Commit 9693ff37 authored by Seungwon Ju's avatar Seungwon Ju

2018-08-01 Commit

parent d66ad264
File deleted
......@@ -43,3 +43,6 @@ sysinfo.txt
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# MacOS
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This diff is collapsed.
......@@ -55,56 +55,58 @@ public class CameraControl : MonoBehaviour {
{
Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, MinHeight, Camera.main.transform.position.z);
}
}
if (Input.mousePosition.x > screen_width - boundary && !Input.GetMouseButton(0))
Camera.main.transform.Translate(5 * speed * Time.deltaTime, 0, 0);
if (Input.mousePosition.x < 0 + boundary && !Input.GetMouseButton(0))
Camera.main.transform.Translate(-5 * speed * Time.deltaTime, 0, 0);
if (Input.mousePosition.x > screen_width - boundary && !Input.GetMouseButton(0))
Camera.main.transform.Translate(5 * speed * Time.deltaTime, 0, 0);
if (Input.mousePosition.x < 0 + boundary && !Input.GetMouseButton(0))
Camera.main.transform.Translate(-5 * speed * Time.deltaTime, 0, 0);
if (Input.mousePosition.y > screen_height - boundary && !Input.GetMouseButton(0))
{
if (Camera.main.transform.position.z < -10 - (Camera.main.transform.position.y - 10) / Mathf.Sqrt(3))
Camera.main.transform.Translate(0, 3 * speed * Time.deltaTime * Mathf.Sqrt(3), 3 * speed * Time.deltaTime);
}
else if (Camera.main.transform.position.z > -10 - (Camera.main.transform.position.y - 10) / Mathf.Sqrt(3))
Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, -10 - (Camera.main.transform.position.y - 10) / Mathf.Sqrt(3));
if (Input.mousePosition.y > screen_height - boundary && !Input.GetMouseButton(0))
{
if (Camera.main.transform.position.z < -10 - (Camera.main.transform.position.y - 10) / Mathf.Sqrt(3))
Camera.main.transform.Translate(0, 3 * speed * Time.deltaTime * Mathf.Sqrt(3), 3 * speed * Time.deltaTime);
}
else if (Camera.main.transform.position.z > -10 - (Camera.main.transform.position.y - 10) / Mathf.Sqrt(3))
Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, -10 - (Camera.main.transform.position.y - 10) / Mathf.Sqrt(3));
if (Input.mousePosition.y < 0 + boundary && !Input.GetMouseButton(0))
{
if (Camera.main.transform.position.z > -120)
Camera.main.transform.Translate(0, -3 * speed * Time.deltaTime * Mathf.Sqrt(3), -3 * speed * Time.deltaTime);
}
else if (Camera.main.transform.position.z < -120)
Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, -120);
if (Input.GetMouseButton(0) && !EventSystem.current.IsPointerOverGameObject())
{
mouse_position = new Vector3(Input.GetAxis("Mouse X"), 0, Input.GetAxis("Mouse Y"));
Camera.main.transform.position -= mouse_position;
}
if (Input.mousePosition.y < 0 + boundary && !Input.GetMouseButton(0))
{
if (Camera.main.transform.position.z > -120)
Camera.main.transform.Translate(0, -3 * speed * Time.deltaTime * Mathf.Sqrt(3), -3 * speed * Time.deltaTime);
}
else if (Camera.main.transform.position.z < -120)
Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, -120);
if (is_mouse_on_minimap() && MapUI.activeSelf)
{
float adjust_by_zoom;
adjust_by_zoom = 24.5f - (2 - ViewFieldSquareControl.ViewInstance.zoom_counter) * 6;
if (Input.GetMouseButton(0))
if (Input.GetMouseButton(0) && !EventSystem.current.IsPointerOverGameObject())
{
Camera.main.transform.position = new Vector3(
(0 + 220 * (Input.mousePosition.x - (705 * Screen.width / 1022)) / (315 * Screen.width / 1022)),
Camera.main.transform.position.y,
(-120f + 99 * Input.mousePosition.y / (150 * Screen.height / 639) - adjust_by_zoom)
);
mouse_position = new Vector3(Input.GetAxis("Mouse X"), 0, Input.GetAxis("Mouse Y"));
Camera.main.transform.position -= mouse_position;
}
if (is_mouse_on_minimap() && MapUI.activeSelf)
{
float adjust_by_zoom;
adjust_by_zoom = 24.5f - (2 - ViewFieldSquareControl.ViewInstance.zoom_counter) * 6;
if (Input.GetMouseButton(0))
{
Camera.main.transform.position = new Vector3(
(0 + 220 * (Input.mousePosition.x - (705 * Screen.width / 1022)) / (315 * Screen.width / 1022)),
Camera.main.transform.position.y,
(-120f + 99 * Input.mousePosition.y / (150 * Screen.height / 639) - adjust_by_zoom)
);
}
}
}
}
public bool is_mouse_on_minimap()
{
if (Input.mousePosition.x > 705 * Screen.width / 1022 && Input.mousePosition.x < Screen.width && Input.mousePosition.y > 0 && Input.mousePosition.y < 170 * Screen.height / 639)
......
