Position"/></returns>
</member>
<member name="M:CivModel.Position.FromLogical(System.Int32,System.Int32,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Position"/> structure from the logical coordinates.
</summary>
<param name="a">A in logical coordinate system.</param>
<param name="b">B in logical coordinate system.</param>
<param name="c">C in logical coordinate system.</param>
<returns>the created <see cref="T:CivModel.Position"/></returns>
<exception cref="T:System.ArgumentException">logical coordinate is invalid</exception>
</member>
<member name="M:CivModel.Position.op_UnaryPlus(CivModel.Position)">
<summary>
Implements the operator +.
</summary>
<param name="obj">The object.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Position.op_UnaryNegation(CivModel.Position)">
<summary>
Implements the operator -.
</summary>
<param name="obj">The object.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Position.op_Addition(CivModel.Position,CivModel.Position)">
<summary>
Implements the operator +.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Position.op_Subtraction(CivModel.Position,CivModel.Position)">
<summary>
Implements the operator -.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Position.op_Multiply(System.Int32,CivModel.Position)">
<summary>
Implements the operator *.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Position.Norm">
<summary>
Get norm of this position. It is equal to <c>(|A| + |B| + |C|) / 2</c>
</summary>
<returns></returns>
</member>
<member name="M:CivModel.Position.Distance(CivModel.Position,CivModel.Position)">
<summary>
Get the distance between two <see cref="T:CivModel.Position"/>.
It is equal to <c>(<paramref name="lhs"/> - <paramref name="rhs"/>).<see cref="M:CivModel.Position.Norm"/>()</c>.
</summary>
<param name="lhs">left hand side parameter</param>
<param name="rhs">right hand side parameter</param>
<returns></returns>
</member>
<member name="M:CivModel.Position.ToString">
<summary>
Returns a <see cref="T:System.String" /> that represents this instance.
</summary>
<returns>
A <see cref="T:System.String" /> that represents this instance.
</returns>
</member>
<member name="M:CivModel.Position.op_Equality(CivModel.Position,CivModel.Position)">
<summary>
Implements the operator ==.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Position.op_Inequality(CivModel.Position,CivModel.Position)">
<summary>
Implements the operator !=.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Position.Equals(System.Object)">
<summary>
Determines whether the specified <see cref="T:System.Object" />, is equal to this instance.
</summary>
<param name="obj">The <see cref="T:System.Object" /> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object" /> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CivModel.Position.GetHashCode">
<summary>
Returns a hash code for this instance.
</summary>
<returns>
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
</returns>
</member>
<member name="T:CivModel.IProductionFactory">
<summary>
The factory interface of <see cref="T:CivModel.Production"/>
</summary>
<seealso cref="M:CivModel.Player.GetAvailableProduction"/>
<seealso cref="P:CivModel.Common.CityCenter.AvailableProduction"/>
<seealso cref="P:CivModel.Player.AdditionalAvailableProduction"/>
</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">
<summary>
An abstract class represents a production.
</summary>
</member>
<member name="P:CivModel.Production.Factory">
<summary>
The factory object of this production kind.
</summary>
</member>
<member name="P:CivModel.Production.Owner">
<summary>
The player who owns this production.
</summary>
</member>
<member name="P:CivModel.Production.TotalCost">
<summary>
The total cost to finish this production.
</summary>
</member>
<member name="P:CivModel.Production.CapacityPerTurn">
<summary>
The maximum labor which can put into this production per turn.
</summary>
</member>
<member name="P:CivModel.Production.LaborInputed">
<summary>
The total labor inputed so far.
</summary>
</member>
<member name="P:CivModel.Production.EstimatedLaborInputing">
<summary>
This property is updated by <see cref="M:CivModel.Player.EstimateLaborInputing"/>.
You must call that function before use this property.
</summary>
</member>
<member name="P:CivModel.Production.Completed">
<summary>
Whether this production is completed.
</summary>
</member>
<member name="M:CivModel.Production.#ctor(CivModel.IProductionFactory,CivModel.Player,System.Double,System.Double)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Production"/> class.
</summary>
<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="totalCost"><see cref="P:CivModel.Production.TotalCost"/> of the production</param>
<param name="capacityPerTurn"><see cref="P:CivModel.Production.CapacityPerTurn"/> of the production.</param>
<exception cref="T:System.ArgumentException">totalCost is not positive</exception>
<exception cref="T:System.ArgumentOutOfRangeException"><paramref name="capacityPerTurn"/> is not in [0, <see cref="P:CivModel.Production.TotalCost"/>]</exception>
<exception cref="T:System.ArgumentNullException">
<paramref name="factory"/> is <c>null</c>
or
<paramref name="owner"/> is <c>null</c>
</exception>
</member>
<member name="M:CivModel.Production.GetAvailableInputLabor(System.Double)">
<summary>
check how much labor is inputed into this production in this turn
</summary>
<param name="labor">labor amount which you want to put</param>
<returns>maximum labor amount possible to put, less than <paramref name="labor"/></returns>
</member>
<member name="M:CivModel.Production.InputLabor(System.Double)">
<summary>
input labor into this production
</summary>
<param name="labor">labor amount to input</param>
<returns>labor amount which is really used. it can be different from the parameter.</returns>
</member>
<member name="M:CivModel.Production.IsPlacable(CivModel.Terrain.Point)">
<summary>
Determines whether the production result is placable at the specified point.
</summary>
<param name="point">The point to test to place the production result.</param>
<returns>
<c>true</c> if the production is placable; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CivModel.Production.Place(CivModel.Terrain.Point)">
<summary>
Places the production result at the specified point.
</summary>
<param name="point">The point to place the production result.</param>
<exception cref="T:System.InvalidOperationException">production is not completed yet</exception>
<exception cref="T:System.ArgumentException">point is invalid</exception>
</member>
<member name="T:CivModel.Terrain">
<summary>
Represents a terrain of a game.
</summary>
</member>
<member name="T:CivModel.Terrain.Point">
<summary>
Represents one tile of a <see cref="P:CivModel.Terrain.Point.Terrain"/>.
