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

Now can show models & turn implemented (#7)

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