......@@ -203,6 +203,7 @@ public class GameManager : MonoBehaviour {
unit.GetComponent<Unit>().SetPoints(pt, pos);
unit.GetComponent<Unit>().unitModel = unt;
_units.Add(unit);
unit.GetComponent<Unit>().unitModel.SkipFlag = true;
//The earth is round.
Vector3 ad_pos;
......@@ -213,8 +214,9 @@ public class GameManager : MonoBehaviour {
GameObject ad_unit = Instantiate(UnitPrefab, ad_pos, Quaternion.identity);
ad_unit.name = String.Format("AdditionalUnit({0},{1})", plyrIdx, untIdx);
ad_unit.GetComponent<Unit>().SetPoints(pt, ad_pos);
unit.GetComponent<Unit>().unitModel = unt;
ad_unit.GetComponent<Unit>().unitModel = unt;
_additional_units.Add(ad_unit);
ad_unit.GetComponent<Unit>().unitModel.SkipFlag = true;
}
}
......@@ -252,6 +254,8 @@ public class GameManager : MonoBehaviour {
CheckToDo();
// Check if there exists quest that has completed.
CheckCompletedQuest();
// Update Unit Info
UIManager.Instance.UpdateUnitInfo();
}
bool IsSpyNear(CivModel.Position pt) {
......@@ -479,15 +483,14 @@ public class GameManager : MonoBehaviour {
{
isThereTodos = false;
// Only For Testing!
//foreach (CivModel.Unit unit in this.Game.PlayerInTurn.Units)
//{
// if(!unit.RemainAP.Equals(0)) {
// if(unit.SkipFlag == false) {
// isThereTodos = true;
// break;
// }
// }
//}
/*
foreach (CivModel.Unit unit in this.Game.PlayerInTurn.Units)
if (!unit.RemainAP.Equals(0) && !unit.SkipFlag)
{
isThereTodos = true;
return;
}*/
}
// Input: CivModel.Terrain.Point and Position of Y
......@@ -592,9 +595,13 @@ public class GameManager : MonoBehaviour {
{
while (true)
{
CivModel.Terrain.Point destPoint = Instance.selectedPoint;
if (!EventSystem.current.IsPointerOverGameObject() && Input.GetMouseButtonDown(0))
{
if (Instance.selectedTile == null)
yield return new WaitUntil(() => Instance.selectedTile != null);
CivModel.Terrain.Point destPoint = Instance.selectedPoint;
// Flicker하고 있는 Tile을 선택했을 때
if (Instance.selectedTile.isFlickering)
{
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using CivModel;
public class ResourceInfo : MonoBehaviour {
// Use this for initialization
void Start() {
}
// Update is called once per frame
void Update() {
}
static public string GetResourceName(Quest qst) {
switch (qst.Name) {
case "불가사의 - 오티즘 빔 반사 어레이":
return "[특수 자원 : 오티즘빔 반사 어레이]";
case "첩보 - 크툴루 계획":
return "[특수 자원 : 크툴루 계획 기밀 정보]";
case "불가사의- 이집트 캉덤":
return "[특수 자원 : 가자 피라미드 외계 통신 기구]";
case "[전쟁 동맹] - 에뮤 연방":
return "[특수 자원: 오티즘 빔 증폭 크리스탈]";
case "[불가사의] - 아틀란티스":
return "[특수 자원: 네크로노미콘]";
case "[불가사의] - R'̧l̨̜y͎͎̜̺̬e͕͇͇͚͓̹h̢̳͎̗͇͇̙":
return "[특수 자원: G̼͈͉̖a̙͉͔͍̙t͍̞͕e̺̹̼̬s̷̘̯ ͉̪͙̯ͅo̮̝͔̩̖f͚͚͖̳̻͇ ̮̻̮͎͇͇R̝'̥̬͝l͚̼y҉̫e͏̜̲͔͈̲͖ͅh́]";
case "군사 동맹 - 궤도 장악권":
return "[특수 자원 : 궤도 장악권]";
case "건물 기증 - 모아이 포스 필드":
return "[특수 자원 : 모아이 포스 필드]";
case "불가사의 - 성간 에너지":
return "[특수 자원 : 성간 에너지 추출기]";
case "불가사의 - 유전 연구학":
return "[특수 자원 : Ubermensch]";
default:
return "Resource Unknown";
}
}
static public Sprite GetResourceSprite(Quest qst) {
string resourceSpriteName = "";
switch (qst.Name) {
case "불가사의 - 오티즘 빔 반사 어레이":
resourceSpriteName = "hwan_autism_ray_reflection";
break;
case "첩보 - 크툴루 계획":
resourceSpriteName = "hwan_cthulhu_info";