</summary>
</member>
<member name="P:CivModel.Terrain.Point.Terrain">
<summary>
The <see cref="P:CivModel.Terrain.Point.Terrain"/> object.
</summary>
</member>
<member name="P:CivModel.Terrain.Point.Position">
<summary>
The <see cref="P:CivModel.Terrain.Point.Position"/> where this tile is.
</summary>
</member>
<member name="P:CivModel.Terrain.Point.Type">
<summary>
<see cref="T:CivModel.TerrainType"/> of the tile.
</summary>
</member>
<member name="P:CivModel.Terrain.Point.Unit">
<summary>
The <see cref="P:CivModel.Terrain.Point.Unit"/> placed at the tile.
</summary>
</member>
<member name="P:CivModel.Terrain.Point.TileBuilding">
<summary>
The <see cref="P:CivModel.Terrain.Point.TileBuilding"/> placed at the tile.
</summary>
</member>
<member name="M:CivModel.Terrain.Point.GetTileObject(CivModel.TileTag)">
<summary>
this function is used internally by <see cref="P:CivModel.Terrain.Point.Terrain"/> class and getters of <see cref="T:CivModel.Terrain.Point"/>.
</summary>
</member>
<member name="M:CivModel.Terrain.Point.SetTileObject(CivModel.TileObject)">
<summary>
this function is used internally by <see cref="P:CivModel.Terrain.Point.Terrain"/> class.
</summary>
</member>
<member name="M:CivModel.Terrain.Point.UnsetTileObject(CivModel.TileTag)">
<summary>
this function is used internally by <see cref="P:CivModel.Terrain.Point.Terrain"/> class.
</summary>
</member>
<member name="M:CivModel.Terrain.Point.#ctor(CivModel.Terrain,CivModel.Position)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Terrain.Point"/> struct.
</summary>
<param name="terrain">The terrain object.</param>
<param name="pos">The position where a tile will be.</param>
<exception cref="T:System.ArgumentException"><paramref name="pos"/> is invalid.</exception>
</member>
<member name="M:CivModel.Terrain.Point.ToString">
<summary>
Returns a <see cref="T:System.String" /> that represents this instance.
</summary>
<returns>
A <see cref="T:System.String" /> that represents this instance.
</returns>
</member>
<member name="M:CivModel.Terrain.Point.op_Equality(CivModel.Terrain.Point,CivModel.Terrain.Point)">
<summary>
Implements the operator ==.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Terrain.Point.op_Inequality(CivModel.Terrain.Point,CivModel.Terrain.Point)">
<summary>
Implements the operator !=.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Terrain.Point.Equals(System.Object)">
<summary>
Determines whether the specified <see cref="T:System.Object" />, is equal to this instance.
</summary>
<param name="obj">The <see cref="T:System.Object" /> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object" /> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CivModel.Terrain.Point.GetHashCode">
<summary>
Returns a hash code for this instance.
</summary>
<returns>
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
</returns>
</member>
<member name="M:CivModel.Terrain.Point.Adjacents">
<summary>
get adjacent points, in clockwise order.
</summary>
<remarks>
Get the array of the adjacent points in clockwise order.
If the position is invalid, the value is null.
A first element of the array is the left one.
1 2
0 pt 3
5 4
</remarks>
<returns>an array of the adjacent points</returns>
</member>
<member name="P:CivModel.Terrain.Width">
<summary>
The width of this terrain.
</summary>
</member>
<member name="P:CivModel.Terrain.Height">
<summary>
The height of this terrain.
</summary>
</member>
<member name="M:CivModel.Terrain.#ctor(System.Int32,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Terrain"/> class.
</summary>
<param name="width">The width of a terrain.</param>
<param name="height">The height of a terrain.</param>
<exception cref="T:System.ArgumentOutOfRangeException">
<paramref name="width"/> is not positive
or
<paramref name="height"/> is not positive
</exception>
</member>
<member name="M:CivModel.Terrain.GetPoint(System.Int32,System.Int32)">
<summary>
Gets the <see cref="T:CivModel.Terrain.Point"/> from physical coordinates.
</summary>
<param name="x">X in physical coordinate.</param>
<param name="y">Y in physical coordinate.</param>
<returns>the <see cref="T:CivModel.Terrain.Point"/> object</returns>
<exception cref="T:System.ArgumentException">coordinate is invalid.</exception>
</member>
<member name="M:CivModel.Terrain.GetPoint(System.Int32,System.Int32,System.Int32)">
<summary>
Gets the <see cref="T:CivModel.Terrain.Point"/> from logical coordinates.
</summary>
<param name="a">A in logical coordinate.</param>
<param name="b">B in logical coordinate.</param>
<param name="c">C in logical coordinate.</param>
<returns>the <see cref="T:CivModel.Terrain.Point"/> object</returns>
<exception cref="T:System.ArgumentException">coordinate is invalid.</exception>
</member>
<member name="M:CivModel.Terrain.GetPoint(CivModel.Position)">
<summary>
Gets the <see cref="T:CivModel.Terrain.Point"/> from <see cref="T:CivModel.Position"/>
</summary>
<param name="pos">The <see cref="T:CivModel.Position"/> object.</param>
<returns>the <see cref="T:CivModel.Terrain.Point"/> objec</returns>
</member>
<member name="M:CivModel.Terrain.PlaceObject(CivModel.TileObject)">
<summary>
this function is used by the setter of <see cref="P:CivModel.TileObject.PlacedPoint"/>.
In general case you should use <see cref="P:CivModel.TileObject.PlacedPoint"/> instead.
</summary>
</member>
<member name="M:CivModel.Terrain.UnplaceObject(CivModel.TileObject,CivModel.Terrain.Point)">
<summary>
this function is used by the setter of <see cref="P:CivModel.TileObject.PlacedPoint"/>.
In general case you should use <see cref="P:CivModel.TileObject.PlacedPoint"/> instead.
</summary>
</member>
<member name="M:CivModel.Terrain.IsValidPosition(CivModel.Position)">
<summary>
Determines whether the specified position is vaild.
</summary>
<param name="pos">The <see cref="T:CivModel.Position"/> object.</param>
<returns>
<c>true</c> if the specified position is valid; otherwise, <c>false</c>.
