Commit a19dde53 authored by Seungwon Ju's avatar Seungwon Ju

Deployment Completedgit add -A

parent def92683
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
Assets/AssetStoreTools*
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sysinfo.txt
# Builds
*.apk
*.unitypackage
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......@@ -22,7 +22,7 @@
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......@@ -48,15 +48,15 @@
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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licenseType: Free
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m_HandleRect: {fileID: 1841507267}
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......@@ -2547,7 +2547,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 1}
m_AnchorMax: {x: 0.5, y: 1}
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m_AnchoredPosition: {x: 0.000030517578, y: -0.0000026408234}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 1}
--- !u!114 &191355288
......@@ -5088,7 +5088,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 1, y: 1}
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m_SizeDelta: {x: 0, y: 300}
m_Pivot: {x: 0, y: 1}
--- !u!1 &454209707
......@@ -6493,8 +6493,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 733846993}
m_HandleRect: {fileID: 733846992}
m_Direction: 2
m_Value: 1
m_Size: 0.9999999
m_Value: 0
m_Size: 0.9999998
m_NumberOfSteps: 0
m_OnValueChanged:
m_PersistentCalls:
......@@ -9689,7 +9689,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0.000036194124, y: -0.00003277704}
m_AnchoredPosition: {x: 0.000030258068, y: -0.0000148695635}
m_SizeDelta: {x: 0, y: 300}
m_Pivot: {x: 0, y: 1}
--- !u!1 &1001046761
......@@ -9794,7 +9794,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 0, y: -0.000015258789}
m_AnchoredPosition: {x: 0, y: -0.000030517578}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 1}
--- !u!114 &1004629748
......@@ -11763,7 +11763,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0.00006514437, y: 0.000020389954}
m_SizeDelta: {x: 0, y: 300}
m_Pivot: {x: 0, y: 1}
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m_Text: "\uD3EC\uACA9"
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......@@ -14151,7 +14151,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: -0.00001036023, y: 0.0005912781}
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m_SizeDelta: {x: 0, y: 300}
m_Pivot: {x: 0, y: 1}
--- !u!1 &1465630758
......
......@@ -5,6 +5,7 @@ using UnityEngine;
using CivModel;
using System.Threading.Tasks;
using System.IO;
using UnityEngine.EventSystems;
public class GameManager : MonoBehaviour {
......@@ -30,7 +31,17 @@ public class GameManager : MonoBehaviour {
private List<GameObject> _units = new List<GameObject>();
public List<GameObject> Units { get { return _units; } }
public Material[] materials;
//Deploy를 위한 추가
private bool _inDepState = false;
public bool DepState { get { return _inDepState; } }
private Production _deployment;
public Production Deployment { get { return _deployment; } }
///Deploy를 위한 추가 끝
public Material[] materials;
public CivModel.Terrain.Point selectedPoint;
public HexTile selectedTile;
......@@ -298,5 +309,81 @@ public class GameManager : MonoBehaviour {
}
}
// Deploy 하는 부분
public void DepStateEnter(Production dep, DeployPrefab deployprefab)
{
// State change
if (dep == null || _inDepState) return;
_inDepState = true;
_deployment = dep;
// Select deploy tile
CivModel.Terrain terrain = Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
if (dep.IsPlacable(point))
{
Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().FlickerBlue();
}
}
}
CivModel.Terrain.Point StartPoint = Instance.selectedPoint;
IEnumerator _coroutine = DeployUnit(StartPoint, dep, deployprefab);
StartCoroutine(_coroutine);
}
IEnumerator DeployUnit(CivModel.Terrain.Point point, Production dep, DeployPrefab deployprefab)
{
while (true)
{
CivModel.Terrain.Point destPoint = Instance.selectedPoint;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (!EventSystem.current.IsPointerOverGameObject() && Input.GetMouseButtonDown(0))
{
// Flicker하고 있는 Tile을 선택했을 때
if (Instance.selectedTile.isFlickering)
{
if (dep.IsPlacable(destPoint))
{
Game.PlayerInTurn.Deployment.Remove(dep);
dep.Place(destPoint);
DepStateExit(deployprefab);
GameManager.Instance.UpdateUnit();
GameManager.Instance.UpdateMap();
break;
}
else
{
DepStateExit(deployprefab);
break;
}
}
DepStateExit(deployprefab);
break;
}
yield return null;
}
}
void DepStateExit(DeployPrefab deployprefab)
{
_inDepState = false;
_deployment = null;
CivModel.Terrain terrain = Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().StopFlickering();
}
}
GameManager.Instance.UpdateUnit();
GameManager.Instance.UpdateMap();
}
}
\ No newline at end of file
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using CivModel;
public class MinimapTile : MonoBehaviour {
public CivModel.Terrain.Point point;
public Vector3 unity_point;
Transform owner_color;
Transform city_active;
Player owner;
TileBuilding City;
// Use this for initialization
void Start () {
SetOwner();
SetCity();
}
public void SetPoints(CivModel.Terrain.Point p1) {
this.point = p1;
this.unity_point = GameManager.ModelPntToUnityPnt(p1, -200f);
}
public void SetPoints(CivModel.Terrain.Point p1, Vector3 p2) {
this.point = p1;
this.unity_point = new Vector3(p2.x, p2.y, p2.z);
}
public void SetOwner() {
owner_color = transform.GetChild(0).transform;
owner = point.TileOwner;
if (owner == null) {
owner_color.GetChild(9).gameObject.SetActive(true);
if ((int)point.Type == 1) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(true);
}
}
else if (owner == GameManager.Instance.Game.Players[0]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(0).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[1]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(1).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[2]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(2).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[3]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(3).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[4]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(4).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[5]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(5).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[6]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(6).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[7]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(7).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[8]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(8).gameObject.SetActive(true);
}
}
public void SetCity() {
City = point.TileBuilding;
city_active = transform.GetChild(1).transform;
if(City is CityBase) {
city_active.GetChild(0).gameObject.SetActive(true);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using CivModel;
public class MinimapTile : MonoBehaviour {
public CivModel.Terrain.Point point;
public Vector3 unity_point;
Transform owner_color;
Transform city_active;
Player owner;
TileBuilding City;
// Use this for initialization
void Start () {
SetOwner();
SetCity();
}
public void SetPoints(CivModel.Terrain.Point p1) {
this.point = p1;
this.unity_point = GameManager.ModelPntToUnityPnt(p1, -200f);
}
public void SetPoints(CivModel.Terrain.Point p1, Vector3 p2) {
this.point = p1;
this.unity_point = new Vector3(p2.x, p2.y, p2.z);
}
public void SetOwner() {
owner_color = transform.GetChild(0).transform;
owner = point.TileOwner;
if (owner == null) {
owner_color.GetChild(9).gameObject.SetActive(true);
if ((int)point.Type == 1) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(true);
}
}
else if (owner == GameManager.Instance.Game.Players[0]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(0).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[1]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(1).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[2]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(2).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[3]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(3).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[4]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(4).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[5]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(5).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[6]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(6).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[7]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(7).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[8]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(8).gameObject.SetActive(true);
}
}
public void SetCity() {
City = point.TileBuilding;
city_active = transform.GetChild(1).transform;
if(City is CityBase) {
city_active.GetChild(0).gameObject.SetActive(true);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class InvestmentController : MonoBehaviour {
using CivModel.Common;
public class InvestmentController : MonoBehaviour {
public GameObject InvestmentUI;
public GameObject Tax;
public GameObject EcoInv;
......@@ -24,8 +24,8 @@ public class InvestmentController : MonoBehaviour {
private Text logiRateText;
private static InvestmentController _IVUIController;
public static InvestmentController I { get { return _IVUIController; } }
public static InvestmentController I { get { return _IVUIController; } }
void Awake()
{
// Singleton
......@@ -40,19 +40,19 @@ public class InvestmentController : MonoBehaviour {
}
// Use this when scene changing exists
// DontDestroyOnLoad(gameObject);
}
// Use this for initialization
void Start () {
}
// Use this for initialization
void Start () {
taxSlider = Tax.GetComponentInChildren<Slider>();
eiSlider = EcoInv.GetComponentInChildren<Slider>();
tiSlider = TechInv.GetComponentInChildren<Slider>();
logiSlider = Logistics.GetComponentInChildren<Slider>();
initSlider();
}
// Update is called once per frame
void Update () {
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;
......@@ -61,9 +61,9 @@ public class InvestmentController : MonoBehaviour {
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() + "%";
}
logiRateText.text = ((int)(logiSlider.value * 100)).ToString() + "%";
}
public void initSlider()
{
taxSlider.maxValue = 1f;
......@@ -127,5 +127,5 @@ public class InvestmentController : MonoBehaviour {
public void ChangeLogiValue(float adden)
{
logiSlider.value += adden;
}
}
}
\ No newline at end of file
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using System.Linq;
public class ManagementController : MonoBehaviour {
private static ManagementController managementcontroller;
public Canvas managementUI;
private LinkedList<Production> mProduction;
private LinkedList<Production> mDeployment;
private IReadOnlyList<IProductionFactory> facList;
private GameObject gameManagerObject;
private GameManager gameManager;
private Game game;
private List<GameObject> PQlist;
private List<GameObject> DQlist;
private List<GameObject> EpicQlist, HighQlist, IntermediateQlist, LowQlist; // Unit production
private List<GameObject> CityQlist, CityBuildingQlist, NormalBuildingQlist;
private List<List<GameObject>> ASQlist;
public GameObject proPrefab;
public GameObject depPrefab;
public GameObject productablePrefab;
public GameObject proQueue;
public GameObject depQueue;
public GameObject EpicQueue, HighQueue, IntermediateQueue, LowQueue; // Unit production
public GameObject CityQueue, CityBuildingQueue, NormalBuildingQueue; // Building production
//ManageMentUI 갱신 함수
public void begin()
{
MakeSelectionQ();
MakeProductionQ();
MakeDeploymentQ();
foreach (GameObject dq in DQlist)
{
dq.GetComponent<DeployPrefab>().SetButton(DQlist.IndexOf(dq));
}
}
void Awake()
{
DontDestroyOnLoad(this);
if (managementcontroller == null)
{
managementcontroller = this;
}
else
{
Destroy(this);
}
}
// Use this for initialization
void Start () {
if (managementcontroller == this)
{
gameManager = GameManager.Instance;
game = gameManager.Game;
ASQlist = new List<List<GameObject>>();
ASQlist.Add(EpicQlist = new List<GameObject>());
ASQlist.Add(HighQlist = new List<GameObject>());
ASQlist.Add(IntermediateQlist = new List<GameObject>());
ASQlist.Add(LowQlist = new List<GameObject>());
ASQlist.Add(CityQlist = new List<GameObject>());
ASQlist.Add(CityBuildingQlist = new List<GameObject>());
ASQlist.Add(NormalBuildingQlist = new List<GameObject>());
PQlist = new List<GameObject>();
