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

2018-08-01 Commit

parent d66ad264
File deleted
......@@ -43,3 +43,6 @@ sysinfo.txt
# Builds
*.apk
*.unitypackage
# MacOS
.DS_Store
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......@@ -144,7 +144,7 @@ RectTransform:
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
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m_SizeDelta: {x: 20, y: 20}
m_Pivot: {x: 0.5, y: 0.5}
......@@ -222,6 +222,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
mapUI: {fileID: 437739938}
EndTurn: {fileID: 1633964635}
goldText: {fileID: 1140646639}
populationText: {fileID: 307845635}
happinessText: {fileID: 656491822}
......@@ -842,9 +843,9 @@ RectTransform:
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m_SizeDelta: {x: 0, y: 0}
m_SizeDelta: {x: -17, y: 0}
m_Pivot: {x: 0, y: 1}
--- !u!114 &87072013
MonoBehaviour:
......@@ -921,8 +922,8 @@ RectTransform:
m_Father: {fileID: 762563495}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 0.000000059604645}
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{
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}
}
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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))
{
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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: {}
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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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......@@ -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);
}
......
......@@ -6,6 +6,7 @@ using UnityEngine.EventSystems;
using CivModel;
using CivModel.Common;
using System.Text.RegularExpressions;
using System.Linq;
public class UIManager : MonoBehaviour
{
......@@ -22,14 +23,22 @@ public class UIManager : MonoBehaviour
public GameObject EpicTab, HighTab, IntermediateTab, LowTab; // Unit production
public GameObject CityTab, CityBuildingTab, NormalBuildingTab; // Building production
GameObject skillSet;
GameObject unitInfo;
public GameObject skillSet;
public GameObject unitInfo;
GameObject Actions;
GameObject moveBtn;
GameObject attackBtn;
GameObject skipBtn;
GameObject skillBtn;
public GameObject Actions;
public GameObject moveBtn;
public GameObject attackBtn;
public GameObject skipBtn;
public GameObject skillBtn;
public GameObject unitName;
public GameObject unitAttack;
public GameObject unitDefence;
public GameObject unitEffect;
public GameObject actionPoint;
public GameObject healthPoint;
public GameObject cityBuildingInfo;
public Image UnitPortrait;
......@@ -57,25 +66,14 @@ public class UIManager : MonoBehaviour
// Use this for initialization
void Start()
{
/*mapUI = GameObject.Find("MapUI");
managementUI = GameObject.Find("ManagementUI");
questUI = GameObject.Find("QuestUI");
SpecialSpec = GameObject.Find("SpecialSpec");*/
skillSet = GameObject.Find("Skill Set");
unitInfo = GameObject.Find("UnitInfo");
UnitPortrait = GameObject.Find("Portrait").GetComponent<Image>();
Actions = GameObject.Find("Actions");
moveBtn = GameObject.Find("Move");
attackBtn = GameObject.Find("Attact");
skipBtn = GameObject.Find("Wait");
skillBtn = GameObject.Find("Skill");
Actions.SetActive(false);
managementUI.SetActive(false);
questUI.SetActive(false);
SpecialSpec.SetActive(false);
skillSet.SetActive(false);
cityBuildingInfo.SetActive(false);
mapUI.transform.GetChild(1).gameObject.SetActive(false);
}
......@@ -86,13 +84,12 @@ public class UIManager : MonoBehaviour
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
// Selecting Actor(Tile, Unit) of the Game
if (!EventSystem.current.IsPointerOverGameObject() && Input.GetMouseButtonDown(0))
if (!EventSystem.current.IsPointerOverGameObject() && Input.GetMouseButtonUp(0))
{
if (Physics.Raycast(ray, out hit))
{
selectedActor = hit.transform.gameObject;
HexTile tile = selectedActor.GetComponent<HexTile>();
Debug.Log("A: " + selectedActor.name);
// Update selectedTile
GameManager.Instance.selectedTile = tile;
// Update selectedPoint using tile information
......@@ -139,6 +136,9 @@ public class UIManager : MonoBehaviour
GameManager.Instance.selectedActor = null;
}
// Set Unit Information
UpdateUnitInfo();
// Change Button Interaction correponds to the selected Actor
ButtonInteractChange();
......@@ -147,8 +147,7 @@ public class UIManager : MonoBehaviour
// StartCoroutine(_tileCoroutine);
}
// Set Unit Information
UpdateUnitInfo();
}
if(SpecialSpec.activeSelf == true)
......@@ -172,18 +171,36 @@ public class UIManager : MonoBehaviour
UnitPortrait.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetPortName(GameManager.Instance.selectedActor)).ToLower()), typeof(Sprite)) as Sprite;
if (GameManager.Instance.selectedActor is CivModel.Actor)
{