</returns>
</member>
<member name="T:CivModel.TileBuilding">
<summary>
Represents a building which is an actor.
</summary>
<seealso cref="T:CivModel.Actor" />
</member>
<member name="P:CivModel.TileBuilding.MaxAP">
<summary>
The maximum AP. <c>0</c> by default.
</summary>
</member>
<member name="P:CivModel.TileBuilding.MoveAct">
<summary>
The action performing movement. <c>null</c> by default.
</summary>
</member>
<member name="M:CivModel.TileBuilding.#ctor(CivModel.Player)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.TileBuilding"/> class.
</summary>
<param name="owner">The player who owns this TileBuilding.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
</member>
<member name="T:CivModel.Common.CityCenter">
<summary>
Represents a city as <see cref="T:CivModel.TileBuilding"/>.
</summary>
<seealso cref="T:CivModel.TileBuilding" />
</member>
<member name="P:CivModel.Common.CityCenter.MaxHP">
<summary>
The maximum HP. <c>0</c> if this actor is not a combattant.
</summary>
</member>
<member name="P:CivModel.Common.CityCenter.MaxHealPerTurn">
<summary>
The maximum heal per turn.
</summary>
<seealso cref="P:CivModel.Actor.RemainHP" />
</member>
<member name="P:CivModel.Common.CityCenter.AttackPower">
<summary>
The attack power.
</summary>
</member>
<member name="P:CivModel.Common.CityCenter.DefencePower">
<summary>
The defence power.
</summary>
</member>
<member name="P:CivModel.Common.CityCenter.HoldingAttackAct">
<summary>
The action performing movement. <c>null</c> if this actor cannot do.
</summary>
</member>
<member name="P:CivModel.Common.CityCenter.AvailableProduction">
<summary>
The list of available production from this city.
</summary>
<seealso cref="M:CivModel.Player.GetAvailableProduction"/>
</member>
<member name="M:CivModel.Common.CityCenter.#ctor(CivModel.Player)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Common.CityCenter"/> class.
</summary>
<param name="owner">The player who owns this city.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
</member>
<member name="M:CivModel.Common.CityCenter.OnBeforeChangeOwner(CivModel.Player)">
<summary>
Called before [change owner], by <see cref="M:CivModel.Actor.ChangeOwner(CivModel.Player)" />.
</summary>
<param name="newOwner">The new owner.</param>
</member>
<member name="M:CivModel.Common.CityCenter.OnBeforeDestroy">
<summary>
Called before [destroy], by <see cref="M:CivModel.Actor.Destroy" />
</summary>
</member>
<member name="M:CivModel.Common.CityCenter.OnDie(CivModel.Player)">
<summary>
Called when [die] by <see cref="M:CivModel.Actor.Die(CivModel.Player)" />.
The default implementation calls <see cref="M:CivModel.Actor.Destroy" />.
</summary>
<param name="opposite">The opposite who caused the dying of this actor. If not exists, <c>null</c>.</param>
</member>
<member name="T:CivModel.Common.Pioneer">
<summary>
A pionner unit who can make city.
</summary>
<seealso cref="T:CivModel.Unit" />
</member>
<member name="P:CivModel.Common.Pioneer.MaxAP">
<summary>
The maximum AP.
</summary>
</member>
<member name="P:CivModel.Common.Pioneer.SpecialActs">
<summary>
The list of special actions.
<see cref="T:CivModel.Common.Pioneer"/> have one special action "pionnering".
</summary>
</member>
<member name="M:CivModel.Common.Pioneer.#ctor(CivModel.Player)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Common.Pioneer"/> class.
</summary>
<param name="owner">The <see cref="T:CivModel.Player"/> who owns this unit.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
</member>
<member name="T:CivModel.Common.PioneerProductionFactory">
<summary>
The factory interface for <see cref="T:CivModel.Common.Pioneer"/>.
</summary>
<seealso cref="T:CivModel.ITileObjectProductionFactory" />
</member>
<member name="P:CivModel.Common.PioneerProductionFactory.Instance">
<summary>
The singleton instance.of <see cref="T:CivModel.Common.PioneerProductionFactory"/>
</summary>
</member>
<member name="M:CivModel.Common.PioneerProductionFactory.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="M:CivModel.Common.PioneerProductionFactory.IsPlacable(CivModel.TileObjectProduction,CivModel.Terrain.Point)">
<summary>
Determines whether the production result is placable at the specified point.
</summary>
<param name="production">The production.</param>
<param name="point">The point to test to place the production result.</param>
<returns>
<c>true</c> if the production is placable; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CivModel.Common.PioneerProductionFactory.CreateTileObject(CivModel.Player)">
<summary>
Creates the <see cref="T:CivModel.TileObject" /> which is the production result.
</summary>
<param name="owner">The <see cref="T:CivModel.Player" /> who owns the result.</param>
<returns>
the created <see cref="T:CivModel.TileObject" /> result.
</returns>
</member>
<member name="T:CivModel.Game">
<summary>
Represents one civ game.
</summary>
</member>
<member name="P:CivModel.Game.GoldCoefficient">
<summary>
Coefficient for <see cref="P:CivModel.Player.GoldIncome"/>.
</summary>
</member>
<member name="P:CivModel.Game.PopulationCoefficient">
<summary>
Coefficient for PopulationIncome.
</summary>
</member>
<member name="P:CivModel.Game.HappinessCoefficient">
<summary>
Coefficient for <see cref="P:CivModel.Player.HappinessIncome"/>.
</summary>
</member>
<member name="P:CivModel.Game.LaborCoefficient">
<summary>
Coefficient for <see cref="P:CivModel.Player.Labor"/>.
</summary>
</member>
<member name="P:CivModel.Game.LaborHappinessConstant">
<summary>
Coefficient for <see cref="P:CivModel.Player.Labor"/>, which works with <see cref="P:CivModel.Player.Happiness"/>.
</summary>
</member>
<member name="P:CivModel.Game.Terrain">
<summary>
<see cref="P:CivModel.Game.Terrain"/> of this game.
</summary>
</member>
<member name="P:CivModel.Game.Players">
<summary>
The players of this game.