DQlist = new List<GameObject>();
}
else
{
Destroy(this);
}
}
// Update is called once per frame
void Update ()
{
mProduction = game.PlayerInTurn.Production;
mDeployment = game.PlayerInTurn.Deployment;
}
//type: 0 = all, 1 = unit, 2 = city, 3 = NormalBuliding, 4 = citybuilding, 5 = BulidingAll (2~4 All)
private void MakeSelectionQ()//선택 큐 프리팹 생성 함수
{
facList = GameManager.Instance.Game.PlayerInTurn.AvailableProduction.ToList(); //전체 선택 목록 받아오기
//facList의 변경으로 Epic-High-intermediate-Low 변경 가능. 하지만 지금은 설정되지 않았음(Epic에 생성)
//Debug.Log("facList: " + facList.Count);
//Debug.Log("ALL SelectList Updated");
DeleteAllSQ();
foreach (IProductionFactory fac in facList)
{
//여기서 분리
if (typeof(CivModel.Unit).IsAssignableFrom(fac.ResultType))
{
var f = (IActorProductionFactory)fac;
switch (f.ActorConstants.BattleClassLevel)
{
case 4:
PartSelectionQ(EpicQlist, EpicQueue, fac);
break;
case 3:
PartSelectionQ(HighQlist, HighQueue, fac);
break;
case 2:
PartSelectionQ(IntermediateQlist, IntermediateQueue, fac);
break;
case 1:
PartSelectionQ(LowQlist, LowQueue, fac);
break;
case 0:
PartSelectionQ(LowQlist, LowQueue, fac);
break;
default:
PartSelectionQ(LowQlist, LowQueue, fac);
break;
}
}
else if (typeof(TileObject).IsAssignableFrom(fac.ResultType))
{
//Debug.Log(fac.ToString());
if (typeof(CityBase).IsAssignableFrom(fac.ResultType))
{
PartSelectionQ(CityQlist, CityQueue, fac);
}
else if (typeof(TileBuilding).IsAssignableFrom(fac.ResultType))
{
PartSelectionQ(NormalBuildingQlist, NormalBuildingQueue, fac);
}
else
{
throw new System.Exception("Undefined Factory");
}
}
else if (typeof(InteriorBuilding).IsAssignableFrom(fac.ResultType))
{
PartSelectionQ(CityBuildingQlist, CityBuildingQueue, fac);
}
else
{
throw new System.Exception("Undefined Factory");
}
}
//내용물 없을 때 빈칸 채우기
foreach (var qlist in ASQlist)
{
if (qlist.Count == 0)
{
GameObject productableQueue;
switch (ASQlist.IndexOf(qlist))
{
case 0:
productableQueue = EpicQueue;
break;
case 1:
productableQueue = HighQueue;
break;
case 2:
productableQueue = IntermediateQueue;
break;
case 3:
productableQueue = LowQueue;
break;
case 4:
productableQueue = CityQueue;
break;
case 5:
productableQueue = CityBuildingQueue;
break;
case 6:
productableQueue = NormalBuildingQueue;
break;
default:
productableQueue = null;
Debug.Log("Error: qlist = " + qlist);
throw new MissingComponentException();
}
//Debug.Log("SelectionList: " + ASQlist.IndexOf(qlist) + "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<ProductablePrefab>().MakeItem();
qlist.Add(SPrefab);
}
}
}
//각 Factory의 분야를 읽어서 해당하는 Queue에 집어넣는 역할
private GameObject PartSelectionQ(List<GameObject> SQlist, GameObject productableQueue, IProductionFactory fac)
{
/*if (fac.ProductionResultType == null)
{
return 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<ProductablePrefab>().MakeItem(fac);
SPrefab.GetComponent<ProductablePrefab>().SetButton(fac);
SQlist.Add(SPrefab);
return SPrefab;
}
//선택 큐 초기화(GameObject)
private void DeleteAllSQ()
{
DeleteSQ(EpicQlist);
DeleteSQ(HighQlist);
DeleteSQ(IntermediateQlist);
DeleteSQ(LowQlist);
DeleteSQ(NormalBuildingQlist);
DeleteSQ(CityQlist);
DeleteSQ(CityBuildingQlist);
ASQlist.Clear();
ASQlist.Add(EpicQlist = new List<GameObject>());
ASQlist.Add(HighQlist = new List<GameObject>());
ASQlist.Add(IntermediateQlist = new List<GameObject>());
ASQlist.Add(LowQlist = new List<GameObject>());
ASQlist.Add(CityQlist = new List<GameObject>());
ASQlist.Add(CityBuildingQlist = new List<GameObject>());
ASQlist.Add(NormalBuildingQlist = new List<GameObject>());
}
//선택 큐 초기화에 쓰이는 함수
private void DeleteSQ(List<GameObject> SQlist)
{
foreach (GameObject sq in SQlist)
{
Destroy(sq);
}
SQlist.Clear();
}
public void MakeProductionQ()
{
List<GameObject> tempList = new List<GameObject>();
//Debug.Log("ProductionList startMaking");
foreach (GameObject pq in PQlist)
{
Destroy(pq);
}
PQlist.Clear();
mProduction = GameManager.Instance.Game.PlayerInTurn.Production;
//Debug.Log("ProList : " + mProduction.Count);
//Debug.Log("ProductionList Updated");
foreach (Production prod in mProduction)
{
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
PPrefab.transform.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(PPrefab.GetComponent<ProductionPrefab>().MakeItem(prod));
}
if (mProduction.Count == 0)
{
//Debug.Log("ProductionList null");
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
PPrefab.transform.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
PPrefab.GetComponent<ProductionPrefab>().MakeItem();
tempList.Add(PPrefab);
}
PQlist = tempList;
foreach (GameObject pq in PQlist)
{
pq.GetComponent<ProductionPrefab>().SetButton(PQlist.IndexOf(pq));
}
}
public void MakeDeploymentQ()
{
List<GameObject> tempList = new List<GameObject>();
//Debug.Log("DeploymentList startMaking");
foreach (GameObject dq in DQlist)
{
Destroy(dq);
}
DQlist.Clear();
mDeployment = GameManager.Instance.Game.PlayerInTurn.Deployment;
//Debug.Log("DepList : " + mDeployment.Count);
//Debug.Log("DeploymentList Updated");
foreach (Production prod in mDeployment)
{
var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
DPrefab.transform.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(DPrefab.GetComponent<DeployPrefab>().MakeItem(prod));
}
if (mDeployment.Count == 0)
{
//Debug.Log("DeploymentList null");
var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
DPrefab.transform.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(DPrefab.GetComponent<DeployPrefab>().MakeItem());
tempList.Add(DPrefab);
}
DQlist = tempList;
foreach (GameObject dq in DQlist)
{
dq.GetComponent<DeployPrefab>().SetButton(DQlist.IndexOf(dq));
}
}
public static ManagementController GetManagementController()
{
if (managementcontroller == null)
{
Debug.Log("ManagementController not made");
throw new MissingComponentException();
}
return managementcontroller;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using System.Linq;
public class ManagementController : MonoBehaviour {
private static ManagementController managementcontroller;
public Canvas managementUI;
private LinkedList<Production> mProduction;
private LinkedList<Production> mDeployment;
private IReadOnlyList<IProductionFactory> facList;
private GameObject gameManagerObject;
private GameManager gameManager;
private Game game;
private List<GameObject> PQlist;
private List<GameObject> DQlist;
private List<GameObject> EpicQlist, HighQlist, IntermediateQlist, LowQlist; // Unit production
private List<GameObject> CityQlist, CityBuildingQlist, NormalBuildingQlist;
private List<List<GameObject>> ASQlist;
public GameObject proPrefab;
public GameObject depPrefab;
public GameObject productablePrefab;
public GameObject proQueue;
public GameObject depQueue;
public GameObject EpicQueue, HighQueue, IntermediateQueue, LowQueue; // Unit production
public GameObject CityQueue, CityBuildingQueue, NormalBuildingQueue; // Building production
//ManageMentUI 갱신 함수
public void begin()
{
MakeSelectionQ();
MakeProductionQ();
MakeDeploymentQ();
foreach (GameObject dq in DQlist)
{
dq.GetComponent<DeployPrefab>().SetButton(DQlist.IndexOf(dq));
}
}
void Awake()
{
DontDestroyOnLoad(this);
if (managementcontroller == null)
{
managementcontroller = this;
}
else
{
Destroy(this);
}
}
// Use this for initialization
void Start () {
if (managementcontroller == this)
{
gameManager = GameManager.Instance;
game = gameManager.Game;
ASQlist = new List<List<GameObject>>();
ASQlist.Add(EpicQlist = new List<GameObject>());
ASQlist.Add(HighQlist = new List<GameObject>());
ASQlist.Add(IntermediateQlist = new List<GameObject>());
ASQlist.Add(LowQlist = new List<GameObject>());
ASQlist.Add(CityQlist = new List<GameObject>());
ASQlist.Add(CityBuildingQlist = new List<GameObject>());
ASQlist.Add(NormalBuildingQlist = new List<GameObject>());
PQlist = new List<GameObject>();
DQlist = new List<GameObject>();
}
else
{
Destroy(this);
}
}
// Update is called once per frame
void Update ()
{
mProduction = game.PlayerInTurn.Production;
mDeployment = game.PlayerInTurn.Deployment;
}
//type: 0 = all, 1 = unit, 2 = city, 3 = NormalBuliding, 4 = citybuilding, 5 = BulidingAll (2~4 All)
private void MakeSelectionQ()//선택 큐 프리팹 생성 함수
{
facList = GameManager.Instance.Game.PlayerInTurn.AvailableProduction.ToList(); //전체 선택 목록 받아오기
//facList의 변경으로 Epic-High-intermediate-Low 변경 가능. 하지만 지금은 설정되지 않았음(Epic에 생성)
//Debug.Log("facList: " + facList.Count);
//Debug.Log("ALL SelectList Updated");
DeleteAllSQ();
foreach (IProductionFactory fac in facList)
{
//여기서 분리
if (typeof(CivModel.Unit).IsAssignableFrom(fac.ResultType))
{
var f = (IActorProductionFactory)fac;
switch (f.ActorConstants.BattleClassLevel)
{
case 4:
PartSelectionQ(EpicQlist, EpicQueue, fac);
break;
case 3:
PartSelectionQ(HighQlist, HighQueue, fac);
break;
case 2:
PartSelectionQ(IntermediateQlist, IntermediateQueue, fac);
break;
case 1:
PartSelectionQ(LowQlist, LowQueue, fac);
break;
case 0:
PartSelectionQ(LowQlist, LowQueue, fac);
break;
default:
PartSelectionQ(LowQlist, LowQueue, fac);
break;
}
}
else if (typeof(TileObject).IsAssignableFrom(fac.ResultType))
{
//Debug.Log(fac.ToString());
if (typeof(CityBase).IsAssignableFrom(fac.ResultType))
{
PartSelectionQ(CityQlist, CityQueue, fac);
}
else if (typeof(TileBuilding).IsAssignableFrom(fac.ResultType))
{
PartSelectionQ(NormalBuildingQlist, NormalBuildingQueue, fac);
}
else
{
throw new System.Exception("Undefined Factory");
}
}
else if (typeof(InteriorBuilding).IsAssignableFrom(fac.ResultType))
{
PartSelectionQ(CityBuildingQlist, CityBuildingQueue, fac);
}
else
{
throw new System.Exception("Undefined Factory");
}
}
//내용물 없을 때 빈칸 채우기
foreach (var qlist in ASQlist)
{
if (qlist.Count == 0)
{
GameObject productableQueue;
switch (ASQlist.IndexOf(qlist))
{
case 0:
productableQueue = EpicQueue;
break;
case 1:
productableQueue = HighQueue;
break;
case 2:
productableQueue = IntermediateQueue;
break;
case 3:
productableQueue = LowQueue;
break;
case 4:
productableQueue = CityQueue;
break;
case 5:
productableQueue = CityBuildingQueue;
break;
case 6:
productableQueue = NormalBuildingQueue;
break;
default:
productableQueue = null;
Debug.Log("Error: qlist = " + qlist);
throw new MissingComponentException();
}
//Debug.Log("SelectionList: " + ASQlist.IndexOf(qlist) + "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<ProductablePrefab>().MakeItem();
qlist.Add(SPrefab);
}
}
}
//각 Factory의 분야를 읽어서 해당하는 Queue에 집어넣는 역할
private GameObject PartSelectionQ(List<GameObject> SQlist, GameObject productableQueue, IProductionFactory fac)
{
/*if (fac.ProductionResultType == null)
{
return 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<ProductablePrefab>().MakeItem(fac);
SPrefab.GetComponent<ProductablePrefab>().SetButton(fac);
SQlist.Add(SPrefab);
return SPrefab;
}
//선택 큐 초기화(GameObject)
private void DeleteAllSQ()
{
DeleteSQ(EpicQlist);
DeleteSQ(HighQlist);
DeleteSQ(IntermediateQlist);
DeleteSQ(LowQlist);
DeleteSQ(NormalBuildingQlist);
DeleteSQ(CityQlist);
DeleteSQ(CityBuildingQlist);
ASQlist.Clear();
ASQlist.Add(EpicQlist = new List<GameObject>());
ASQlist.Add(HighQlist = new List<GameObject>());
ASQlist.Add(IntermediateQlist = new List<GameObject>());
ASQlist.Add(LowQlist = new List<GameObject>());
ASQlist.Add(CityQlist = new List<GameObject>());
ASQlist.Add(CityBuildingQlist = new List<GameObject>());
ASQlist.Add(NormalBuildingQlist = new List<GameObject>());
}
//선택 큐 초기화에 쓰이는 함수
private void DeleteSQ(List<GameObject> SQlist)
{
foreach (GameObject sq in SQlist)
{
Destroy(sq);
}
SQlist.Clear();
}
public void MakeProductionQ()
{
List<GameObject> tempList = new List<GameObject>();
//Debug.Log("ProductionList startMaking");
foreach (GameObject pq in PQlist)
{
Destroy(pq);
}
PQlist.Clear();
mProduction = GameManager.Instance.Game.PlayerInTurn.Production;
//Debug.Log("ProList : " + mProduction.Count);
//Debug.Log("ProductionList Updated");
foreach (Production prod in mProduction)
{
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
PPrefab.transform.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(PPrefab.GetComponent<ProductionPrefab>().MakeItem(prod));
}
if (mProduction.Count == 0)
{
//Debug.Log("ProductionList null");
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
PPrefab.transform.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
PPrefab.GetComponent<ProductionPrefab>().MakeItem();
tempList.Add(PPrefab);
}
PQlist = tempList;
foreach (GameObject pq in PQlist)
{
pq.GetComponent<ProductionPrefab>().SetButton(PQlist.IndexOf(pq));
}
}
public void MakeDeploymentQ()
{
List<GameObject> tempList = new List<GameObject>();