break;
case "불가사의- 이집트 캉덤":
resourceSpriteName = "hwan_pyramid";
break;
case "[전쟁 동맹] - 에뮤 연방":
resourceSpriteName = "finno_crystal";
break;
case "[불가사의] - 아틀란티스":
resourceSpriteName = "finno_necronimicon";
break;
case "[불가사의] - R'̧l̨̜y͎͎̜̺̬e͕͇͇͚͓̹h̢̳͎̗͇͇̙":
resourceSpriteName = "finno_gate";
break;
case "군사 동맹 - 궤도 장악권":
resourceSpriteName = "hwan_spacetrack";
break;
case "건물 기증 - 모아이 포스 필드":
resourceSpriteName = "hwan_moai";
break;
case "불가사의 - 성간 에너지":
resourceSpriteName = "finno_energy";
break;
case "불가사의 - 유전 연구학":
resourceSpriteName = "finno_ubermensch";
break;
default:
resourceSpriteName = "hwan_spacetrack";
break;
}
return Resources.Load<Sprite>("SpecialResource/" + resourceSpriteName);
}
}
fileFormatVersion: 2
guid: 7f5ae4221b1bf45e58c447c3a4d6e34b
MonoImporter:
externalObjects: {}
serializedVersion: 2
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executionOrder: 0
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using CivModel;
using CivModel.Common;
using System;
public class CityBuilding : MonoBehaviour
{
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public static string ListCityBuildings(IReadOnlyList<InteriorBuilding> interiorBuildings)
{
Dictionary<string, int> cityBuildingDic = new Dictionary<string, int>();
string text = "";
foreach (CivModel.InteriorBuilding cityBuilding in interiorBuildings)
{
string cityBuildingName = GetName(cityBuilding);
if (cityBuildingDic.ContainsKey(cityBuildingName))
{
cityBuildingDic[cityBuildingName]++;
}
else
{
cityBuildingDic[cityBuildingName] = 1;
}
}
foreach (string key in cityBuildingDic.Keys)
{
string cityBuildingTxt = key + " X" + cityBuildingDic[key] + "\n";
text += cityBuildingTxt;
}
return text;
}
private static string GetName(CivModel.InteriorBuilding cityBuilding)
{
char[] sep = { '.' };
string name = cityBuilding.ToString().Split(sep)[2];
string result;
switch (name)
{
// DEPRECATED
case "CityLab": // 연구소
result = "연구소";
break;
case "FIRFactory": // 공장
result = "공장";
break;
// 1. City Buildings
case "HwanEmpireCityCentralLab": // 환제국도시연구소
result = "환제국도시연구소";
break;
case "HwanEmpireFIRFactory": // 5차산업혁명공장
result = "5차산업혁명공장";
break;
// 오타 실화냐;;
case "AncientFinnoLabortory": // 피노연구소
result = "고대핀란드도시연구소";
break;
case "AncientFinnoFIRFactory": // 5차산업혁명공장
result = "고대핀란드5차산업혁명공장";
break;
case "HwanEmpireSungsimdang": // 성심당
result = "성심당";
break;
case "AncientFinnoXylitolProductionRegion": // 자일리톨
result = "자일리톨 생산지";
break;
case "HwanEmpireVigilant": // 환 자경단
result = "환 자경단";
break;
case "AncientFinnoVigilant": //피노 자경단
result = "고대 핀란드 자경단";
break;
default:
result = "unknown : " + name;
Debug.Log(result);
break;
}
return result;
}
}
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userData:
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assetBundleVariant:
......@@ -4,10 +4,12 @@ using UnityEngine;
using UnityEngine.UI;
using CivModel;
using System.Threading.Tasks;
using System;
public class GameUI : MonoBehaviour {
public GameObject mapUI;
public GameObject EndTurn;
public Text goldText, populationText, happinessText, researchText, laborText;
private UIController uicontroller;