</summary>
</member>
<member name="P:CivModel.Game.SubTurnNumber">
<summary>
The subturn number.
</summary>
<remarks>
Subturn represents a part of turn, dedicated to each player.
</remarks>
</member>
<member name="P:CivModel.Game.TurnNumber">
<summary>
The turn number.
</summary>
</member>
<member name="P:CivModel.Game.IsInsideTurn">
<summary>
Gets a value indicating whether this game is inside a turn.
</summary>
</member>
<member name="P:CivModel.Game.PlayerNumberInTurn">
<summary>
Gets the index of <see cref="P:CivModel.Game.PlayerInTurn"/>.
</summary>
</member>
<member name="P:CivModel.Game.PlayerInTurn">
<summary>
The player who plays in this turn.
</summary>
</member>
<member name="M:CivModel.Game.#ctor(System.Int32,System.Int32,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Game"/> class.
</summary>
<param name="width">The width of the <see cref="P:CivModel.Game.Terrain"/> of this game. It must be positive.</param>
<param name="height">The height of the <see cref="P:CivModel.Game.Terrain"/> of this game. It must be positive.</param>
<param name="numOfPlayer">The number of player. It must be positive.</param>
<exception cref="T:System.ArgumentException">
<paramref name="width"/> is not positive
or
<paramref name="height"/> is not positive
or
<paramref name="numOfPlayer"/> is not positive
</exception>
</member>
<member name="M:CivModel.Game.StartTurn">
<summary>
Starts the turn.
</summary>
<exception cref="T:System.InvalidOperationException">this game is inside turn yet</exception>
</member>
<member name="M:CivModel.Game.EndTurn">
<summary>
Ends the turn.
</summary>
<exception cref="T:System.InvalidOperationException">the turn is not started yet</exception>
</member>
<member name="T:CivModel.BattleResult">
<summary>
The result of a battle. This is used by <see cref="M:CivModel.Actor.AttackTo(CivModel.Actor)"/>.
</summary>
</member>
<member name="F:CivModel.BattleResult.Draw">
<summary>
Indicating that battle result is draw.
</summary>
</member>
<member name="F:CivModel.BattleResult.Victory">
<summary>
Indicating that battle result is victory.
</summary>
</member>
<member name="F:CivModel.BattleResult.Defeated">
<summary>
Indicating that battle result is defeated.
</summary>
</member>
<member name="T:CivModel.Actor">
<summary>
An absract class represents the <see cref="T:CivModel.TileObject"/> which can have actions and action point (AP).
</summary>
<seealso cref="T:CivModel.TileObject" />
<seealso cref="T:CivModel.ITurnObserver"/>
</member>
<member name="P:CivModel.Actor.Owner">
<summary>
The player who owns this actor.
</summary>
</member>
<member name="P:CivModel.Actor.MaxAP">
<summary>
The maximum AP.
</summary>
</member>
<member name="P:CivModel.Actor.RemainAP">
<summary>
The remaining AP. It is reset to <see cref="P:CivModel.Actor.MaxAP"/> when <see cref="M:CivModel.Actor.PreTurn"/> is called.
</summary>
</member>
<member name="P:CivModel.Actor.SkipFlag">
<summary>
The flag indicating this actor is skipped in this turn. This flag is used by Presenter module.
</summary>
</member>
<member name="P:CivModel.Actor.MoveAct">
<summary>
The action performing movement. <c>null</c> if this actor cannot do.
</summary>
</member>
<member name="P:CivModel.Actor.HoldingAttackAct">
<summary>
The action performing movement. <c>null</c> if this actor cannot do.
</summary>
</member>
<member name="P:CivModel.Actor.MovingAttackAct">
<summary>
The action performing moving attack. <c>null</c> if this actor cannot do.
</summary>
</member>
<member name="P:CivModel.Actor.SpecialActs">
<summary>
The list of special actions. <c>null</c> if not exists.
</summary>
</member>
<member name="P:CivModel.Actor.AttackPower">
<summary>
The attack power.
</summary>
</member>
<member name="P:CivModel.Actor.DefencePower">
<summary>
The defence power.
</summary>
</member>
<member name="P:CivModel.Actor.MaxHP">
<summary>
The maximum HP. <c>0</c> if this actor is not a combattant.
</summary>
</member>
<member name="P:CivModel.Actor.MaxHealPerTurn">
<summary>
The maximum heal per turn.
</summary>
<seealso cref="P:CivModel.Actor.RemainHP" />
</member>
<member name="P:CivModel.Actor.RemainHP">
<summary>
The remaining AP. It must be in [0, <see cref="P:CivModel.Actor.MaxHP"/>].
If this is lower than <see cref="P:CivModel.Actor.MaxHP"/>,
this value is increased to min{<see cref="P:CivModel.Actor.MaxHP"/>, value + <see cref="P:CivModel.Actor.MaxHealPerTurn"/>}
when <see cref="M:CivModel.Actor.PreTurn"/> is called.
</summary>
<exception cref="T:System.ArgumentOutOfRangeException"><see cref="P:CivModel.Actor.RemainHP"/> is not in [0, <see cref="P:CivModel.Actor.MaxHP"/>]</exception>
</member>
<member name="M:CivModel.Actor.#ctor(CivModel.Player,CivModel.TileTag)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Actor"/> class.
</summary>
<param name="owner">The player who owns this actor.</param>
<param name="tag">The <seealso cref="T:CivModel.TileTag"/> of this actor.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
</member>
<member name="M:CivModel.Actor.ChangeOwner(CivModel.Player)">
<summary>
Changes <see cref="P:CivModel.Actor.Owner"/>. <see cref="M:CivModel.Actor.OnBeforeChangeOwner(CivModel.Player)"/> is called before the property is changed.
</summary>
<param name="newOwner">The new owner.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="newOwner"/> is null.</exception>
</member>
<member name="M:CivModel.Actor.OnBeforeChangeOwner(CivModel.Player)">
<summary>
Called before [change owner], by <see cref="M:CivModel.Actor.ChangeOwner(CivModel.Player)"/>.
</summary>
<param name="newOwner">The new owner.</param>
</member>
<member name="M:CivModel.Actor.Destroy">
<summary>
Destroys this actor. <see cref="M:CivModel.Actor.OnBeforeDestroy"/> is called before the actor is destroyed.