//Debug.Log("DeploymentList startMaking");
foreach (GameObject dq in DQlist)
{
Destroy(dq);
}
DQlist.Clear();
mDeployment = GameManager.Instance.Game.PlayerInTurn.Deployment;
//Debug.Log("DepList : " + mDeployment.Count);
//Debug.Log("DeploymentList Updated");
foreach (Production prod in mDeployment)
{
var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
DPrefab.transform.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(DPrefab.GetComponent<DeployPrefab>().MakeItem(prod));
}
if (mDeployment.Count == 0)
{
//Debug.Log("DeploymentList null");
var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
DPrefab.transform.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(DPrefab.GetComponent<DeployPrefab>().MakeItem());
tempList.Add(DPrefab);
}
DQlist = tempList;
foreach (GameObject dq in DQlist)
{
dq.GetComponent<DeployPrefab>().SetButton(DQlist.IndexOf(dq));
}
}
public static ManagementController GetManagementController()
{
if (managementcontroller == null)
{
Debug.Log("ManagementController not made");
throw new MissingComponentException();
}
return managementcontroller;
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class DeployPrefab : MonoBehaviour
{
public static GameObject DeployingObject;
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
private GameManager gameManager;
private Game game;
// Use this for initialization
private bool _inDepState = false;
public bool DepState { get { return _inDepState; } }
private Production _deployment;
public Production Deployment { get { return _deployment; } }
void Awake()
{
//Debug.Log("call DepPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
void Start()
{
gameManager = GameManager.Instance;
game = gameManager.Game;
}
public GameObject MakeItem(Production prod)
{
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = nameofProduction;
break;
case "NumberOfUnits":
txt.text = "X 1";
break;
}
}
return this.gameObject;
}
public GameObject MakeItem()
{
unitPrt.enabled = false;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = "비었음";
break;
case "NumberOfUnits":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
// Update is called once per frame
void Update()
{
}
public void SetButton(int i)
{
if (i == -1)
{
foreach (Button but in buttons)
{
but.enabled = false;
}
}
else
{
LinkedListNode<Production> dep = GameManager.Instance.Game.PlayerInTurn.Deployment.First;
for (int k = 0; k < i; k++)
{
dep = dep.Next;
}
foreach (Button but in buttons)
{
switch (but.name)
{
case "Deploy":
but.onClick.AddListener(delegate () { DeployItem(dep.Value); DeployingObject = this.gameObject; });
break;
}
}
}
}
public void DeployItem(Production dep)
{
if (dep.IsCompleted)
{
UIManager.Instance.mapUI.SetActive(true);
UIManager.Instance.managementUI.SetActive(false);
UIManager.Instance.questUI.SetActive(false);
DepStateEnter(dep);
}
else
{
//Debug.Log("Error : not finished product");
throw new AccessViolationException();
}
}
public void DepStateEnter(Production dep)
{
// State change
if (dep == null || _inDepState) return;
_inDepState = true;
_deployment = dep;
// Select deploy tile
CivModel.Terrain terrain = GameManager.Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
if (dep.IsPlacable(point))
{
GameManager.Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().FlickerBlue();
}
}
IEnumerator _coroutine = DeployUnit(GameManager.Instance.selectedPoint, dep);
StartCoroutine(_coroutine);
}
}
IEnumerator DeployUnit(CivModel.Terrain.Point point, Production dep)
{
while (true)
{
CivModel.Terrain.Point destPoint = GameManager.Instance.selectedPoint;
// 새로운 Point 을 선택했을 때
if (point != destPoint)
{
// Flicker하고 있는 Tile을 선택했을 때
if (GameManager.Instance.selectedTile.isFlickering)
{
if (dep.IsPlacable(destPoint))
{
game.PlayerInTurn.Deployment.Remove(dep);
dep.Place(destPoint);
//여기에 유닛을 생성하는 걸 추가해야 함
GameManager.Instance.UpdateUnit();
break;
}
else
{
DepStateExit();
}
}
// Flicker 하지 않는 타일 선택
else
{
DepStateExit();
}
}
yield return null;
}
}
void DepStateExit()
{
_inDepState = false;
_deployment = null;
CivModel.Terrain terrain = GameManager.Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
GameManager.Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().StopFlickering();
}
}
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class DeployPrefab : MonoBehaviour
{
public static GameObject DeployingObject;
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
private GameManager gameManager;
private Game game;
// Use this for initialization
private bool _inDepState = false;
public bool DepState { get { return _inDepState; } }
private Production _deployment;
public Production Deployment { get { return _deployment; } }
void Awake()
{
//Debug.Log("call DepPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
void Start()
{
gameManager = GameManager.Instance;
game = gameManager.Game;
}
public GameObject MakeItem(Production prod)
{
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = nameofProduction;
break;
case "NumberOfUnits":
txt.text = "X 1";
break;
}
}
return this.gameObject;
}
public GameObject MakeItem()
{
unitPrt.enabled = false;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = "비었음";
break;
case "NumberOfUnits":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
// Update is called once per frame
void Update()
{
}
public void SetButton(int i)
{
if (i == -1)
{
foreach (Button but in buttons)
{
but.enabled = false;
}
}
else
{
LinkedListNode<Production> dep = GameManager.Instance.Game.PlayerInTurn.Deployment.First;
for (int k = 0; k < i; k++)
{
dep = dep.Next;
}
foreach (Button but in buttons)
{
switch (but.name)
{
case "Deploy":
but.onClick.AddListener(delegate () { DeployItem(dep.Value); DeployingObject = this.gameObject; });
break;
}
}
}
}
public void DeployItem(Production dep)
{
if (dep.IsCompleted)
{
gameManager.DepStateEnter(dep, this);
UIManager.Instance.mapUI.SetActive(true);
UIManager.Instance.managementUI.SetActive(false);
UIManager.Instance.questUI.SetActive(false);
}
else
{
//Debug.Log("Error : not finished product");
throw new AccessViolationException();
}
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using System.Linq;
public class ProductablePrefab : MonoBehaviour {
private static ManagementController uicontroller;
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
void Awake()
{
//Debug.Log("call SelPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
// Use this for initialization
void Start()
{
uicontroller = ManagementController.GetManagementController();
}
// Update is called once per frame
void Update()
{
}
public GameObject MakeItem(IProductionFactory fact)
{
//Debug.Log("Selection Queue Item Made");
string nameofFactory = ProductionFactoryTraits.GetFactoryName(fact);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(fact)).ToLower()), typeof(Sprite)) as Sprite;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = nameofFactory;
break;
case "NumberOfUnits":
txt.text = "X 1";
break;
}
}
return this.gameObject;
}
public GameObject MakeItem()
{
unitPrt.enabled = false;
//Debug.Log("NULL Selection Queue");
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = "생산 가능 유닛 없음";
txt.fontSize = Screen.height / 40;
break;
case "NumberOfUnits":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
public void SetButton(IProductionFactory fac)
{
foreach (Button but in buttons)
{
switch (but.name)
{
case "Deploy":
but.onClick.AddListener(delegate () { ProduceItem(fac); });
break;
}
}
}
private void ProduceItem(IProductionFactory fac)
{
GameManager.Instance.Game.PlayerInTurn.Production.AddLast(fac.Create(GameManager.Instance.Game.PlayerInTurn));
//Debug.Log(i + " inputed");
uicontroller.MakeProductionQ();
uicontroller.MakeDeploymentQ();
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using System.Linq;
public class ProductablePrefab : MonoBehaviour {
private static ManagementController uicontroller;
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
void Awake()
{
//Debug.Log("call SelPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
// Use this for initialization
void Start()
{
uicontroller = ManagementController.GetManagementController();
}
// Update is called once per frame
void Update()
{
}
public GameObject MakeItem(IProductionFactory fact)
{
//Debug.Log("Selection Queue Item Made");
string nameofFactory = ProductionFactoryTraits.GetFactoryName(fact);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(fact)).ToLower()), typeof(Sprite)) as Sprite;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = nameofFactory;
break;
case "NumberOfUnits":
txt.text = "X 1";
break;
}
}
return this.gameObject;
}
public GameObject MakeItem()
{
unitPrt.enabled = false;
//Debug.Log("NULL Selection Queue");
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = "생산 가능 유닛 없음";
txt.fontSize = Screen.height / 40;
break;
case "NumberOfUnits":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
public void SetButton(IProductionFactory fac)
{
foreach (Button but in buttons)
{
switch (but.name)
{
case "Deploy":
but.onClick.AddListener(delegate () { ProduceItem(fac); });
break;
}
}
}
private void ProduceItem(IProductionFactory fac)
{
GameManager.Instance.Game.PlayerInTurn.Production.AddLast(fac.Create(GameManager.Instance.Game.PlayerInTurn));
//Debug.Log(i + " inputed");
uicontroller.MakeProductionQ();
uicontroller.MakeDeploymentQ();
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class ProductionPrefab : MonoBehaviour {
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
// Use this for initialization
void Awake()
{
//Debug.Log("call ProPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public GameObject MakeItem(Production prod)
{
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
//남은 턴 계산하는 중
Double leftturn;
string resultturn;
if (prod.EstimatedGoldInputing == 0 || prod.EstimatedLaborInputing == 0)
{
//Debug.Log(prod.EstimatedGoldInputing + " : " + prod.EstimatedLaborInputing + " : " + prod.TotalGoldCost + " : " + prod.GoldInputed + " : " + prod.TotalLaborCost + " : " + prod.LaborInputed);
if ((prod.TotalGoldCost - prod.GoldInputed) == 0 && (prod.TotalLaborCost - prod.LaborInputed) == 0)
{
leftturn = -1f;
}
else
{
if ((prod.TotalGoldCost - prod.GoldInputed) == 0)
leftturn = (prod.TotalLaborCost - prod.LaborInputed) / prod.EstimatedLaborInputing;
else if ((prod.TotalLaborCost - prod.LaborInputed) == 0)
leftturn = (prod.TotalGoldCost - prod.GoldInputed) / prod.EstimatedGoldInputing;
else
leftturn = -1f;
}
}
else
{
leftturn = Math.Max(((prod.TotalGoldCost - prod.GoldInputed) / prod.EstimatedGoldInputing), ((prod.TotalLaborCost - prod.LaborInputed) / prod.EstimatedLaborInputing));
}
if (leftturn == -1 || Double.IsInfinity(leftturn))
resultturn = "?";
else
{
//Debug.Log(leftturn);
resultturn = Convert.ToInt32(leftturn).ToString();
}
//텍스트 표시
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "TurnsLeft":
txt.text = resultturn + "턴 이후 배치 가능.";
break;
case "UnitName":
txt.text = nameofProduction + " ";
break;
case "Required Resource":
txt.text = "금 : 턴당 " + Convert.ToInt32(prod.EstimatedGoldInputing) + " (" + Convert.ToInt32(prod.GoldInputed) + "/" + Convert.ToInt32(prod.TotalGoldCost).ToString() + ")"
+ "\n노동력 : 턴당 " + Convert.ToInt32(prod.EstimatedLaborInputing) + " (" + Convert.ToInt32(prod.LaborInputed).ToString() + "/" + Convert.ToInt32(prod.TotalLaborCost).ToString() + ")";
break;
}
}
return this.gameObject;
}
//production이 비었을 때 블랭크 아이템 만들기
public GameObject MakeItem()
{
unitPrt.enabled = false;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "TurnsLeft":
txt.text = "생산 중인 유닛/건물이 없습니다\n오른쪽 탭에서 생산을 선택하세요";
txt.fontSize = Screen.height / 20;
break;
case "UnitName":
txt.text = "";
break;
case "Required Resource":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
//버튼 기능 붙이는 함수
public void SetButton(int i)
{
if (i == -1)
{
foreach (Button but in buttons)
{
but.enabled = false;
}
}
else
{
LinkedListNode<Production> prod = GameManager.Instance.Game.PlayerInTurn.Production.First;
for (int k = 0; k < i; k++)
{
prod = prod.Next;
}
foreach (Button but in buttons)
{
switch (but.name)
{
case "Delete":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod);
ManagementController.GetManagementController().MakeProductionQ();
});
break;
case "Top":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod);
GameManager.Instance.Game.PlayerInTurn.Production.AddFirst(prod);
ManagementController.GetManagementController().MakeProductionQ();
});
if (GameManager.Instance.Game.PlayerInTurn.Production.First == prod)
but.enabled = false;
break;
