Commit 8ff54c16 authored by 16도재형's avatar 16도재형

Now can show models & turn implemented (#7)

parent 0e062481
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......@@ -14237,6 +14237,10 @@ MonoBehaviour:
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cameraMoveSpeed: 3
isMoveState: 0
isAttackState: 0
isSkillState: 0
IsThereTodos: 0
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innerRadius: 0
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......
......@@ -24,13 +24,20 @@ public class GameManager : MonoBehaviour {
// Selected actor
private CivModel.Unit _selectedActor = null;
// For unit order
public bool isMoveState = false;
public bool isAttackState = false;
public bool isSkillState = false;
// Variables from Presenter.cs
public bool IsThereTodos;
private CivModel.Unit[] _standbyUnits;
private int _standbyUnitIndex;
private int _standbyUnitIndex = -1;
public float outerRadius = 1f; // Outer&inner radius of hex tile.
public float innerRadius; // These variables can be deleted if there are no use.
// Hex tile cells
public GameObject cellPrefab;
private GameObject[,] _cells;
......@@ -51,16 +58,25 @@ public class GameManager : MonoBehaviour {
// Instantiate game
_game = new CivModel.Game( GameInfo.mapWidth, GameInfo.mapHeight, GameInfo.numOfPlayer, new CivModel.Common.GameSchemeFactory());
_game.StartTurn();
Debug.Log(_game.PlayerNumberInTurn);
// Map tiling
innerRadius = outerRadius * Mathf.Sqrt(3.0f) / 2;
DrawMap();
}
SelectNextUnit();
}
// Update is called once per frame
void Update() {
Render(_game.Terrain);
if (Input.GetKeyDown(KeyCode.Space))
{
Focus();
}
if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
......@@ -125,7 +141,7 @@ public class GameManager : MonoBehaviour {
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
// TODO: Make prefab component
// _cells[i, j].GetComponent<HexTile>().ChangeTile(point);
_cells[i, j].GetComponent<HexTile>().ChangeTile();
// _cells[i, j].GetComponent<HexTile>().BuildDistrict(point.TileBuilding);
_cells[i, j].GetComponent<HexTile>().DrawUnit(point.Unit);
}
......@@ -134,18 +150,20 @@ public class GameManager : MonoBehaviour {
// Make unit array and iterate while all units consume all AP
// From Presenter.cs
void SelectNextUnit()
public void SelectNextUnit()
{
int tryNumber = (_standbyUnitIndex == -1) ? 1 : 2;
for (int j = 0; j < tryNumber; ++j)
{
Debug.Log(_standbyUnitIndex);
if (_standbyUnitIndex == -1)
{
_standbyUnits = _game.PlayerInTurn.Units.ToArray();
}
int idx = _standbyUnitIndex + 1;
Debug.Log(_standbyUnits);
for (; idx < _standbyUnits.Length; ++idx)
{
var unit = _standbyUnits[idx];
......@@ -154,6 +172,7 @@ public class GameManager : MonoBehaviour {
_standbyUnitIndex = idx;
_selectedActor = _standbyUnits[idx];
IsThereTodos = true;
Debug.Log(_selectedActor.PlacedPoint);
Focus();
return;
}
......
......@@ -3,41 +3,59 @@ using System.Collections.Generic;
using UnityEngine;
using CivModel;
using CivModel.Common;
using System;
public class HexTile : MonoBehaviour {
public CivModel.Terrain.Point point;
Transform terrains;
Transform units;
// Use this for initialization
void Start () {
terrains = transform.GetChild(0).transform;
units = transform.GetChild(1).transform;
}
// Update is called once per frame
void Update () {
}
}
// Render tile terrain
public void ChangeTile()
{
if (point.Type == CivModel.TerrainType.Hill)
{
terrains.Find("Hill").gameObject.SetActive(true);
}
else if (point.Type == CivModel.TerrainType.Mount)
{
terrains.Find("Mount").gameObject.SetActive(true);
}
}
// This method should be changed when unit type increses
public void DrawUnit(CivModel.Unit unit)
{
if (unit == null)
{
foreach(Transform child in transform)
foreach (Transform child in units)
{
child.gameObject.GetComponent<Renderer>().enabled = false;
child.gameObject.SetActive(false);
}
}
else
{
foreach (Transform child in transform)
foreach (Transform child in units)
{
if (child.gameObject.name == "Pioneer")
{
child.gameObject.GetComponent<Renderer>().enabled = true;
child.gameObject.SetActive(true);
}
else
{
child.gameObject.GetComponent<Renderer>().enabled = false;
child.gameObject.SetActive(false);
}
}
}
......
......@@ -119,6 +119,15 @@ public class UIManager : MonoBehaviour {
}
*/
//// Map UI ////
public void MoveActive()
{
}
public void AttackActive()
{
}
public void SkillSetActive()
{
SkillSet.SetActive(!SkillSet.activeSelf);
......
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