</summary>
<remarks>
<strong>postcondition</strong>:
<c><see cref="P:CivModel.TileObject.PlacedPoint"/> == null &amp;&amp; <see cref="P:CivModel.Actor.Owner"/> == null</c>
</remarks>
</member>
<member name="M:CivModel.Actor.OnBeforeDestroy">
<summary>
Called before [destroy], by <see cref="M:CivModel.Actor.Destroy"/>
</summary>
</member>
<member name="M:CivModel.Actor.CanConsumeAP(System.Int32)">
<summary>
Determines whether this actor can consume the specified amount of AP.
</summary>
<param name="amount">The amount of AP</param>
<returns>
<c>true</c> if this actor can consume the specified amount of AP; otherwise, <c>false</c>.
</returns>
<exception cref="T:System.ArgumentException"><paramref name="amount"/> is negative</exception>
</member>
<member name="M:CivModel.Actor.ConsumeAP(System.Int32)">
<summary>
Consumes the specified amount of AP.
</summary>
<param name="amount">The amount of AP</param>
<exception cref="T:System.ArgumentException">
<paramref name="amount"/> is negative
or
<paramref name="amount"/> is bigger than <see cref="P:CivModel.Actor.RemainAP"/>
</exception>
</member>
<member name="M:CivModel.Actor.ConsumeAllAP">
<summary>
Consumes all of AP which this actor has.
</summary>
<seealso cref="M:CivModel.Actor.ConsumeAP(System.Int32)"/>
</member>
<member name="M:CivModel.Actor.AttackTo(CivModel.Actor)">
<summary>
Attacks to another <see cref="T:CivModel.Actor"/>.
</summary>
<param name="opposite">The opposite.</param>
<returns>
<see cref="T:CivModel.BattleResult"/> indicating the result of this battle.
if <paramref name="opposite"/> has died, <see cref="F:CivModel.BattleResult.Victory"/>.
if this object has died, <see cref="F:CivModel.BattleResult.Defeated"/>.
if both have died or survived, <see cref="F:CivModel.BattleResult.Draw"/>.
</returns>
</member>
<member name="M:CivModel.Actor.GetRequiredAPToMove(CivModel.Terrain.Point)">
<summary>
Gets the required AP to move to the specified target point from the near.
</summary>
<param name="target">The target point</param>
<returns>the required AP. if this actor cannot move to <paramref name="target"/>, <c>-1</c>.</returns>
</member>
<member name="M:CivModel.Actor.Die(CivModel.Player)">
<summary>
Make this actor die. This function calls <see cref="M:CivModel.Actor.OnDie(CivModel.Player)"/>.
</summary>
<param name="opposite">The opposite who caused the dying of this actor. If not exists, <c>null</c>.</param>
</member>
<member name="M:CivModel.Actor.OnDie(CivModel.Player)">
<summary>
Called when [die] by <see cref="M:CivModel.Actor.Die(CivModel.Player)"/>.
The default implementation calls <see cref="M:CivModel.Actor.Destroy"/>.
</summary>
<param name="opposite">The opposite who caused the dying of this actor. If not exists, <c>null</c>.</param>
</member>
<member name="M:CivModel.Actor.PreTurn">
<summary>
Called before a turn.
</summary>
</member>
<member name="M:CivModel.Actor.PostTurn">
<summary>
Called after a turn.
</summary>
</member>
<member name="M:CivModel.Actor.PrePlayerSubTurn(CivModel.Player)">
<summary>
Called before a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Actor.PostPlayerSubTurn(CivModel.Player)">
<summary>
Called after a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="T:CivModel.TileTag">
<summary>
The value indicating the kind of <see cref="T:CivModel.TileObject"/>.
</summary>
</member>
<member name="F:CivModel.TileTag.Unit">
<summary>
Tag for <see cref="F:CivModel.TileTag.Unit"/> object
</summary>
</member>
<member name="F:CivModel.TileTag.TileBuilding">
<summary>
Tag for <see cref="F:CivModel.TileTag.TileBuilding"/> object
</summary>
</member>
<member name="T:CivModel.TileObject">
<summary>
Represents an object which can be placed on <see cref="T:CivModel.Terrain.Point"/>.
</summary>
</member>
<member name="P:CivModel.TileObject.TileTag">
<summary>
The value indicating the kind of this object.
</summary>
</member>
<member name="P:CivModel.TileObject.PlacedPoint">
<summary>
The placed point of this object. <c>null</c> if not placed.
</summary>
</member>
<member name="M:CivModel.TileObject.#ctor(CivModel.TileTag)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.TileObject"/> class.
</summary>
<param name="tileTag">The <see cref="P:CivModel.TileObject.TileTag"/> of a object.</param>
</member>
<member name="T:CivModel.Player">
<summary>
Represents a player of a game.
</summary>
<seealso cref="T:CivModel.ITurnObserver"/>
</member>
<member name="P:CivModel.Player.Gold">
<summary>
The gold of this player.
</summary>
</member>
<member name="P:CivModel.Player.GoldIncome">
<summary>
The gold income of this player.
</summary>
<seealso cref="P:CivModel.Player.TaxRate"/>
<seealso cref="P:CivModel.Game.GoldCoefficient"/>
</member>
<member name="P:CivModel.Player.Happiness">
<summary>
The happiness of this player. This value cannot exceed <c>100</c>.
</summary>
</member>
<member name="P:CivModel.Player.HappinessIncome">
<summary>
The happiness income of this player.
</summary>
<seealso cref="P:CivModel.Game.HappinessCoefficient"/>
</member>
<member name="P:CivModel.Player.Labor">
<summary>
The labor per turn of this player.
</summary>
<seealso cref="P:CivModel.Game.LaborCoefficient"/>
<seealso cref="P:CivModel.Game.LaborHappinessConstant"/>
</member>
<member name="P:CivModel.Player.TaxRate">
<summary>
The tax rate of this player. It affects <see cref="P:CivModel.Player.GoldIncome"/>.