case "Up":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Previous;
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod);
GameManager.Instance.Game.PlayerInTurn.Production.AddBefore(temprod, prod);
ManagementController.GetManagementController().MakeProductionQ();
});
if (GameManager.Instance.Game.PlayerInTurn.Production.First == prod)
but.enabled = false;
break;
case "Bottom":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Next;
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod);
GameManager.Instance.Game.PlayerInTurn.Production.AddLast(prod);
ManagementController.GetManagementController().MakeProductionQ();
});
if (GameManager.Instance.Game.PlayerInTurn.Production.Last == prod)
but.enabled = false;
break;
case "Down":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Next;
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod);
GameManager.Instance.Game.PlayerInTurn.Production.AddAfter(temprod, prod);
ManagementController.GetManagementController().MakeProductionQ();
});
if (GameManager.Instance.Game.PlayerInTurn.Production.Last == prod)
but.enabled = false;
break;
}
}
}
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class ProductionPrefab : MonoBehaviour {
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
// Use this for initialization
void Awake()
{
//Debug.Log("call ProPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public GameObject MakeItem(Production prod)
{
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
//남은 턴 계산하는 중
Double leftturn;
string resultturn;
if (prod.EstimatedGoldInputing == 0 || prod.EstimatedLaborInputing == 0)
{
//Debug.Log(prod.EstimatedGoldInputing + " : " + prod.EstimatedLaborInputing + " : " + prod.TotalGoldCost + " : " + prod.GoldInputed + " : " + prod.TotalLaborCost + " : " + prod.LaborInputed);
if ((prod.TotalGoldCost - prod.GoldInputed) == 0 && (prod.TotalLaborCost - prod.LaborInputed) == 0)
{
leftturn = -1f;
}
else
{
if ((prod.TotalGoldCost - prod.GoldInputed) == 0)
leftturn = (prod.TotalLaborCost - prod.LaborInputed) / prod.EstimatedLaborInputing;
else if ((prod.TotalLaborCost - prod.LaborInputed) == 0)
leftturn = (prod.TotalGoldCost - prod.GoldInputed) / prod.EstimatedGoldInputing;
else
leftturn = -1f;
}
}
else
{
leftturn = Math.Max(((prod.TotalGoldCost - prod.GoldInputed) / prod.EstimatedGoldInputing), ((prod.TotalLaborCost - prod.LaborInputed) / prod.EstimatedLaborInputing));
}
if (leftturn == -1 || Double.IsInfinity(leftturn))
resultturn = "?";
else
{
//Debug.Log(leftturn);
resultturn = Convert.ToInt32(leftturn).ToString();
}
//텍스트 표시
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "TurnsLeft":
txt.text = resultturn + "턴 이후 배치 가능.";
break;
case "UnitName":
txt.text = nameofProduction + " ";
break;
case "Required Resource":
txt.text = "금 : 턴당 " + Convert.ToInt32(prod.EstimatedGoldInputing) + " (" + Convert.ToInt32(prod.GoldInputed) + "/" + Convert.ToInt32(prod.TotalGoldCost).ToString() + ")"
+ "\n노동력 : 턴당 " + Convert.ToInt32(prod.EstimatedLaborInputing) + " (" + Convert.ToInt32(prod.LaborInputed).ToString() + "/" + Convert.ToInt32(prod.TotalLaborCost).ToString() + ")";
break;
}
}
return this.gameObject;
}
//production이 비었을 때 블랭크 아이템 만들기
public GameObject MakeItem()
{
unitPrt.enabled = false;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "TurnsLeft":
txt.text = "생산 중인 유닛/건물이 없습니다\n오른쪽 탭에서 생산을 선택하세요";
txt.fontSize = Screen.height / 20;
break;
case "UnitName":
txt.text = "";
break;
case "Required Resource":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
//버튼 기능 붙이는 함수
public void SetButton(int i)
{
if (i == -1)
{
foreach (Button but in buttons)
{
but.enabled = false;
}
}
else
{
LinkedListNode<Production> prod = GameManager.Instance.Game.PlayerInTurn.Production.First;
for (int k = 0; k < i; k++)
{
prod = prod.Next;
}
foreach (Button but in buttons)
{
switch (but.name)
{
case "Delete":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod);
ManagementController.GetManagementController().MakeProductionQ();
});
break;
case "Top":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod);
GameManager.Instance.Game.PlayerInTurn.Production.AddFirst(prod);
ManagementController.GetManagementController().MakeProductionQ();
});
if (GameManager.Instance.Game.PlayerInTurn.Production.First == prod)
but.enabled = false;
break;
case "Up":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Previous;
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod);
GameManager.Instance.Game.PlayerInTurn.Production.AddBefore(temprod, prod);
ManagementController.GetManagementController().MakeProductionQ();
});
if (GameManager.Instance.Game.PlayerInTurn.Production.First == prod)
but.enabled = false;
break;
case "Bottom":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Next;
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod);
GameManager.Instance.Game.PlayerInTurn.Production.AddLast(prod);
ManagementController.GetManagementController().MakeProductionQ();
});
if (GameManager.Instance.Game.PlayerInTurn.Production.Last == prod)
but.enabled = false;
break;
case "Down":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Next;
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod);
GameManager.Instance.Game.PlayerInTurn.Production.AddAfter(temprod, prod);
ManagementController.GetManagementController().MakeProductionQ();
});
if (GameManager.Instance.Game.PlayerInTurn.Production.Last == prod)
but.enabled = false;
break;
}
}
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProductionFactoryTraits : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public static string GetFactoryName(CivModel.IProductionFactory Factory)
{
char[] sep = { '.' };
string name = Factory.ToString().Split(sep)[2];
string result;
switch (name)
{
case "PioneerProductionFactory":
result = "개척자";
break;
case "JediKnightProductionFactory":
result = "제다이 기사단";
break;
case "FakeKnightProductionFactory":
result = "가짜 기사(테스팅)";
break;
case "BrainwashedEMUKnightProductionFactory":
result = "세뇌된 EMU 기사";
break;
case "DecentralizedMilitaryProductionFactory":
result = "탈중앙화된 군인";
break;
case "JackieChanProductionFactory":
result = "Jackie Chan";
break;
case "LEOSpaceArmadaProductionFactory":
result = "저궤도 우주 함대";
break;
case "ProtoNinjaProductionFactory":
result = "프로토 닌자";
break;
case "UnicornOrderProductionFactory":
result = "유니콘 기사단";
break;
case "preternaturalityProductionFactory":
result = "불가사의";
break;
case "PreternaturalityProductionFactory":
result = "불가사의";
break;
case "SpyProductionFactory":
result = "스파이";
break;
case "AncientSorcererProductionFactory":
result = "소서러";
break;
case "AutismBeamDroneFactory":
result = "Autism Beam Drone";
break;
case "ElephantCavalryProductionFactory":
result = "코끼리 장갑병";
break;
case "EMUHorseArcherProductionFactory":
result = "EMU 궁기병";
break;
case "GenghisKhanProductionFactory":
result = "Genghis Khan";
break;
case "ArmedDivisionProductionFactory":
result = "기갑사단";
break;
case "InfantryDivisionProductionFactory":
result = "보병사단";
break;
case "PadawanProductionFactory":
result = "파다완";
break;
case "ZapNinjaProductionFactory":
result = "닌자";
break;
case "CityCenterProductionFactory":
result = "도심부";
break;
case "HwanEmpireCityProductionFactory":
result = "환 제국 도시";
break;
case "HwanEmpireFIRFortressProductionFactory":
result = "5차 산업혁명 요새";
break;
case "HwanEmpireCityCentralLabProductionFactory":
result = "환 제국 도시 연구소";
break;
case "HwanEmpireFIRFactoryProductionFactory":
result = "5차 산업혁명 공장";
break;
case "HwanEmpireIbizaProductionFactory":
result = "이비자";
break;
case "HwanEmpireKimchiFactoryProductionFactory":
result = "Kimchi Factory";
break;
case "HwanEmpireLatifundiumProductionFactory":
result = "라티푼디움";
break;
case "HwanEmpireSungsimdangProductionFactory":
result = "성심당";
break;
case "HwanEmpireVigilantProductionFactory":
result = "자경단";
break;
case "AnciencFinnoVigilantProductionFactory":
result = "자경단";
break;
case "AnciencFinnoXylitolProductionFactory":
result = "자일리톨 생산지";
break;
case "AncientFinnoFineDustFactoryProductionFactory":
result = "미세먼지 공장";
break;
case "AncientFinnoFIRFortressProductionFactory":
result = "5차 산업혁명 요새";
break;
case "AncientFinnoGermaniumMineProductionFactory":
result = "게르마늄 광산";
break;
case "AncientFinnoOctagonProductionFactory":
result = "옥타곤";
break;
case "FinnoEmpireCityProductionFactory":
result = "고대 수오미 제국 도시";
break;
case "CasinoProductionFactory":
result = "카지노";
break;
case "FIRFortressProductionFactory":
result = "5차 산업혁명 요새";
break;
case "ZapFactoryBuildingProductionFactory":
result = "공장";
break;
case "FactoryBuildingProductionFactory":
result = "공장";
break;
case "LaboratoryBuildingProductionFactory":
result = "연구소";
break;
default:
result = "Unknown: " + name;
break;
}
return result;
}
public static string GetFacPortName(CivModel.IProductionFactory Factory)
{
char[] sep = { '.' };
string name = Factory.ToString().Split(sep)[2];
string result;
switch (name)
{
case "PioneerProductionFactory":
result = "Pioneer";
break;
case "JediKnightProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "hwan_jedi";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "finno_jedi";
else result = "unknown : " + name;
}
break;
case "FakeKnightProductionFactory":
result = "JediKnight";
break;
case "BrainwashedEMUKnightProductionFactory":
result = "hwan_emu";
break;
case "DecentralizedMilitaryProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "hwan_decentralized_soldier";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "finno_decentralized_soldier";
else result = "unknown : " + name;
}
break;
case "JackieChanProductionFactory":
result = "hwan_jackie";
break;
case "LEOSpaceArmadaProductionFactory":
result = "hwan_spaceship";
break;
case "ProtoNinjaProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "hwan_ninja";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "finno_ninja";
else result = "unknown : " + name;
}
break;
case "UnicornOrderProductionFactory":
result = "hwan_unicorn";
break;
case "SpyProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "hwan_spy";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "finno_spy";
else result = "unknown : " + name;
}
break;
case "AncientSorcererProductionFactory":
result = "finno_sorcerer";
break;
case "AutismBeamDroneFactory":
result = "finno_autism_drone";
break;
case "ElephantCavalryProductionFactory":
result = "finno_elephant";
break;
case "EMUHorseArcherProductionFactory":
result = "finno_emu";
break;
case "GenghisKhanProductionFactory":
result = "finno_genghis";
break;
case "ArmedDivisionProductionFactory":
result = "ArmedDivision";
break;
case "InfantryDivisionProductionFactory":
result = "InfantryDivision";
break;
case "PadawanProductionFactory":
result = "Padawan";
break;
case "ZapNinjaProductionFactory":
result = "ZapNinja";
break;
case "CityCenterProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "City Buildings/hwan_city";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "City Buildings/finno_city";
else result = "unknown : " + name;
}
break;
case "HwanEmpireCityProductionFactory":
result = "HwanEmpireCity";
break;
case "HwanEmpireFIRFortressProductionFactory":
result = "HwanEmpireFIRFortress";
break;
case "HwanEmpireCityCentralLabProductionFactory":
result = "HwanEmpireCityCentralLab";
break;
case "HwanEmpireFIRFactoryProductionFactory":
result = "City Buildings/hwan_factory";
break;
case "HwanEmpireIbizaProductionFactory":
result = "HwanEmpireIbiza";
break;
case "HwanEmpireKimchiFactoryProductionFactory":
result = "HwanEmpireKimchiFactory";
break;
case "HwanEmpireLatifundiumProductionFactory":
result = "HwanEmpireLatifundium";
break;
case "AncientFinnoFineDustFactoryProductionFactory":
result = "AncientFinnoFineDustFactory";
break;
case "AncientFinnoFIRFortressProductionFactory":
result = "AncientFinnoFIRFortress";
break;
case "AncientFinnoGermaniumMineProductionFactory":
result = "AncientFinnoGermaniumMine";
break;
case "AncientFinnoOctagonProductionFactory":
result = "AncientFinnoOctagon";
break;
case "FinnoEmpireCityProductionFactory":
result = "FinnoEmpireCity";
break;
case "CasinoProductionFactory":
result = "Casino";
break;
case "FIRFortressProductionFactory":
result = "FIRFortress";
break;
case "ZapFactoryBuildingProductionFactory":
result = "ZapFactoryBuilding";
break;
case "FactoryBuildingProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "City Buildings/hwan_factory";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "City Buildings/finno_factory";
else result = "unknown : " + name;
}
break;