......@@ -16,7 +18,7 @@ public class GameUI : MonoBehaviour {
// Use this for initialization
void Start () {
mapUI = GameObject.Find("MapUI");
//mapUI = GameObject.Find("MapUI");
uicontroller = UIController.GetUIController();
managementcontroller = ManagementController.GetManagementController();
specialResourceView = SpecialResourceView.GetSpecialResourceView();
......@@ -26,23 +28,23 @@ public class GameUI : MonoBehaviour {
void Update () {
if (GameManager.Instance.Game.PlayerInTurn.IsAIControlled)
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Button>().enabled = false;
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다른 플레이어가 턴 진행 중입니다.\n잠시만 기다려 주십시오.";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 20;
EndTurn.GetComponentInChildren<Button>().enabled = false;
EndTurn.GetComponentInChildren<Text>().text = "다른 플레이어가 턴 진행 중입니다.\n잠시만 기다려 주십시오.";
EndTurn.GetComponentInChildren<Text>().fontSize = 20;
}
else
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Button>().enabled = true;
EndTurn.GetComponentInChildren<Button>().enabled = true;
if (GameManager.Instance.isThereTodos)
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "유닛이 명령을 기다리고 있습니다";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 40;
EndTurn.GetComponentInChildren<Text>().text = "유닛이 명령을 기다리고 있습니다";
EndTurn.GetComponentInChildren<Text>().fontSize = 30;
}
else
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다음 턴";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 40;
EndTurn.GetComponentInChildren<Text>().text = "다음 턴";
EndTurn.GetComponentInChildren<Text>().fontSize = 40;
}
updatePanel();
......@@ -51,23 +53,25 @@ public class GameUI : MonoBehaviour {
public void updatePanel()
{
GameManager.Instance.Game.PlayerInTurn.EstimateResourceInputs();
double gold = GameManager.Instance.Game.PlayerInTurn.Gold;
double goldTurn = GameManager.Instance.Game.PlayerInTurn.GoldIncome;
goldText.text = "금: " + gold + "\n(턴당 " + goldTurn + ")";
double goldTurn = GameManager.Instance.Game.PlayerInTurn.GoldNetIncome;
goldText.text = Math.Round(gold, 2) + "\n(턴당 " + Math.Round(goldTurn, 2) + ")";
double population = GameManager.Instance.Game.PlayerInTurn.Population;
populationText.text = "인구: " + population;
populationText.text = population.ToString();
double happiness = GameManager.Instance.Game.PlayerInTurn.Happiness;
double happinessTurn = GameManager.Instance.Game.PlayerInTurn.HappinessIncome;
happinessText.text = "행복: " + happiness + "\n(턴당 " + happinessTurn + ")";
happinessText.text = happiness + "\n(턴당 " + happinessTurn + ")";
double research = GameManager.Instance.Game.PlayerInTurn.Research;
double researchTurn = GameManager.Instance.Game.PlayerInTurn.ResearchIncome;
researchText.text = "기술력: " + research + "\n(턴당 " + researchTurn + ")";
researchText.text = research + "\n(턴당 " + researchTurn + ")";
double labor = GameManager.Instance.Game.PlayerInTurn.Labor;
laborText.text = "노동력: " + labor;
laborText.text = labor.ToString();
}
public void updateQuest()
......@@ -78,6 +82,10 @@ public class GameUI : MonoBehaviour {
public void updateManagement()
{
managementcontroller.begin();