</summary>
<exception cref="T:System.ArgumentException"><see cref="P:CivModel.Player.TaxRate"/> is not in [0, 1]</exception>
</member>
<member name="P:CivModel.Player.Units">
<summary>
The list of units of this player.
</summary>
<seealso cref="T:CivModel.Unit"/>
</member>
<member name="P:CivModel.Player.Cities">
<summary>
The list of cities of this player.
</summary>
<seealso cref="T:CivModel.Common.CityCenter"/>
</member>
<member name="P:CivModel.Player.Production">
<summary>
The list of the not-finished productions of this player.
</summary>
<seealso cref="P:CivModel.Player.Deployment"/>
</member>
<member name="P:CivModel.Player.Deployment">
<summary>
The list of the ready-to-deploy productions of this player.
</summary>
<seealso cref="P:CivModel.Player.Production"/>
</member>
<member name="P:CivModel.Player.AdditionalAvailableProduction">
<summary>
The list of additional available productions of this player.
This list will added to the calculation of <see cref="M:CivModel.Player.GetAvailableProduction"/>
</summary>
</member>
<member name="P:CivModel.Player.EstimatedUsedLabor">
<summary>
The estimated used labor in this turn.
</summary>
<remarks>
This property is updated by <see cref="M:CivModel.Player.EstimateLaborInputing"/>.
You must call that function before use this property.
</remarks>
</member>
<member name="P:CivModel.Player.IsDefeated">
<summary>
Whether this player is defeated.
</summary>
</member>
<member name="P:CivModel.Player.Game">
<summary>
The game which this player participates.
</summary>
</member>
<member name="M:CivModel.Player.#ctor(CivModel.Game)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Player"/> class.
</summary>
<param name="game">The game which this player participates.</param>
</member>
<member name="M:CivModel.Player.AddUnitToList(CivModel.Unit)">
<summary>
this function is used by <see cref="T:CivModel.Unit"/> class
</summary>
<param name="unit">unit to add</param>
</member>
<member name="M:CivModel.Player.RemoveUnitFromList(CivModel.Unit)">
<summary>
this function is used by <see cref="T:CivModel.Unit"/> class
</summary>
<param name="unit">unit to remove</param>
</member>
<member name="M:CivModel.Player.AddCityToList(CivModel.Common.CityCenter)">
<summary>
this function is used by <see cref="T:CivModel.Common.CityCenter"/> class
</summary>
<param name="city">city to add</param>
</member>
<member name="M:CivModel.Player.RemoveCityFromList(CivModel.Common.CityCenter)">
<summary>
this function is used by <see cref="T:CivModel.Common.CityCenter"/> class
</summary>
<param name="city">city to remove</param>
</member>
<member name="M:CivModel.Player.GetAvailableProduction">
<summary>
Gets the list of available productions of this player.
</summary>
<remarks>
The return value is the result of
merging the result of <see cref="P:CivModel.Common.CityCenter.AvailableProduction"/> of all cities of this player
and <see cref="P:CivModel.Player.AdditionalAvailableProduction"/>.
</remarks>
<returns>the list of available productions</returns>
</member>
<member name="M:CivModel.Player.PreTurn">
<summary>
Called before a turn.
</summary>
</member>
<member name="M:CivModel.Player.PostTurn">
<summary>
Called after a turn.
</summary>
</member>
<member name="M:CivModel.Player.PrePlayerSubTurn(CivModel.Player)">
<summary>
Called before a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Player.PostPlayerSubTurn(CivModel.Player)">
<summary>
Called after a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Player.EstimateLaborInputing">
<summary>
Update <see cref="P:CivModel.Production.EstimatedLaborInputing"/> property of all productions
and <see cref="P:CivModel.Player.EstimatedUsedLabor"/> property of this player.
</summary>
</member>
<member name="T:CivModel.TerrainType">
<summary>
The type of a tile of <see cref="T:CivModel.Terrain"/>.
</summary>
</member>
<member name="T:CivModel.Unit">
<summary>
Represents an unit.
</summary>
<seealso cref="T:CivModel.Actor" />
</member>
<member name="P:CivModel.Unit.MoveAct">
<summary>
The action performing movement. A <see cref="T:CivModel.MoveActorAction"/> object by default.
</summary>
</member>
<member name="M:CivModel.Unit.#ctor(CivModel.Player)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Unit"/> class.
</summary>
<param name="owner">The <see cref="T:CivModel.Player"/> who owns this unit.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
</member>
<member name="M:CivModel.Unit.OnBeforeChangeOwner(CivModel.Player)">
<summary>
Called before [change owner], by <see cref="M:CivModel.Actor.ChangeOwner(CivModel.Player)" />.
</summary>
<param name="newOwner">The new owner.</param>
</member>
<member name="M:CivModel.Unit.OnBeforeDestroy">
<summary>
Called before [destroy], by <see cref="M:CivModel.Actor.Destroy" />
</summary>
</member>
<member name="T:CivModel.ITileObjectProductionFactory">
<summary>
The factory interface of <see cref="T:CivModel.TileObjectProduction"/>.
This interface additionally provides <see cref="M:CivModel.ITileObjectProductionFactory.IsPlacable(CivModel.TileObjectProduction,CivModel.Terrain.Point)"/>
and <see cref="M:CivModel.ITileObjectProductionFactory.CreateTileObject(CivModel.Player)"/> methods.
</summary>
<seealso cref="T:CivModel.IProductionFactory" />
</member>
<member name="M:CivModel.ITileObjectProductionFactory.IsPlacable(CivModel.TileObjectProduction,CivModel.Terrain.Point)">
<summary>
Determines whether the production result is placable at the specified point.
</summary>
<param name="production">The production.</param>
<param name="point">The point to test to place the production result.</param>
<returns>
<c>true</c> if the production is placable; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CivModel.ITileObjectProductionFactory.CreateTileObject(CivModel.Player)">
<summary>
Creates the <see cref="T:CivModel.TileObject"/> which is the production result.