case "LaboratoryBuildingProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "City Buildings/hwan_city_lab";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "City Buildings/finno_city_lab";
else result = "unknown : " + name;
}
break;
default:
result = "unknown : " + name;
break;
}
return result;
}
public static string GetName(CivModel.Actor unit)
{
char[] sep = { '.' };
string name = unit.ToString().Split(sep)[2];
string result;
switch (name)
{
case "Pioneery":
result = "개척자";
break;
case "JediKnight":
result = "제다이 기사단";
break;
case "FakeKnight":
result = "가짜 기사(테스팅)";
break;
case "BrainwashedEMUKnight":
result = "세뇌된 EMU 기사";
break;
case "DecentralizedMilitary":
result = "탈중앙화된 군인";
break;
case "JackieChan":
result = "Jackie Chan";
break;
case "LEOSpaceArmada":
result = "저궤도 우주 함대";
break;
case "ProtoNinja":
result = "프로토 닌자";
break;
case "UnicornOrder":
result = "유니콘 기사단";
break;
case "preternaturality":
result = "불가사의";
break;
case "Preternaturality":
result = "불가사의";
break;
case "Spy":
result = "스파이";
break;
case "AncientSorcerer":
result = "소서러";
break;
case "AutismBeamDrone":
result = "Autism Beam Drone";
break;
case "ElephantCavalry":
result = "코끼리 장갑병";
break;
case "EMUHorseArcher":
result = "EMU 궁기병";
break;
case "GenghisKhan":
result = "Genghis Khan";
break;
case "ArmedDivision":
result = "기갑사단";
break;
case "InfantryDivision":
result = "보병사단";
break;
case "Padawan":
result = "파다완";
break;
case "ZapNinja":
result = "닌자";
break;
case "CityCenter":
result = "도심부";
break;
case "HwanEmpireCity":
result = "환 제국 도시";
break;
case "HwanEmpireFIRFortress":
result = "5차 산업혁명 요새";
break;
case "HwanEmpireCityCentralLab":
result = "환 제국 도시 연구소";
break;
case "HwanEmpireFIRFactory":
result = "5차 산업혁명 공장";
break;
case "HwanEmpireIbiza":
result = "이비자";
break;
case "HwanEmpireKimchiFactory":
result = "Kimchi Factory";
break;
case "HwanEmpireLatifundium":
result = "라티푼디움";
break;
case "HwanEmpireSungsimdang":
result = "성심당";
break;
case "HwanEmpireVigilant":
result = "자경단";
break;
case "AnciencFinnoVigilant":
result = "자경단";
break;
case "AnciencFinnoXylitol":
result = "자일리톨 생산지";
break;
case "AncientFinnoFineDustFactory":
result = "미세먼지 공장";
break;
case "AncientFinnoFIRFortress":
result = "5차 산업혁명 요새";
break;
case "AncientFinnoGermaniumMine":
result = "게르마늄 광산";
break;
case "AncientFinnoOctagon":
result = "옥타곤";
break;
case "FinnoEmpireCity":
result = "고대 수오미 제국 도시";
break;
case "Casino":
result = "카지노";
break;
case "FIRFortress":
result = "5차 산업혁명 요새";
break;
case "ZapFactoryBuilding":
result = "공장";
break;
case "FactoryBuilding":
result = "공장";
break;
case "LaboratoryBuilding":
result = "연구소";
break;
default:
result = "Unknown: " + name;
break;
}
return result;
}
public static string GetPortName(CivModel.Actor unit)
{
char[] sep = { '.' };
string name = unit.ToString().Split(sep)[2];
string result;
switch (name)
{
case "Pioneer":
result = "pioneer";
break;
case "JediKnight":
{
if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Hwan.HwanPlayerConstant.HwanPlayer])
result = "hwan_jedi";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_jedi";
else result = "unknown : " + name;
}
break;
case "FakeKnight":
result = "hwan_jedi";
break;
case "BrainwashedEMUKnight":
result = "hwan_emu";
break;
case "DecentralizedMilitary":
{
if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Hwan.HwanPlayerConstant.HwanPlayer])
result = "hwan_decentralized_soldier";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_decentralized_soldier";
else result = "unknown : " + name;
}
break;
case "JackieChan":
result = "hwan_jackie";
break;
case "LEOSpaceArmada":
result = "hwan_spaceship";
break;
case "ProtoNinja":
{
if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Hwan.HwanPlayerConstant.HwanPlayer])
result = "hwan_ninja";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_ninja";
else result = "unknown : " + name;
}
break;
case "UnicornOrder":
result = "hwan_unicorn";
break;
case "Spy":
{
if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Hwan.HwanPlayerConstant.HwanPlayer])
result = "hwan_spy";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_spy";
else result = "unknown : " + name;
}
break;
case "AncientSorcerer":
result = "finno_sorcerer";
break;
case "AutismBeamDrone":
result = "finno_autism_drone";
break;
case "ElephantCavalry":
result = "finno_elephant";
break;
case "EMUHorseArcher":
result = "finno_emu";
break;
case "GenghisKhan":
result = "finno_genghis";
break;
case "ArmedDivision":
result = "기갑사단";
break;
case "InfantryDivision":
result = "보병사단";
break;
case "Padawan":
result = "파다완";
break;
case "ZapNinja":
result = "닌자";
break;
default:
result = "unknown : " + name;
break;
}
return result;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProductionFactoryTraits : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public static string GetFactoryName(CivModel.IProductionFactory Factory)
{
char[] sep = { '.' };
string name = Factory.ToString().Split(sep)[2];
string result;
switch (name)
{
case "PioneerProductionFactory":
result = "개척자";
break;
case "JediKnightProductionFactory":
result = "제다이 기사단";
break;
case "FakeKnightProductionFactory":
result = "가짜 기사(테스팅)";
break;
case "BrainwashedEMUKnightProductionFactory":
result = "세뇌된 EMU 기사";
break;
case "DecentralizedMilitaryProductionFactory":
result = "탈중앙화된 군인";
break;
case "JackieChanProductionFactory":
result = "Jackie Chan";
break;
case "LEOSpaceArmadaProductionFactory":
result = "저궤도 우주 함대";
break;
case "ProtoNinjaProductionFactory":
result = "프로토 닌자";
break;
case "UnicornOrderProductionFactory":
result = "유니콘 기사단";
break;
case "preternaturalityProductionFactory":
result = "불가사의";
break;
case "PreternaturalityProductionFactory":
result = "불가사의";
break;
case "SpyProductionFactory":
result = "스파이";
break;
case "AncientSorcererProductionFactory":
result = "소서러";
break;
case "AutismBeamDroneFactory":
result = "Autism Beam Drone";
break;
case "ElephantCavalryProductionFactory":
result = "코끼리 장갑병";
break;
case "EMUHorseArcherProductionFactory":
result = "EMU 궁기병";
break;
case "GenghisKhanProductionFactory":
result = "Genghis Khan";
break;
case "ArmedDivisionProductionFactory":
result = "기갑사단";
break;
case "InfantryDivisionProductionFactory":
result = "보병사단";
break;
case "PadawanProductionFactory":
result = "파다완";
break;
case "ZapNinjaProductionFactory":
result = "닌자";
break;
case "CityCenterProductionFactory":
result = "도심부";
break;
case "HwanEmpireCityProductionFactory":
result = "환 제국 도시";
break;
case "HwanEmpireFIRFortressProductionFactory":
result = "5차 산업혁명 요새";
break;
case "HwanEmpireCityCentralLabProductionFactory":
result = "환 제국 도시 연구소";
break;
case "HwanEmpireFIRFactoryProductionFactory":
result = "5차 산업혁명 공장";
break;
case "HwanEmpireIbizaProductionFactory":
result = "이비자";
break;
case "HwanEmpireKimchiFactoryProductionFactory":
result = "Kimchi Factory";
break;
case "HwanEmpireLatifundiumProductionFactory":
result = "라티푼디움";
break;
case "HwanEmpireSungsimdangProductionFactory":
result = "성심당";
break;
case "HwanEmpireVigilantProductionFactory":
result = "자경단";
break;
case "AnciencFinnoVigilantProductionFactory":
result = "자경단";
break;
case "AnciencFinnoXylitolProductionFactory":
result = "자일리톨 생산지";
break;
case "AncientFinnoFineDustFactoryProductionFactory":
result = "미세먼지 공장";
break;
case "AncientFinnoFIRFortressProductionFactory":
result = "5차 산업혁명 요새";
break;
case "AncientFinnoGermaniumMineProductionFactory":
result = "게르마늄 광산";
break;
case "AncientFinnoOctagonProductionFactory":
result = "옥타곤";
break;
case "FinnoEmpireCityProductionFactory":
result = "고대 수오미 제국 도시";
break;
case "CasinoProductionFactory":
result = "카지노";
break;
case "FIRFortressProductionFactory":
result = "5차 산업혁명 요새";
break;
case "ZapFactoryBuildingProductionFactory":
result = "공장";
break;
case "FactoryBuildingProductionFactory":
result = "공장";
break;
case "LaboratoryBuildingProductionFactory":
result = "연구소";
break;
default:
result = "Unknown: " + name;
break;
}
return result;
}
public static string GetFacPortName(CivModel.IProductionFactory Factory)
{
char[] sep = { '.' };
string name = Factory.ToString().Split(sep)[2];
string result;
switch (name)
{
case "PioneerProductionFactory":
result = "Pioneer";
break;
case "JediKnightProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "hwan_jedi";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "finno_jedi";
else result = "unknown : " + name;
}
break;
case "FakeKnightProductionFactory":
result = "JediKnight";
break;
case "BrainwashedEMUKnightProductionFactory":
result = "hwan_emu";
break;
case "DecentralizedMilitaryProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "hwan_decentralized_soldier";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "finno_decentralized_soldier";
else result = "unknown : " + name;
}
break;
case "JackieChanProductionFactory":
result = "hwan_jackie";
break;
case "LEOSpaceArmadaProductionFactory":
result = "hwan_spaceship";
break;
case "ProtoNinjaProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "hwan_ninja";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "finno_ninja";
else result = "unknown : " + name;
}
break;
case "UnicornOrderProductionFactory":
result = "hwan_unicorn";
break;
case "SpyProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "hwan_spy";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "finno_spy";
else result = "unknown : " + name;
}
break;
case "AncientSorcererProductionFactory":
result = "finno_sorcerer";
break;
case "AutismBeamDroneFactory":
result = "finno_autism_drone";
break;
case "ElephantCavalryProductionFactory":
result = "finno_elephant";
break;
case "EMUHorseArcherProductionFactory":
result = "finno_emu";
break;
case "GenghisKhanProductionFactory":
result = "finno_genghis";
break;
case "ArmedDivisionProductionFactory":
result = "ArmedDivision";
break;
case "InfantryDivisionProductionFactory":
result = "InfantryDivision";
break;
case "PadawanProductionFactory":
result = "Padawan";
break;
case "ZapNinjaProductionFactory":
result = "ZapNinja";
break;
case "CityCenterProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "City Buildings/hwan_city";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "City Buildings/finno_city";
else result = "unknown : " + name;
}
break;
case "HwanEmpireCityProductionFactory":
result = "HwanEmpireCity";
break;
case "HwanEmpireFIRFortressProductionFactory":
result = "HwanEmpireFIRFortress";
break;
case "HwanEmpireCityCentralLabProductionFactory":
result = "HwanEmpireCityCentralLab";
break;
case "HwanEmpireFIRFactoryProductionFactory":
result = "City Buildings/hwan_factory";
break;
case "HwanEmpireIbizaProductionFactory":
result = "HwanEmpireIbiza";
break;
case "HwanEmpireKimchiFactoryProductionFactory":
result = "HwanEmpireKimchiFactory";
break;
case "HwanEmpireLatifundiumProductionFactory":
result = "HwanEmpireLatifundium";
break;
case "AncientFinnoFineDustFactoryProductionFactory":
result = "AncientFinnoFineDustFactory";
break;
case "AncientFinnoFIRFortressProductionFactory":
result = "AncientFinnoFIRFortress";
break;
case "AncientFinnoGermaniumMineProductionFactory":
result = "AncientFinnoGermaniumMine";
break;
case "AncientFinnoOctagonProductionFactory":
result = "AncientFinnoOctagon";
break;
case "FinnoEmpireCityProductionFactory":
result = "FinnoEmpireCity";
break;
case "CasinoProductionFactory":
result = "Casino";
break;
case "FIRFortressProductionFactory":
result = "FIRFortress";
break;
case "ZapFactoryBuildingProductionFactory":
result = "ZapFactoryBuilding";
break;
case "FactoryBuildingProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "City Buildings/hwan_factory";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "City Buildings/finno_factory";
else result = "unknown : " + name;
}
break;
case "LaboratoryBuildingProductionFactory":
{
if (Factory.ToString().Split(sep)[1].Equals("Hwan"))
result = "City Buildings/hwan_city_lab";
else if (Factory.ToString().Split(sep)[1].Equals("Finno"))
result = "City Buildings/finno_city_lab";
else result = "unknown : " + name;
}
break;
default:
result = "unknown : " + name;
break;
}
return result;
}
public static string GetName(CivModel.Actor unit)
{
char[] sep = { '.' };
string name = unit.ToString().Split(sep)[2];
string result;
switch (name)
{
case "Pioneery":
result = "개척자";
break;
case "JediKnight":
result = "제다이 기사단";
break;
case "FakeKnight":
result = "가짜 기사(테스팅)";
break;
case "BrainwashedEMUKnight":
result = "세뇌된 EMU 기사";
break;
case "DecentralizedMilitary":
result = "탈중앙화된 군인";
break;
case "JackieChan":
result = "Jackie Chan";
break;
case "LEOSpaceArmada":