GameObject.Find("UnitName").GetComponent<Text>().text = ProductionFactoryTraits.GetName(GameManager.Instance.selectedActor);
unitName.GetComponent<Text>().text = ProductionFactoryTraits.GetName(GameManager.Instance.selectedActor);
}
if (GameManager.Instance.selectedActor is CivModel.CityBase)
{
GameObject.Find("UnitName").GetComponent<Text>().text = GameManager.Instance.selectedActor.Name;
unitName.GetComponent<Text>().text = GameManager.Instance.selectedActor.Name;
}
unitAttack.GetComponent<Text>().text = GameManager.Instance.selectedActor.AttackPower.ToString();
unitDefence.GetComponent<Text>().text = GameManager.Instance.selectedActor.DefencePower.ToString();
unitEffect.GetComponent<Text>().text = GameManager.Instance.selectedActor.RemainHP.ToString() + "/" + GameManager.Instance.selectedActor.MaxHP;
actionPoint.GetComponent<Text>().text = GameManager.Instance.selectedActor.RemainAP.ToString() + "/" + GameManager.Instance.selectedActor.MaxAP;
healthPoint.GetComponent<RectTransform>().sizeDelta = new Vector2(30, 280 * (float)GameManager.Instance.selectedActor.RemainHP / (float)GameManager.Instance.selectedActor.MaxHP);
if (GameManager.Instance.selectedActor.RemainHP / GameManager.Instance.selectedActor.MaxHP * 100 > 66)
healthPoint.GetComponent<Image>().color = Color.green;
else if (GameManager.Instance.selectedActor.RemainHP / GameManager.Instance.selectedActor.MaxHP * 100 > 33)
healthPoint.GetComponent<Image>().color = Color.yellow;
else
healthPoint.GetComponent<Image>().color = Color.red;
// CityBuilding 표시
if(GameManager.Instance.selectedActor is CivModel.CityBase)
{
cityBuildingInfo.SetActive(true);
cityBuildingInfo.GetComponentInChildren<Text>().text = CityBuilding.ListCityBuildings(((CityBase)GameManager.Instance.selectedActor).InteriorBuildings);
}
else
{
cityBuildingInfo.SetActive(false);
}
GameObject.Find("UnitAttack").GetComponent<Text>().text = GameManager.Instance.selectedActor.AttackPower.ToString();
GameObject.Find("UnitDefence").GetComponent<Text>().text = GameManager.Instance.selectedActor.DefencePower.ToString();
GameObject.Find("UnitEffect").GetComponent<Text>().text = GameManager.Instance.selectedActor.RemainHP.ToString() + "/" + GameManager.Instance.selectedActor.MaxHP;
GameObject.Find("ActionPoint").GetComponent<Text>().text = GameManager.Instance.selectedActor.RemainAP.ToString() + "/" + GameManager.Instance.selectedActor.MaxAP;
GameObject.Find("HealthPoint").GetComponent<RectTransform>().sizeDelta = new Vector2(30, 280 * (float)GameManager.Instance.selectedActor.RemainHP / (float)GameManager.Instance.selectedActor.MaxHP);
}
else unitInfo.SetActive(false);
}
......@@ -374,7 +391,7 @@ public class UIManager : MonoBehaviour
Actions.SetActive(true);
}
// Move Button
if(GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
if(GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn && GameManager.Instance.selectedActor.RemainAP != 0)
{
moveBtn.GetComponent<Button>().interactable = true;
} else
......@@ -383,7 +400,7 @@ public class UIManager : MonoBehaviour
}
// Attack Button
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn && GameManager.Instance.selectedActor.RemainAP != 0)
{
attackBtn.GetComponent<Button>().interactable = true;
}
......@@ -415,17 +432,28 @@ public class UIManager : MonoBehaviour
skillBtn.GetComponent<Button>().interactable = true;
Button[] skillsBtn = skillSet.GetComponentsInChildren<Button>();
foreach (var skill in skillsBtn) {
skill.interactable = false;
foreach (var skill in skillsBtn)
{
skill.gameObject.SetActive(true);
skill.interactable = true;
}
if (GameManager.Instance.selectedActor.RemainAP.CompareTo(0) != 0)
int skillIdx = 0;
foreach (var skill in GameManager.Instance.selectedActor.SpecialActs)
{
skillsBtn[skillIdx].GetComponentInChildren<Text>().text = GameManager.Instance.selectedActor.SpecialActs[skillIdx].Owner.Name;
skillIdx++;
}
foreach (var skill in skillsBtn.Skip(skillIdx))
{
skill.gameObject.SetActive(false);
}
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.RemainAP.CompareTo(0) == 0)
{
int skillIdx = 0;
foreach (var skill in GameManager.Instance.selectedActor.SpecialActs)
Button[] skillsBtnNoAP = skillSet.GetComponentsInChildren<Button>();
foreach (var skill in skillsBtnNoAP)
{
skillsBtn[skillIdx].interactable = true;
skillsBtn[skillIdx].GetComponentInChildren<Text>().text = GameManager.Instance.selectedActor.SpecialActs[skillIdx].Owner.Name;
skillIdx++;
skill.interactable = false;
}
}
}
......@@ -455,7 +483,8 @@ public class UIManager : MonoBehaviour
}
}
GameManager.Instance.selectedTile = GameManager.Instance.Tiles[pt.Position.X, pt.Position.Y].GetComponent<HexTile>();
UIManager.Instance.Actions.SetActive(true);
Instance.Actions.SetActive(true);
UpdateUnitInfo();
ButtonInteractChange();
}
......
......@@ -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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