InvestmentController.I.Tax.GetComponentInChildren<Slider>().normalizedValue = (float)GameManager.Instance.Game.PlayerInTurn.TaxRate;
InvestmentController.I.EcoInv.GetComponentInChildren<Slider>().normalizedValue = (float)GameManager.Instance.Game.PlayerInTurn.EconomicInvestmentRatio / 2;
InvestmentController.I.TechInv.GetComponentInChildren<Slider>().normalizedValue = (float)GameManager.Instance.Game.PlayerInTurn.ResearchInvestmentRatio / 2;
InvestmentController.I.Logistics.GetComponentInChildren<Slider>().normalizedValue = (float)GameManager.Instance.Game.PlayerInTurn.RepairInvestmentRatio;
}
public void updateSpecialResource()
......@@ -109,15 +117,15 @@ public class GameUI : MonoBehaviour {
GameManager.Instance.Game.EndTurn();
GameManager.Instance.Game.StartTurn();
}
GameManager.Instance.UpdateMap();
GameManager.Instance.UpdateUnit();
UIManager.Instance.UpdateUnitInfo();
UIManager.Instance.ButtonInteractChange();
AlarmManager.Instance.updateAlarmQueue();
GameManager.Instance.CheckCompletedProduction();
//AlarmManager.Instance.AddAlarm(null, "HI", null, 0);
}
GameManager.Instance.UpdateMap();
GameManager.Instance.UpdateUnit();
//UIManager.Instance.UpdateUnitInfo(); Done in UpdateUnit
UIManager.Instance.ButtonInteractChange();
AlarmManager.Instance.updateAlarmQueue();
GameManager.Instance.CheckCompletedProduction();
//AlarmManager.Instance.AddAlarm(null, "HI", null, 0);
}
}
}
......
......@@ -50,18 +50,22 @@ public class InvestmentController : MonoBehaviour {
logiSlider = Logistics.GetComponentInChildren<Slider>();
initSlider();
}
// Update is called once per frame
void Update () {
GameManager.Instance.Game.PlayerInTurn.TaxRate = ((double)((int)(taxSlider.value * 100))) / 100f;
GameManager.Instance.Game.PlayerInTurn.EconomicInvestmentRatio = ((double)((int)(eiSlider.value * 100))) / 100f;
GameManager.Instance.Game.PlayerInTurn.ResearchInvestmentRatio = ((double)((int)(tiSlider.value * 100))) / 100f;
GameManager.Instance.Game.PlayerInTurn.RepairInvestmentRatio = ((double)((int)(logiSlider.value * 100))) / 100f;
taxRateText.text = ((int)(taxSlider.value * 100)).ToString() + "%";
eiRateText.text = ((int)(eiSlider.value * 100)).ToString() + "%";
tiRateText.text = ((int)(tiSlider.value * 100)).ToString() + "%";
logiRateText.text = ((int)(logiSlider.value * 100)).ToString() + "%";
// Update is called once per frame
void Update()
{
if (UIManager.Instance.managementUI.activeSelf)
{
GameManager.Instance.Game.PlayerInTurn.TaxRate = ((double)((int)(taxSlider.value * 100))) / 100f;
GameManager.Instance.Game.PlayerInTurn.EconomicInvestmentRatio = ((double)((int)(eiSlider.value * 100))) / 100f;
GameManager.Instance.Game.PlayerInTurn.ResearchInvestmentRatio = ((double)((int)(tiSlider.value * 100))) / 100f;
GameManager.Instance.Game.PlayerInTurn.RepairInvestmentRatio = ((double)((int)(logiSlider.value * 100))) / 100f;
taxRateText.text = ((int)(taxSlider.value * 100)).ToString() + "%";
eiRateText.text = ((int)(eiSlider.value * 100)).ToString() + "%";
tiRateText.text = ((int)(tiSlider.value * 100)).ToString() + "%";
logiRateText.text = ((int)(logiSlider.value * 100)).ToString() + "%";
}
}
public void initSlider()
......