result = "저궤도 우주 함대";
break;
case "ProtoNinja":
result = "프로토 닌자";
break;
case "UnicornOrder":
result = "유니콘 기사단";
break;
case "preternaturality":
result = "불가사의";
break;
case "Preternaturality":
result = "불가사의";
break;
case "Spy":
result = "스파이";
break;
case "AncientSorcerer":
result = "소서러";
break;
case "AutismBeamDrone":
result = "Autism Beam Drone";
break;
case "ElephantCavalry":
result = "코끼리 장갑병";
break;
case "EMUHorseArcher":
result = "EMU 궁기병";
break;
case "GenghisKhan":
result = "Genghis Khan";
break;
case "ArmedDivision":
result = "기갑사단";
break;
case "InfantryDivision":
result = "보병사단";
break;
case "Padawan":
result = "파다완";
break;
case "ZapNinja":
result = "닌자";
break;
case "CityCenter":
result = "도심부";
break;
case "HwanEmpireCity":
result = "환 제국 도시";
break;
case "HwanEmpireFIRFortress":
result = "5차 산업혁명 요새";
break;
case "HwanEmpireCityCentralLab":
result = "환 제국 도시 연구소";
break;
case "HwanEmpireFIRFactory":
result = "5차 산업혁명 공장";
break;
case "HwanEmpireIbiza":
result = "이비자";
break;
case "HwanEmpireKimchiFactory":
result = "Kimchi Factory";
break;
case "HwanEmpireLatifundium":
result = "라티푼디움";
break;
case "HwanEmpireSungsimdang":
result = "성심당";
break;
case "HwanEmpireVigilant":
result = "자경단";
break;
case "AnciencFinnoVigilant":
result = "자경단";
break;
case "AnciencFinnoXylitol":
result = "자일리톨 생산지";
break;
case "AncientFinnoFineDustFactory":
result = "미세먼지 공장";
break;
case "AncientFinnoFIRFortress":
result = "5차 산업혁명 요새";
break;
case "AncientFinnoGermaniumMine":
result = "게르마늄 광산";
break;
case "AncientFinnoOctagon":
result = "옥타곤";
break;
case "FinnoEmpireCity":
result = "고대 수오미 제국 도시";
break;
case "Casino":
result = "카지노";
break;
case "FIRFortress":
result = "5차 산업혁명 요새";
break;
case "ZapFactoryBuilding":
result = "공장";
break;
case "FactoryBuilding":
result = "공장";
break;
case "LaboratoryBuilding":
result = "연구소";
break;
default:
result = name;
break;
}
return result;
}
public static string GetPortName(CivModel.Actor unit)
{
char[] sep = { '.' };
string name = unit.ToString().Split(sep)[2];
string result;
switch (name)
{
case "Pioneer":
result = "pioneer";
break;
case "JediKnight":
{
if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Hwan.HwanPlayerConstant.HwanPlayer])
result = "hwan_jedi";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_jedi";
else result = name;
}
break;
case "FakeKnight":
result = "hwan_jedi";
break;
case "BrainwashedEMUKnight":
result = "hwan_emu";
break;
case "DecentralizedMilitary":
{
if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Hwan.HwanPlayerConstant.HwanPlayer])
result = "hwan_decentralized_soldier";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_decentralized_soldier";
else result = name;
}
break;
case "JackieChan":
result = "hwan_jackie";
break;
case "LEOSpaceArmada":
result = "hwan_spaceship";
break;
case "ProtoNinja":
{
if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Hwan.HwanPlayerConstant.HwanPlayer])
result = "hwan_ninja";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_ninja";
else result = name;
}
break;
case "UnicornOrder":
result = "hwan_unicorn";
break;
case "Spy":
{
if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Hwan.HwanPlayerConstant.HwanPlayer])
result = "hwan_spy";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_spy";
else result = name;
}
break;
case "AncientSorcerer":
result = "finno_sorcerer";
break;
case "AutismBeamDrone":
result = "finno_autism_drone";
break;
case "ElephantCavalry":
result = "finno_elephant";
break;
case "EMUHorseArcher":
result = "finno_emu";
break;
case "GenghisKhan":
result = "finno_genghis";
break;
case "ArmedDivision":
result = "기갑사단";
break;
case "InfantryDivision":
result = "보병사단";
break;
case "Padawan":
result = "파다완";
break;
case "ZapNinja":
result = "닌자";
break;
default:
result = name;
break;
}
return result;
}
}
......@@ -123,28 +123,34 @@ public class UIManager : MonoBehaviour
StartCoroutine(_tileCoroutine);
}
}
if (GameManager.Instance.selectedActor != null)
{
unitInfo.SetActive(true);
UnitPortrait.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetPortName(GameManager.Instance.selectedActor)).ToLower()), typeof(Sprite)) as Sprite;
if(GameManager.Instance.selectedActor is CivModel.Unit) {
GameObject.Find("UnitName").GetComponent<Text>().text = ProductionFactoryTraits.GetName(GameManager.Instance.selectedActor);
} else if(GameManager.Instance.selectedActor is CivModel.CityBase) {
GameObject.Find("UnitName").GetComponent<Text>().text = GameManager.Instance.selectedActor.Name;
if (questUI.activeSelf == false && managementUI.activeSelf == false)
{
if (GameManager.Instance.selectedActor != null)
{
unitInfo.SetActive(true);
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);
}
if (GameManager.Instance.selectedActor is CivModel.CityBase)
{
GameObject.Find("UnitName").GetComponent<Text>().text = GameManager.Instance.selectedActor.Name;
}
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);
if (SpecialSpec.activeSelf == true)
{
string specialText = "";
GameObject.Find("SpecialSpecText").GetComponent<Text>().text = specialText;
}
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);
if (SpecialSpec.activeSelf == true)
{
string specialText = "";
GameObject.Find("SpecialSpecText").GetComponent<Text>().text = specialText;
}
}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ViewFieldSquareControl : MonoBehaviour {
Vector3 Scaler;
int zoom_counter;
// Use this for initialization
void Start () {
Scaler = new Vector3(0.22f, 0.22f, 0.22f);
zoom_counter = 2;
}
// Update is called once per frame
void Update () {
if(Input.GetAxis("Mouse ScrollWheel") < 0 && zoom_counter < 2)
{
GetComponent<Transform>().localScale += Scaler;
zoom_counter++;
}
if (Input.GetAxis("Mouse ScrollWheel") > 0 && zoom_counter > 0)
{
GetComponent<Transform>().localScale -= Scaler;
zoom_counter--;
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ViewFieldSquareControl : MonoBehaviour {
Vector3 Scaler;
int zoom_counter;
// Use this for initialization
void Start () {
Scaler = new Vector3(0.22f, 0.22f, 0.22f);
zoom_counter = 2;
}
// Update is called once per frame
void Update () {
if(Input.GetAxis("Mouse ScrollWheel") < 0 && zoom_counter < 2)
{
GetComponent<Transform>().localScale += Scaler;
zoom_counter++;
}
if (Input.GetAxis("Mouse ScrollWheel") > 0 && zoom_counter > 0)
{
GetComponent<Transform>().localScale -= Scaler;
zoom_counter--;
}
}
}
......@@ -83,18 +83,19 @@ public class Unit : MonoBehaviour {
Debug.Log("Selected Actor is NULL");
return;
}
else if (GameManager.Instance.selectedActor is CivModel.Unit)
{
// Select movable adjacent tiles
_parameterPoints = GameManager.Instance.selectedActor.PlacedPoint.Value.Adjacents();
for (int i = 0; i < _parameterPoints.Length; i++)
{
if (GameManager.Instance.selectedActor.MovingAttackAct.IsActable(_parameterPoints[i]))
if (GameManager.Instance.selectedActor.MovingAttackAct != null && GameManager.Instance.selectedActor.MovingAttackAct.IsActable(_parameterPoints[i]))
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().FlickerRed();
}
else if (GameManager.Instance.selectedActor.MoveAct.IsActable(_parameterPoints[i]))
else if (GameManager.Instance.selectedActor.MoveAct != null && GameManager.Instance.selectedActor.MoveAct.IsActable(_parameterPoints[i]))
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().FlickerBlue();
......@@ -146,7 +147,7 @@ public class Unit : MonoBehaviour {
else
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
Debug.Log("Cannot Attack to (" + pos.X + ", " + pos.Y + ")");
//Debug.Log("Cannot Attack to (" + pos.X + ", " + pos.Y + ")");
}
}
IEnumerator _coroutine = AttackUnit(GameManager.Instance.selectedActor);
......@@ -214,12 +215,17 @@ public class Unit : MonoBehaviour {
GameManager.Instance.UpdateUnit();
break;
}
else {
else if (unitToMove.MoveAct != null && unitToMove.MoveAct.IsActable(destPoint)){
unitToMove.MoveAct.Act(destPoint);
MoveStateExit();
GameManager.Instance.UpdateUnit();
break;
}
else {
Debug.Log("The Unit Cannot Move");
MoveStateExit();
break;
}
}
// Flicker 하지 않는 타일 선택
else {
......@@ -309,7 +315,6 @@ public class Unit : MonoBehaviour {
public void SkillStateExit(CivModel.Actor unitToSkill) {
foreach (CivModel.Terrain.Point pnt in _skillParameterPoints) {
Debug.Log(pnt);
CivModel.Position pos = pnt.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().StopFlickering();
}
......
19;0;4;0;0
\ No newline at end of file
2;0;196608;0;0
\ No newline at end of file
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
......@@ -32,29 +31,23 @@ public class GameUI : MonoBehaviour {
else
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Button>().enabled = true;
/* for testing only
foreach(CivModel.Unit x in GameManager.Instance.Game.PlayerInTurn.Units)
{
x.RemainAP = 0;
}
*/
if (!GameManager.Instance.Game.PlayerInTurn.Units.All(u => u.RemainAP == 0 || u.SkipFlag))
/*
if (GameManager.Instance.isThereTodos && !PseudoFSM.Instance.DepState)
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "유닛이 명령을 기다리고 있습니다";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 35;
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 30;
}
else if (GameManager.Instance.selectedActor != null)
else if (PseudoFSM.Instance.DepState)
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "배치 취소";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 40;
}
else
{
*/
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다음 턴";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 40;
}
//}
updatePanel();
}
......
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class DeployPrefab : MonoBehaviour
{
public static GameObject DeployingObject;
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
// Use this for initialization
private bool _inDepState = false;
public bool DepState { get { return _inDepState; } }
private Production _deployment;
public Production Deployment { get { return _deployment; } }
void Awake()
{
//Debug.Log("call DepPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
void Start()
{
}
public GameObject MakeItem(Production prod)
{
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = nameofProduction;
break;
case "NumberOfUnits":
txt.text = "X 1";
break;
}
}
return this.gameObject;
}
public GameObject MakeItem()
{
unitPrt.enabled = false;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = "비었음";
break;
case "NumberOfUnits":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
// Update is called once per frame
void Update()
{
}
public void SetButton(int i)
{
if (i == -1)
{
foreach (Button but in buttons)
{
but.enabled = false;
}
}
else
{
LinkedListNode<Production> dep = GameManager.Instance.Game.PlayerInTurn.Deployment.First;
for (int k = 0; k < i; k++)
{
dep = dep.Next;
}
foreach (Button but in buttons)
{
switch (but.name)
{
case "Deploy":
but.onClick.AddListener(delegate () { DeployItem(dep.Value); DeployingObject = this.gameObject; });
break;
}
}
}
}
public void DeployItem(Production dep)
{
if (dep.IsCompleted)
{
DepStateEnter(dep);
UIManager.Instance.mapUI.SetActive(true);
UIManager.Instance.managementUI.SetActive(false);
UIManager.Instance.questUI.SetActive(false);
}
else
{
//Debug.Log("Error : not finished product");
throw new AccessViolationException();
}
}
public void DepStateEnter(Production dep)
{
// State change
if (dep == null || _inDepState) return;
_inDepState = true;
_deployment = dep;
// Select deploy tile
CivModel.Terrain terrain = GameManager.Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
if (dep.IsPlacable(point))
{
GameManager.Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().FlickerBlue();
}
}
IEnumerator _coroutine = DeployUnit(GameManager.Instance.selectedPoint, dep);
StartCoroutine(_coroutine);
}
}
IEnumerator DeployUnit(CivModel.Terrain.Point point, Production dep)
{
while (true)
{
CivModel.Terrain.Point destPoint = GameManager.Instance.selectedPoint;
// 새로운 Point 을 선택했을 때
if (point != destPoint)
{
// Flicker하고 있는 Tile을 선택했을 때
if (GameManager.Instance.selectedTile.isFlickering)
{
if (dep.IsPlacable(destPoint))
{
//여기에 유닛을 생성하는 걸 추가해야 함
GameManager.Instance.UpdateUnit();
break;
}
else
{
DepStateExit();
}
}
// Flicker 하지 않는 타일 선택
else
{
DepStateExit();
}
}
yield return null;
}
}
void DepStateExit()
{
_inDepState = false;
_deployment = null;
CivModel.Terrain terrain = GameManager.Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
GameManager.Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().StopFlickering();
}
}
}
}
This source diff could not be displayed because it is too large. You can view the blob instead.