</summary>
<param name="owner">The <see cref="T:CivModel.Player"/> who owns the result.</param>
<returns>the created <see cref="T:CivModel.TileObject"/> result.</returns>
</member>
<member name="T:CivModel.TileObjectProduction">
<summary>
The <see cref="T:CivModel.Production"/> class for <see cref="T:CivModel.TileObject"/>
</summary>
<seealso cref="T:CivModel.Production" />
</member>
<member name="M:CivModel.TileObjectProduction.#ctor(CivModel.ITileObjectProductionFactory,CivModel.Player,System.Double,System.Double)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.TileObjectProduction"/> class.
</summary>
<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="totalCost"><see cref="P:CivModel.Production.TotalCost"/> of the production</param>
<param name="capacityPerTurn"><see cref="P:CivModel.Production.CapacityPerTurn"/> of the production.</param>
<exception cref="T:System.ArgumentException">totalCost is not positive</exception>
<exception cref="T:System.ArgumentOutOfRangeException"><paramref name="capacityPerTurn"/> is not in [0, <see cref="P:CivModel.Production.TotalCost"/>]</exception>
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<paramref name="factory"/> is <c>null</c>
or
<paramref name="owner"/> is <c>null</c>
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</member>
<member name="M:CivModel.TileObjectProduction.IsPlacable(CivModel.Terrain.Point)">
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Determines whether the production result is placable at the specified point.
</summary>
<param name="point">The point to test to place the production result.</param>
<returns>
<c>true</c> if the production is placable; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CivModel.TileObjectProduction.Place(CivModel.Terrain.Point)">
<summary>
Places the production result at the specified point.
</summary>
<param name="point">The point to place the production result.</param>
<exception cref="T:System.InvalidOperationException">production is not completed yet</exception>
<exception cref="T:System.ArgumentException">point is invalid</exception>
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<?xml version="1.0"?>
<doc>
<assembly>
<name>CivPresenter</name>
</assembly>
<members>
<member name="T:CivPresenter.Direction">
<summary>
Represents a direction.
</summary>
</member>
<member name="F:CivPresenter.Direction.Up">
<summary>
Up direction
</summary>
</member>
<member name="F:CivPresenter.Direction.Down">
<summary>
Down direction
</summary>
</member>
<member name="F:CivPresenter.Direction.Left">
<summary>
Left direction
</summary>
</member>
<member name="F:CivPresenter.Direction.Right">
<summary>
Right direction
</summary>
</member>
<member name="T:CivPresenter.IView">
<summary>
The interface represents a View.
</summary>
</member>
<member name="M:CivPresenter.IView.Refocus">
<summary>
Called when view should refocus on <see cref="P:CivPresenter.Presenter.FocusedPoint"/>
</summary>
</member>
<member name="M:CivPresenter.IView.Shutdown">
<summary>
Called when the game should be shutdown.
</summary>
</member>
<member name="T:CivPresenter.Presenter">
<summary>
Represents a presenter.
</summary>
<remarks>
The presenter works like a Finite State Machine.
<see cref="P:CivPresenter.Presenter.State"/> is changed by Command~~~ operations.
</remarks>
</member>
<member name="P:CivPresenter.Presenter.View">
<summary>
The <see cref="T:CivPresenter.IView"/> object
</summary>
</member>
<member name="P:CivPresenter.Presenter.Game">
<summary>
The <see cref="P:CivPresenter.Presenter.Game"/> object
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedActor">
<summary>
The selected <see cref="T:CivModel.Actor"/>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.FocusedPoint">
<summary>
The focused <see cref="T:CivModel.Terrain.Point"/>.
This point can be changed by [arrow key] command, or View's calling setter.
</summary>
</member>
<member name="P:CivPresenter.Presenter.IsThereTodos">
<summary>
Whether there is something to do in this turn.
If this value is <c>false</c>, user can go to the next turn
</summary>
</member>
<member name="P:CivPresenter.Presenter.RunningAction">
<summary>
The <see cref="T:CivModel.IReadOnlyActorAction"/> object used now.
<c>null</c> if no action is being done.
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedDeploy">
<summary>
Index of the selected deploy to <see cref="P:CivModel.Player.Deployment"/> list.
<c>-1</c> if there is no selected deploy.
If <see cref="P:CivPresenter.Presenter.SelectedProduction"/> is not <c>-1</c>, this value is <c>-1</c>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductUI"/></c>
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedProduction">
<summary>
Index of the selected production to <see cref="P:CivModel.Player.Production"/> list.
<c>-1</c> if there is no selected production.
If <see cref="P:CivPresenter.Presenter.SelectedDeploy"/> is not <c>-1</c>, this value is <c>-1</c>
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductUI"/> || <see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductAdd"/></c>
</summary>
</member>
<member name="P:CivPresenter.Presenter.IsProductManipulating">
<summary>
Whether user is manipulating a production.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductUI"/></c>
</summary>
</member>
<member name="P:CivPresenter.Presenter.AvailableProduction">
<summary>
The list of the available production, retrieved by <see cref="M:CivModel.Player.GetAvailableProduction"/>
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductAdd"/></c>
</summary>
</member>
<member name="P:CivPresenter.Presenter.DeployProduction">
<summary>
The production to deploy.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.Deploy"/></c>
</summary>
</member>
<member name="T:CivPresenter.Presenter.States">
<summary>
Indicates the state of <see cref="T:CivPresenter.Presenter"/>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.State">
<summary>
The state of <see cref="T:CivPresenter.Presenter"/>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.StateParam">
<summary>
The parameter of this <see cref="P:CivPresenter.Presenter.State"/>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.SpecialAct"/></c>,
and the value is the number of a special action.
</summary>
</member>
<member name="M:CivPresenter.Presenter.#ctor(CivPresenter.IView)">
<summary>
Initializes a new instance of the <see cref="T:CivPresenter.Presenter"/> class.
</summary>
<param name="view">The <see cref="T:CivPresenter.IView"/> object.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="view"/> is <c>null</c></exception>
</member>
<member name="M:CivPresenter.Presenter.CommandApply">
<summary>
Gives the command [apply].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandCancel">
<summary>
Gives the command [cancel].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandArrowKey(CivPresenter.Direction)">
<summary>
Gives the command [arrow key].
</summary>
<param name="direction">The direction.</param>
</member>
<member name="M:CivPresenter.Presenter.CommandNumeric(System.Int32)">
<summary>
Gives the command [numeric].