......@@ -55,6 +55,7 @@ public class Quests : MonoBehaviour {
img.enabled = true;
break;
case "ResourceImage":
img.sprite = ResourceInfo.GetResourceSprite(quest);
img.enabled = true;
break;
}
......@@ -159,6 +160,7 @@ public class Quests : MonoBehaviour {
img.enabled = true;
break;
case "ResourceImage":
img.sprite = ResourceInfo.GetResourceSprite(quest);
img.enabled = true;
break;
}
......@@ -252,6 +254,7 @@ public class Quests : MonoBehaviour {
img.enabled = true;
break;
case "ResourceImage":
img.sprite = ResourceInfo.GetResourceSprite(quest);
img.enabled = true;
break;
}
......
......@@ -301,10 +301,18 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "City Buildings/hwan_factory";
break;
case "AncientFinnoLaboratoryProductionFactory": // 피노 연구소
result = "City Buildings/finno_city_lab";
break;
case "AncientFinnoFIRFactoryProductionFactory": // 5차산업혁명공장
result = "City Buildings/finno_factory";
break;
case "HwanEmpireSungsimdangProductionFactory": // 성심당
result = "City Buildings/hwan_sungsimdang";
break;
case "AncientFinnoXylitol": // 자일리톨
case "AncientFinnoXylitolProductionRegionProductionFactory": // 자일리톨
result = "City Buildings/finno_xylitol";
break;
case "HwanEmpireVigilantProductionFactory": // 환 자경단
......@@ -358,6 +366,8 @@ public class ProductionFactoryTraits : MonoBehaviour {
}
return result;
}
public static string GetName(CivModel.Actor unit)
{
char[] sep = { '.' };
......
......@@ -55,7 +55,7 @@ public class UIController : MonoBehaviour {
List<GameObject> tempAList = new List<GameObject>();
List<GameObject> tempCList = new List<GameObject>();
Debug.Log("QuestQueue making");
// Debug.Log("QuestQueue making");
foreach (GameObject item in DQQlist) {
Destroy(item);
}
......
This diff is collapsed.
......@@ -294,12 +294,11 @@ public class Unit : MonoBehaviour
string text = "금: " + gold + "\n(턴당 " + goldTurn + ")\n" + "인구: " + population + "\n" + "행복: " + happiness + "\n(턴당 " + happinessTurn + ")\n" + "기술력: " + research + "\n(턴당 " + researchTurn + ")\n" + "노동력: " + labor;
AlarmManager.Instance.AddAlarm(null, text, null, 0);
}
// 공통적인 부분
GameManager.Instance.selectedActor.SpecialActs[_currentSkill].Act(null);
GameManager.Instance.UpdateUnit();
UIManager.Instance.UpdateUnitInfo();
// UIManager.Instance.UpdateUnitInfo(); Done in UpdateUnit
}
_inSkillState = false;
return;
......@@ -341,7 +340,7 @@ public class Unit : MonoBehaviour
while (true)
{
// 새로운 Point 을 선택했을 때
if (Input.GetMouseButton(0) && !EventSystem.current.IsPointerOverGameObject())
if (Input.GetMouseButtonUp(0) && !EventSystem.current.IsPointerOverGameObject())
{
// Flicker하고 있는 Tile을 선택했을 때
if (GameManager.Instance.selectedTile.isFlickering)
......
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