# ===========================
# Default Collab Ignore Rules
# ===========================
# OS Generated
# ============
.DS_Store
._*
.Spotlight-V100
.Trashes
Icon?
ehthumbs.db
[Tt]humbs.db
[Dd]esktop.ini
# Visual Studio / MonoDevelop generated
# =====================================
[Ee]xported[Oo]bj/
*.userprefs
*.csproj
*.pidb
*.suo
*.sln
*.user
*.unityproj
*.booproj
# Unity generated
# ===============
[Oo]bj/
[Bb]uild
sysinfo.txt
*.stackdump
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using System.Threading.Tasks;
public class GameUI : MonoBehaviour {
public GameObject mapUI;
public Text goldText, populationText, happinessText, researchText, laborText;
private UIController uicontroller;
private ManagementController managementcontroller;
// Use this for initialization
void Start () {
mapUI = GameObject.Find("MapUI");
uicontroller = UIController.GetUIController();
managementcontroller = ManagementController.GetManagementController();
}
// Update is called once per frame
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. 기다려 주십시오.";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 20;
}
else
{
mapUI.transform.Find("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 = 30;
}
else
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다음 턴";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 40;
}
updatePanel();
}
}
public void updatePanel()
{
double gold = GameManager.Instance.Game.PlayerInTurn.Gold;
double goldTurn = GameManager.Instance.Game.PlayerInTurn.GoldIncome;
goldText.text = "금: " + gold + "\n(턴당 " + goldTurn + ")";
double population = GameManager.Instance.Game.PlayerInTurn.Population;
populationText.text = "인구: " + population;
double happiness = GameManager.Instance.Game.PlayerInTurn.Happiness;
double happinessTurn = GameManager.Instance.Game.PlayerInTurn.HappinessIncome;
happinessText.text = "행복: " + 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 + ")";
double labor = GameManager.Instance.Game.PlayerInTurn.Labor;
laborText.text = "노동력: " + labor;
}
public void updateQuest()
{
uicontroller.MakeQuestQueue();
}
public void updateManagement()
{
managementcontroller.begin();
}
public void onClickNextTurn()
{
if (GameManager.Instance.isThereTodos)
{
GameManager.Instance.FocusOnActableUnit();
}
else
{
// Debug.Log(Game.PlayerNumberInTurn);
if (GameManager.Instance.Game.PlayerInTurn == GameManager.Instance.Game.Players[0])
GameManager.Instance.Game.EndTurn();
GameManager.Instance.Game.StartTurn();
while (GameManager.Instance.Game.PlayerInTurn.IsAIControlled)
{
// Debug.Log(Game.PlayerNumberInTurn);
GameManager.Instance.Game.PlayerInTurn.DoAITurnAction().GetAwaiter().GetResult();
GameManager.Instance.Game.EndTurn();
GameManager.Instance.Game.StartTurn();
}
GameManager.Instance.UpdateMap();
GameManager.Instance.UpdateUnit();
UIManager.Instance.ButtonInteractChange();
}
}
}
\ No newline at end of file
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using System.Linq;
public class ManagementController : MonoBehaviour {
private static ManagementController managementcontroller;
public Canvas managementUI;
private LinkedList<Production> mProduction;
private LinkedList<Production> mDeployment;
private IReadOnlyList<IProductionFactory> facList;
private GameObject gameManagerObject;
private GameManager gameManager;
private Game game;
private List<GameObject> PQlist;
private List<GameObject> DQlist;
private List<GameObject> EpicQlist, HighQlist, IntermediateQlist, LowQlist; // Unit production
private List<GameObject> CityQlist, CityBuildingQlist, NormalBuildingQlist;
private List<List<GameObject>> ASQlist;
public GameObject proPrefab;
public GameObject depPrefab;
public GameObject productablePrefab;
public GameObject proQueue;
public GameObject depQueue;
public GameObject EpicQueue, HighQueue, IntermediateQueue, LowQueue; // Unit production
public GameObject CityQueue, CityBuildingQueue, NormalBuildingQueue; // Building production
//ManageMentUI 갱신 함수
public void begin()
{
MakeSelectionQ();
MakeProductionQ();
MakeDeploymentQ();
foreach (GameObject dq in DQlist)
{
dq.GetComponent<DeployPrefab>().SetButton(DQlist.IndexOf(dq));
}
}
void Awake()
{
DontDestroyOnLoad(this);
if (managementcontroller == null)
{
managementcontroller = this;
}
else
{
Destroy(this);
}
}
// Use this for initialization
void Start () {
if (managementcontroller == this)
{
gameManager = GameManager.Instance;
game = gameManager.Game;
ASQlist = new List<List<GameObject>>();
ASQlist.Add(EpicQlist = new List<GameObject>());
ASQlist.Add(HighQlist = new List<GameObject>());
ASQlist.Add(IntermediateQlist = new List<GameObject>());
ASQlist.Add(LowQlist = new List<GameObject>());
ASQlist.Add(CityQlist = new List<GameObject>());
ASQlist.Add(CityBuildingQlist = new List<GameObject>());
ASQlist.Add(NormalBuildingQlist = new List<GameObject>());
PQlist = new List<GameObject>();
DQlist = new List<GameObject>();
}
else
{
Destroy(this);
}
}
// Update is called once per frame
void Update ()
{
mProduction = game.PlayerInTurn.Production;
mDeployment = game.PlayerInTurn.Deployment;
}
//type: 0 = all, 1 = unit, 2 = city, 3 = NormalBuliding, 4 = citybuilding, 5 = BulidingAll (2~4 All)
private void MakeSelectionQ()//선택 큐 프리팹 생성 함수
{
facList = GameManager.Instance.Game.PlayerInTurn.AvailableProduction.ToList(); //전체 선택 목록 받아오기
//facList의 변경으로 Epic-High-intermediate-Low 변경 가능. 하지만 지금은 설정되지 않았음(Epic에 생성)
//Debug.Log("facList: " + facList.Count);
//Debug.Log("ALL SelectList Updated");
DeleteAllSQ();
foreach (IProductionFactory fac in facList)
{
//여기서 분리
if (typeof(CivModel.Unit).IsAssignableFrom(fac.ResultType))
{
var f = (IActorProductionFactory)fac;
switch (f.ActorConstants.BattleClassLevel)
{
case 4:
PartSelectionQ(EpicQlist, EpicQueue, fac);
break;
case 3:
PartSelectionQ(HighQlist, HighQueue, fac);
break;
case 2:
PartSelectionQ(IntermediateQlist, IntermediateQueue, fac);
break;
case 1:
PartSelectionQ(LowQlist, LowQueue, fac);
break;
case 0:
PartSelectionQ(LowQlist, LowQueue, fac);
break;
default:
PartSelectionQ(LowQlist, LowQueue, fac);
break;
}
}
else if (typeof(TileObject).IsAssignableFrom(fac.ResultType))
{
//Debug.Log(fac.ToString());
if (typeof(CityBase).IsAssignableFrom(fac.ResultType))
{
PartSelectionQ(CityQlist, CityQueue, fac);
}
else if (typeof(TileBuilding).IsAssignableFrom(fac.ResultType))
{
PartSelectionQ(NormalBuildingQlist, NormalBuildingQueue, fac);
}
else
{
throw new System.Exception("Undefined Factory");
}
}
else if (typeof(InteriorBuilding).IsAssignableFrom(fac.ResultType))
{
PartSelectionQ(CityBuildingQlist, CityBuildingQueue, fac);
}
else
{
throw new System.Exception("Undefined Factory");
}
}
//내용물 없을 때 빈칸 채우기
foreach (var qlist in ASQlist)
{
if (qlist.Count == 0)
{
GameObject productableQueue;
switch (ASQlist.IndexOf(qlist))
{
case 0:
productableQueue = EpicQueue;
break;
case 1:
productableQueue = HighQueue;
break;
case 2:
productableQueue = IntermediateQueue;
break;
case 3:
productableQueue = LowQueue;
break;
case 4:
productableQueue = CityQueue;
break;
case 5:
productableQueue = CityBuildingQueue;
break;
case 6:
productableQueue = NormalBuildingQueue;
break;
default:
productableQueue = null;
Debug.Log("Error: qlist = " + qlist);
throw new MissingComponentException();
}
//Debug.Log("SelectionList: " + ASQlist.IndexOf(qlist) + "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<ProductablePrefab>().MakeItem();
qlist.Add(SPrefab);
}
}
}
//각 Factory의 분야를 읽어서 해당하는 Queue에 집어넣는 역할
private GameObject PartSelectionQ(List<GameObject> SQlist, GameObject productableQueue, IProductionFactory fac)
{
/*if (fac.ProductionResultType == null)
{
return 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<ProductablePrefab>().MakeItem(fac);
SPrefab.GetComponent<ProductablePrefab>().SetButton(fac);
SQlist.Add(SPrefab);
return SPrefab;
}
//선택 큐 초기화(GameObject)
private void DeleteAllSQ()
{
DeleteSQ(EpicQlist);
DeleteSQ(HighQlist);
DeleteSQ(IntermediateQlist);
DeleteSQ(LowQlist);
DeleteSQ(NormalBuildingQlist);
DeleteSQ(CityQlist);
DeleteSQ(CityBuildingQlist);
ASQlist.Clear();
ASQlist.Add(EpicQlist = new List<GameObject>());
ASQlist.Add(HighQlist = new List<GameObject>());
ASQlist.Add(IntermediateQlist = new List<GameObject>());
ASQlist.Add(LowQlist = new List<GameObject>());
ASQlist.Add(CityQlist = new List<GameObject>());
ASQlist.Add(CityBuildingQlist = new List<GameObject>());
ASQlist.Add(NormalBuildingQlist = new List<GameObject>());
}
//선택 큐 초기화에 쓰이는 함수
private void DeleteSQ(List<GameObject> SQlist)
{
foreach (GameObject sq in SQlist)
{
Destroy(sq);
}
SQlist.Clear();
}
public void MakeProductionQ()
{
List<GameObject> tempList = new List<GameObject>();
//Debug.Log("ProductionList startMaking");
foreach (GameObject pq in PQlist)
{
Destroy(pq);
}
PQlist.Clear();
mProduction = GameManager.Instance.Game.PlayerInTurn.Production;
//Debug.Log("ProList : " + mProduction.Count);
//Debug.Log("ProductionList Updated");
foreach (Production prod in mProduction)
{
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
PPrefab.transform.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(PPrefab.GetComponent<ProductionPrefab>().MakeItem(prod));
}
if (mProduction.Count == 0)
{
//Debug.Log("ProductionList null");
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
PPrefab.transform.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
PPrefab.GetComponent<ProductionPrefab>().MakeItem();
tempList.Add(PPrefab);
}
PQlist = tempList;
foreach (GameObject pq in PQlist)
{
pq.GetComponent<ProductionPrefab>().SetButton(PQlist.IndexOf(pq));
}
}
public void MakeDeploymentQ()
{
List<GameObject> tempList = new List<GameObject>();
//Debug.Log("DeploymentList startMaking");
foreach (GameObject dq in DQlist)
{
Destroy(dq);
}
DQlist.Clear();
mDeployment = GameManager.Instance.Game.PlayerInTurn.Deployment;
//Debug.Log("DepList : " + mDeployment.Count);
//Debug.Log("DeploymentList Updated");
foreach (Production prod in mDeployment)
{
var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
DPrefab.transform.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(DPrefab.GetComponent<DeployPrefab>().MakeItem(prod));
}
if (mDeployment.Count == 0)
{
//Debug.Log("DeploymentList null");
var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
DPrefab.transform.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(DPrefab.GetComponent<DeployPrefab>().MakeItem());
tempList.Add(DPrefab);
}
DQlist = tempList;
foreach (GameObject dq in DQlist)
{
dq.GetComponent<DeployPrefab>().SetButton(DQlist.IndexOf(dq));
}
}
public static ManagementController GetManagementController()
{
if (managementcontroller == null)
{
Debug.Log("ManagementController not made");
throw new MissingComponentException();
}
return managementcontroller;
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class DeployPrefab : MonoBehaviour
{
public static GameObject DeployingObject;
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
private GameManager gameManager;
private Game game;
// Use this for initialization
private bool _inDepState = false;
public bool DepState { get { return _inDepState; } }
private Production _deployment;
public Production Deployment { get { return _deployment; } }
void Awake()
{
//Debug.Log("call DepPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
void Start()
{
gameManager = GameManager.Instance;
game = gameManager.Game;
}
public GameObject MakeItem(Production prod)
{
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = nameofProduction;
break;
case "NumberOfUnits":
txt.text = "X 1";
break;
}
}
return this.gameObject;
}
public GameObject MakeItem()
{
unitPrt.enabled = false;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = "비었음";
break;
case "NumberOfUnits":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
// Update is called once per frame
void Update()
{
}
public void SetButton(int i)
{
if (i == -1)
{
foreach (Button but in buttons)
{
but.enabled = false;
}
}
else
{