</summary>
<param name="index">The index.</param>
</member>
<member name="M:CivPresenter.Presenter.CommandRemove">
<summary>
Gives the command [remove].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandSkip">
<summary>
Gives the command [skip].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandRefocus">
<summary>
Gives the command [refocus].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandSelect">
<summary>
Gives the command [select].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandMove">
<summary>
Gives the command [move].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandMovingAttack">
<summary>
Gives the command [moving attack].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandHoldingAttack">
<summary>
Gives the command [holding attack].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandProductUI">
<summary>
Gives the command [product UI].
</summary>
</member>
</members>
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PQlist: []
DQlist: []
proPrefab: {fileID: 0}
depPrefab: {fileID: 0}
pioneer: {fileID: 0}
SQlist: []
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......
......@@ -512,3 +512,16 @@ public class CIVGameManager : MonoBehaviour, IView {
}
}
public class ProductionFactoryTraits
{
public static string GetFactoryName(IProductionFactory factory)
{
if (factory == PioneerProductionFactory.Instance)
return "Pioneer";
else if (factory == JediKnightProductionFactory.Instance)
return "JediKnight";
else
return "null";
}
}
......@@ -23,10 +23,20 @@ public class ManagementUIController : MonoBehaviour {
public List<GameObject> PQlist;
public List<GameObject> DQlist;
public List<GameObject> SQlist;
public GameObject proPrefab;
public GameObject depPrefab; // prefab templates
public Button newPioneer; // new unit production when clicked
public GameObject depPrefab;
public GameObject productablePrefab; // prefab templates
public GameObject proQueue;
public GameObject depQueue;
public GameObject productableQueue;
private IReadOnlyList<IProductionFactory> facList;
public void SetManagementUI(bool val)
{
......@@ -40,7 +50,24 @@ public class ManagementUIController : MonoBehaviour {
item.GetComponents<Text>()[1].text = unit.GetType().ToString();
return item;
}
public GameObject MakeProductItem(GameObject prefab, Unit unit)
{
GameObject item = Instantiate(prefab);
item.GetComponents<Text>()[1].text = unit.GetType().ToString();
return item;
}
public GameObject MakeSelectionItem(GameObject prefab, Unit unit)
{
GameObject item = Instantiate(prefab);
item.GetComponents<Text>()[1].text = unit.GetType().ToString();
return item;
}
public void InitiateSelectionTap(Player player)
{
mPresenter.CommandApply();
var factoryList = mPresenter.AvailableProduction;
}
public void ManageButton() // Management tab on/off button
......@@ -48,6 +75,40 @@ public class ManagementUIController : MonoBehaviour {
if (mPresenter.State == Presenter.States.Normal)
{
mPresenter.CommandProductUI();
if(mPresenter.State == Presenter.States.ProductUI)
{
List<GameObject> tempList = new List<GameObject>();
Debug.Log("SelectList startMaking");
mPresenter.CommandApply();
foreach(GameObject sq in SQlist)
{
Destroy(sq);
}
SQlist.Clear();
facList = mPresenter.AvailableProduction;
Debug.Log("facList : " + facList.Count);
Debug.Log("SelectList Updated");
foreach (IProductionFactory fac in facList)
{
var SPrefab = Instantiate(productablePrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
SPrefab.transform.SetParent(productableQueue.transform);
SPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
SPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(SPrefab.GetComponent<SelPrefab>().MakeItem(fac));
}
if(facList.Count == 0)
{
Debug.Log("SelectList null");
var SPrefab = Instantiate(productablePrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
SPrefab.transform.SetParent(productableQueue.transform);
SPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
SPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
SPrefab.GetComponent<SelPrefab>().MakeItem();
tempList.Add(SPrefab);
}
SQlist = tempList;
mPresenter.CommandCancel();
}
}
else if (mPresenter.State == Presenter.States.ProductUI)
{
......@@ -62,6 +123,8 @@ public class ManagementUIController : MonoBehaviour {
mPresenter = gameManager.GetPresenter();
mPlayers = mPresenter.Game.Players;
SQlist = new List<GameObject>();
}
void Update()
......@@ -74,19 +137,16 @@ public class ManagementUIController : MonoBehaviour {
case CivPresenter.Presenter.States.Deploy:
{
SetManagementUI(true);
Debug.Log("State : Deploy");
break;
}
case CivPresenter.Presenter.States.ProductUI:
{
SetManagementUI(true);
Debug.Log("State : ProductUI");
break;
}
case CivPresenter.Presenter.States.ProductAdd:
{
SetManagementUI(true);
Debug.Log("State : ProductAdd");
break;
}
default:
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......@@ -2,9 +2,8 @@
using System.Collections.Generic;
using UnityEngine;
public class UnitPrefab : MonoBehaviour {
public class DepPrefab : MonoBehaviour {
private Sprite unitSprite;
// Use this for initialization
void Start () {
......
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timeCreated: 1516875551
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProPrefab : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
fileFormatVersion: 2
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timeCreated: 1516875535
licenseType: Free
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using CivPresenter;
public class SelPrefab : MonoBehaviour {
private Text unitName;
private Image unitPrt;
private Text theNumberofProduce;
// Use this for initialization
void Awake () {
Debug.Log("call SelPre");
unitName = gameObject.GetComponentsInChildren<Text>()[1];
unitName.text = "초기";
unitPrt = gameObject.GetComponentsInChildren<Image>()[0];
theNumberofProduce = gameObject.GetComponentsInChildren<Text>()[2];
}
void Start()
{
}
// Update is called once per frame
void Update () {
}
public GameObject MakeItem(IProductionFactory fact)
{
string nameofFactory = ProductionFactoryTraits.GetFactoryName(fact);
unitPrt.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofFactory);
unitName.text = nameofFactory;
theNumberofProduce.text = "X 1";
return this.gameObject;
}
public GameObject MakeItem()
{
if(unitName == null)
{
Debug.Log("Fuck");
}
unitName.text = "생산 가능 유닛 없음";
unitName.fontSize = 10;
theNumberofProduce.text = "";
return this.gameObject;
}
}
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