LinkedListNode<Production> dep = GameManager.Instance.Game.PlayerInTurn.Deployment.First;
for (int k = 0; k < i; k++)
{
dep = dep.Next;
}
foreach (Button but in buttons)
{
switch (but.name)
{
case "Deploy":
but.onClick.AddListener(delegate () { DeployItem(dep.Value); DeployingObject = this.gameObject; });
break;
}
}
}
}
public void DeployItem(Production dep)
{
if (dep.IsCompleted)
{
UIManager.Instance.mapUI.SetActive(true);
UIManager.Instance.managementUI.SetActive(false);
UIManager.Instance.questUI.SetActive(false);
DepStateEnter(dep);
}
else
{
//Debug.Log("Error : not finished product");
throw new AccessViolationException();
}
}
public void DepStateEnter(Production dep)
{
// State change
if (dep == null || _inDepState) return;
_inDepState = true;
_deployment = dep;
// Select deploy tile
CivModel.Terrain terrain = GameManager.Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
if (dep.IsPlacable(point))
{
GameManager.Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().FlickerBlue();
}
}
IEnumerator _coroutine = DeployUnit(GameManager.Instance.selectedPoint, dep);
StartCoroutine(_coroutine);
}
}
IEnumerator DeployUnit(CivModel.Terrain.Point point, Production dep)
{
while (true)
{
CivModel.Terrain.Point destPoint = GameManager.Instance.selectedPoint;
// 새로운 Point 을 선택했을 때
if (point != destPoint)
{
// Flicker하고 있는 Tile을 선택했을 때
if (GameManager.Instance.selectedTile.isFlickering)
{
if (dep.IsPlacable(destPoint))
{
game.PlayerInTurn.Deployment.Remove(dep);
dep.Place(destPoint);
//여기에 유닛을 생성하는 걸 추가해야 함
GameManager.Instance.UpdateUnit();
break;
}
else
{
DepStateExit();
}
}
// Flicker 하지 않는 타일 선택
else
{
DepStateExit();
}
}
yield return null;
}
}
void DepStateExit()
{
_inDepState = false;
_deployment = null;
CivModel.Terrain terrain = GameManager.Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
GameManager.Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().StopFlickering();
}
}
}
}
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
......@@ -23,44 +22,28 @@ public class GameUI : MonoBehaviour {
// Update is called once per frame
void Update () {
updateEndTurn();
updatePanel();
}
public void updateEndTurn()
{
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 = 25;
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다른 플레이어가 턴 진행 중입니다. 기다려 주십시오.";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 20;
}
else
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Button>().enabled = true;
// for testing only
foreach(CivModel.Unit x in GameManager.Instance.Game.PlayerInTurn.Units)
{
x.RemainAP = 0;
}
if (!GameManager.Instance.Game.PlayerInTurn.Units.All(u => (u.RemainAP == 0 || u.SkipFlag)))
if (GameManager.Instance.isThereTodos)
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "유닛이 명령을 기다리고 있습니다";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 35;
}
else if (GameManager.Instance.selectedActor != null)
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "배치 취소";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 40;
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 30;
}
else
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다음 턴";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 40;
}
updatePanel();
}
}
......@@ -97,6 +80,26 @@ public class GameUI : MonoBehaviour {
public void onClickNextTurn()
{
GameManager.Instance.ProceedTurn();
if (GameManager.Instance.isThereTodos)
{
GameManager.Instance.FocusOnActableUnit();
}
else
{
// Debug.Log(Game.PlayerNumberInTurn);
if (GameManager.Instance.Game.PlayerInTurn == GameManager.Instance.Game.Players[0])
GameManager.Instance.Game.EndTurn();
GameManager.Instance.Game.StartTurn();
while (GameManager.Instance.Game.PlayerInTurn.IsAIControlled)
{
// Debug.Log(Game.PlayerNumberInTurn);
GameManager.Instance.Game.PlayerInTurn.DoAITurnAction().GetAwaiter().GetResult();
GameManager.Instance.Game.EndTurn();
GameManager.Instance.Game.StartTurn();
}
GameManager.Instance.UpdateMap();
GameManager.Instance.UpdateUnit();
UIManager.Instance.ButtonInteractChange();
}
}
}
\ No newline at end of file
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class DeployPrefab : MonoBehaviour
{
public static GameObject DeployingObject;
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
// Use this for initialization
private bool _inDepState = false;
public bool DepState { get { return _inDepState; } }
private Production _deployment;
public Production Deployment { get { return _deployment; } }
void Awake()
{
//Debug.Log("call DepPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
void Start()
{
}
public GameObject MakeItem(Production prod)
{
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = nameofProduction;
break;
case "NumberOfUnits":
txt.text = "X 1";
break;
}
}
return this.gameObject;
}
public GameObject MakeItem()
{
unitPrt.enabled = false;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = "비었음";
break;
case "NumberOfUnits":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
// Update is called once per frame
void Update()
{
}
public void SetButton(int i)
{
if (i == -1)
{
foreach (Button but in buttons)
{
but.enabled = false;
}
}
else
{
LinkedListNode<Production> dep = GameManager.Instance.Game.PlayerInTurn.Deployment.First;
for (int k = 0; k < i; k++)
{
dep = dep.Next;
}
foreach (Button but in buttons)
{
switch (but.name)
{
case "Deploy":
but.onClick.AddListener(delegate () { DeployItem(dep.Value); DeployingObject = this.gameObject; });
break;
}
}
}
}
public void DeployItem(Production dep)
{
if (dep.IsCompleted)
{
DepStateEnter(dep);
UIManager.Instance.mapUI.SetActive(true);
UIManager.Instance.managementUI.SetActive(false);
UIManager.Instance.questUI.SetActive(false);
}
else
{
//Debug.Log("Error : not finished product");
throw new AccessViolationException();
}
}
public void DepStateEnter(Production dep)
{
// State change
if (dep == null || _inDepState) return;
_inDepState = true;
_deployment = dep;
// Select deploy tile
CivModel.Terrain terrain = GameManager.Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
if (dep.IsPlacable(point))
{
GameManager.Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().FlickerBlue();
}
}
IEnumerator _coroutine = DeployUnit(GameManager.Instance.selectedPoint, dep);
StartCoroutine(_coroutine);
}
}
IEnumerator DeployUnit(CivModel.Terrain.Point point, Production dep)
{
while (true)
{
CivModel.Terrain.Point destPoint = GameManager.Instance.selectedPoint;
// 새로운 Point 을 선택했을 때
if (point != destPoint)
{
// Flicker하고 있는 Tile을 선택했을 때
if (GameManager.Instance.selectedTile.isFlickering)
{
if (dep.IsPlacable(destPoint))
{
//여기에 유닛을 생성하는 걸 추가해야 함
Debug.Log("Type A");
GameManager.Instance.UpdateUnit();
break;
}
else
{
Debug.Log("Type B");
DepStateExit();
}
}
// Flicker 하지 않는 타일 선택
else
{
Debug.Log("Type C");
DepStateExit();
}
}
yield return null;
}
}
void DepStateExit()
{
_inDepState = false;
_deployment = null;
CivModel.Terrain terrain = GameManager.Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
GameManager.Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().StopFlickering();
}
}
}
}
......@@ -13,10 +13,10 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_PixelRect:
serializedVersion: 2
x: 163
y: 76
width: 1278
height: 716
x: 0
y: 46
width: 1280
height: 700
m_ShowMode: 4
m_Title:
m_RootView: {fileID: 2}
......@@ -41,8 +41,8 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 0
width: 1278
height: 716
width: 1280
height: 700
m_MinSize: {x: 950, y: 542}
m_MaxSize: {x: 10000, y: 10000}
--- !u!114 &3
......@@ -61,7 +61,7 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 0
width: 1278
width: 1280
height: 30
m_MinSize: {x: 0, y: 0}
m_MaxSize: {x: 0, y: 0}
......@@ -81,8 +81,8 @@ MonoBehaviour:
m_Position:
serializedVersion: 2
x: 0
y: 696
width: 1278
y: 680
width: 1280
height: 20
m_MinSize: {x: 0, y: 0}
m_MaxSize: {x: 0, y: 0}
......@@ -104,12 +104,12 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 30
width: 1278
height: 666
m_MinSize: {x: 681, y: 492}
width: 1280
height: 650
m_MinSize: {x: 679, y: 492}
m_MaxSize: {x: 14002, y: 14042}
vertical: 0
controlID: 76
controlID: 9
--- !u!114 &6
MonoBehaviour:
m_ObjectHideFlags: 52
......@@ -128,9 +128,9 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 0
width: 1001
height: 666
m_MinSize: {x: 406, y: 492}
width: 1003
height: 650
m_MinSize: {x: 404, y: 492}
m_MaxSize: {x: 10002, y: 14042}
vertical: 1
controlID: 10
......@@ -152,10 +152,10 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 0
width: 1001
height: 395
m_MinSize: {x: 406, y: 221}
m_MaxSize: {x: 8006, y: 4021}
width: 1003
height: 381
m_MinSize: {x: 404, y: 221}
m_MaxSize: {x: 8004, y: 4021}
vertical: 0
controlID: 11
--- !u!114 &8
......@@ -174,8 +174,8 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 0
width: 257
height: 395
width: 227
height: 381
m_MinSize: {x: 200, y: 200}
m_MaxSize: {x: 4000, y: 4000}
m_ActualView: {fileID: 13}
......@@ -197,19 +197,18 @@ MonoBehaviour:
m_Children: []
m_Position:
serializedVersion: 2
x: 257
x: 227
y: 0
width: 744
height: 395
m_MinSize: {x: 200, y: 200}
m_MaxSize: {x: 4000, y: 4000}
m_ActualView: {fileID: 12}
width: 776
height: 381
m_MinSize: {x: 204, y: 221}
m_MaxSize: {x: 4004, y: 4021}
m_ActualView: {fileID: 14}
m_Panes:
- {fileID: 14}
- {fileID: 12}
- {fileID: 15}
m_Selected: 1
m_LastSelected: 0
m_Selected: 0
m_LastSelected: 1
--- !u!114 &10
MonoBehaviour:
m_ObjectHideFlags: 52
......@@ -225,15 +224,15 @@ MonoBehaviour:
m_Position:
serializedVersion: 2
x: 0
y: 395
width: 1001
height: 271
y: 381
width: 1003
height: 269
m_MinSize: {x: 232, y: 271}
m_MaxSize: {x: 10002, y: 10021}
m_ActualView: {fileID: 16}
m_ActualView: {fileID: 15}
m_Panes:
- {fileID: 15}
- {fileID: 16}
- {fileID: 17}
m_Selected: 0
m_LastSelected: 1
--- !u!114 &11
......@@ -250,16 +249,16 @@ MonoBehaviour:
m_Children: []
m_Position:
serializedVersion: 2
x: 1001
x: 1003
y: 0
width: 277
height: 666
height: 650
m_MinSize: {x: 275, y: 50}
m_MaxSize: {x: 4000, y: 4000}
m_ActualView: {fileID: 18}
m_ActualView: {fileID: 17}
m_Panes:
- {fileID: 17}
- {fileID: 18}
- {fileID: 19}
m_Selected: 0
m_LastSelected: 1
--- !u!114 &12
......@@ -282,10 +281,10 @@ MonoBehaviour:
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 422
y: 125
width: 740
height: 374
x: 229
y: 95
width: 772
height: 360
m_PersistentViewDataDictionary: {fileID: 0}
m_MaximizeOnPlay: 0
m_Gizmos: 0
......@@ -295,10 +294,10 @@ MonoBehaviour:
m_ZoomArea:
m_HRangeLocked: 0
m_VRangeLocked: 0
m_HBaseRangeMin: -370
m_HBaseRangeMax: 370
m_VBaseRangeMin: -178.5
m_VBaseRangeMax: 178.5
m_HBaseRangeMin: -193
m_HBaseRangeMax: 193
m_VBaseRangeMin: -85.75
m_VBaseRangeMax: 85.75
m_HAllowExceedBaseRangeMin: 1
m_HAllowExceedBaseRangeMax: 1
m_VAllowExceedBaseRangeMin: 1
......@@ -307,7 +306,7 @@ MonoBehaviour:
m_HSlider: 0
m_VSlider: 0
m_IgnoreScrollWheelUntilClicked: 0
m_EnableMouseInput: 1
m_EnableMouseInput: 0
m_EnableSliderZoom: 0
m_UniformScale: 1
m_UpDirection: 1
......@@ -315,25 +314,25 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 17
width: 740
height: 357
m_Scale: {x: 1, y: 1}
m_Translation: {x: 370, y: 178.5}
width: 772
height: 343
m_Scale: {x: 2, y: 2}
m_Translation: {x: 386, y: 171.5}
m_MarginLeft: 0
m_MarginRight: 0
m_MarginTop: 0
m_MarginBottom: 0
m_LastShownAreaInsideMargins:
serializedVersion: 2
x: -370
y: -178.5
width: 740
height: 357
x: -193
y: -85.75
width: 386
height: 171.5
m_MinimalGUI: 1
m_defaultScale: 1
m_defaultScale: 2
m_TargetTexture: {fileID: 0}
m_CurrentColorSpace: 0
m_LastWindowPixelSize: {x: 740, y: 374}
m_LastWindowPixelSize: {x: 1544, y: 720}
m_ClearInEditMode: 1
m_NoCameraWarning: 1
m_LowResolutionForAspectRatios: 01000000000100000100
......@@ -357,15 +356,15 @@ MonoBehaviour:
m_Tooltip:
m_Pos:
serializedVersion: 2
x: 163
y: 125
width: 255
height: 374
x: 0
y: 95
width: 225
height: 360
m_PersistentViewDataDictionary: {fileID: 0}
m_TreeViewState:
scrollPos: {x: 0, y: 0}
m_SelectedIDs: 10080000
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