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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...@@ -22,7 +22,7 @@ ...@@ -22,7 +22,7 @@
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
......
...@@ -1148,7 +1148,7 @@ MonoBehaviour: ...@@ -1148,7 +1148,7 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1841507268} m_TargetGraphic: {fileID: 1841507268}
m_HandleRect: {fileID: 1841507267} m_HandleRect: {fileID: 1841507267}
m_Direction: 2 m_Direction: 2
m_Value: 0.99998355 m_Value: 0.9999992
m_Size: 0.87019 m_Size: 0.87019
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
...@@ -2547,7 +2547,7 @@ RectTransform: ...@@ -2547,7 +2547,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 1} m_AnchorMin: {x: 0.5, y: 1}
m_AnchorMax: {x: 0.5, y: 1} m_AnchorMax: {x: 0.5, y: 1}
m_AnchoredPosition: {x: 0.000030517578, y: -0.00004841719} m_AnchoredPosition: {x: 0.000030517578, y: -0.0000026408234}
m_SizeDelta: {x: 0, y: 0} m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 1} m_Pivot: {x: 0.5, y: 1}
--- !u!114 &191355288 --- !u!114 &191355288
...@@ -5088,7 +5088,7 @@ RectTransform: ...@@ -5088,7 +5088,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1} m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 1, y: 1} m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: -0.000053677646, y: -0.00003277704} m_AnchoredPosition: {x: -0.000053677646, y: -0.0000148695635}
m_SizeDelta: {x: 0, y: 300} m_SizeDelta: {x: 0, y: 300}
m_Pivot: {x: 0, y: 1} m_Pivot: {x: 0, y: 1}
--- !u!1 &454209707 --- !u!1 &454209707
...@@ -6493,8 +6493,8 @@ MonoBehaviour: ...@@ -6493,8 +6493,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 733846993} m_TargetGraphic: {fileID: 733846993}
m_HandleRect: {fileID: 733846992} m_HandleRect: {fileID: 733846992}
m_Direction: 2 m_Direction: 2
m_Value: 1 m_Value: 0
m_Size: 0.9999999 m_Size: 0.9999998
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
m_PersistentCalls: m_PersistentCalls:
...@@ -9689,7 +9689,7 @@ RectTransform: ...@@ -9689,7 +9689,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1} m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 1, 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_SizeDelta: {x: 0, y: 300}
m_Pivot: {x: 0, y: 1} m_Pivot: {x: 0, y: 1}
--- !u!1 &1001046761 --- !u!1 &1001046761
...@@ -9794,7 +9794,7 @@ RectTransform: ...@@ -9794,7 +9794,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1} m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {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_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 1} m_Pivot: {x: 0, y: 1}
--- !u!114 &1004629748 --- !u!114 &1004629748
...@@ -11763,7 +11763,7 @@ RectTransform: ...@@ -11763,7 +11763,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1} m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 1, y: 1} m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0.00006514437, y: -0.000010127624} m_AnchoredPosition: {x: 0.00006514437, y: 0.000020389954}
m_SizeDelta: {x: 0, y: 300} m_SizeDelta: {x: 0, y: 300}
m_Pivot: {x: 0, y: 1} m_Pivot: {x: 0, y: 1}
--- !u!1 &1173066205 --- !u!1 &1173066205
...@@ -13150,7 +13150,7 @@ MonoBehaviour: ...@@ -13150,7 +13150,7 @@ MonoBehaviour:
m_HorizontalOverflow: 0 m_HorizontalOverflow: 0
m_VerticalOverflow: 0 m_VerticalOverflow: 0
m_LineSpacing: 1 m_LineSpacing: 1
m_Text: "\uAE30\uC2201" m_Text: "\uD3EC\uACA9"
--- !u!222 &1321951785 --- !u!222 &1321951785
CanvasRenderer: CanvasRenderer:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
...@@ -14151,7 +14151,7 @@ RectTransform: ...@@ -14151,7 +14151,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1} m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 1, y: 1} m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: -0.00001036023, y: 0.0005912781} m_AnchoredPosition: {x: -0.00001036023, y: 0.000022888184}
m_SizeDelta: {x: 0, y: 300} m_SizeDelta: {x: 0, y: 300}
m_Pivot: {x: 0, y: 1} m_Pivot: {x: 0, y: 1}
--- !u!1 &1465630758 --- !u!1 &1465630758
......
...@@ -5,6 +5,7 @@ using UnityEngine; ...@@ -5,6 +5,7 @@ using UnityEngine;
using CivModel; using CivModel;
using System.Threading.Tasks; using System.Threading.Tasks;
using System.IO; using System.IO;
using UnityEngine.EventSystems;
public class GameManager : MonoBehaviour { public class GameManager : MonoBehaviour {
...@@ -30,6 +31,16 @@ public class GameManager : MonoBehaviour { ...@@ -30,6 +31,16 @@ public class GameManager : MonoBehaviour {
private List<GameObject> _units = new List<GameObject>(); private List<GameObject> _units = new List<GameObject>();
public List<GameObject> Units { get { return _units; } } public List<GameObject> Units { get { return _units; } }
//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 Material[] materials;
public CivModel.Terrain.Point selectedPoint; public CivModel.Terrain.Point selectedPoint;
...@@ -298,5 +309,81 @@ public class GameManager : MonoBehaviour { ...@@ -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
...@@ -125,10 +125,10 @@ public class DeployPrefab : MonoBehaviour ...@@ -125,10 +125,10 @@ public class DeployPrefab : MonoBehaviour
{ {
if (dep.IsCompleted) if (dep.IsCompleted)
{ {
gameManager.DepStateEnter(dep, this);
UIManager.Instance.mapUI.SetActive(true); UIManager.Instance.mapUI.SetActive(true);
UIManager.Instance.managementUI.SetActive(false); UIManager.Instance.managementUI.SetActive(false);
UIManager.Instance.questUI.SetActive(false); UIManager.Instance.questUI.SetActive(false);
DepStateEnter(dep);
} }
else else
{ {
...@@ -136,75 +136,4 @@ public class DeployPrefab : MonoBehaviour ...@@ -136,75 +136,4 @@ public class DeployPrefab : MonoBehaviour
throw new AccessViolationException(); 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();
}
}
}
} }
...@@ -459,7 +459,7 @@ public class ProductionFactoryTraits : MonoBehaviour { ...@@ -459,7 +459,7 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "연구소"; result = "연구소";
break; break;
default: default:
result = "Unknown: " + name; result = name;
break; break;
} }
return result; return result;
...@@ -480,7 +480,7 @@ public class ProductionFactoryTraits : MonoBehaviour { ...@@ -480,7 +480,7 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "hwan_jedi"; result = "hwan_jedi";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer]) else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_jedi"; result = "finno_jedi";
else result = "unknown : " + name; else result = name;
} }
break; break;
case "FakeKnight": case "FakeKnight":
...@@ -495,7 +495,7 @@ public class ProductionFactoryTraits : MonoBehaviour { ...@@ -495,7 +495,7 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "hwan_decentralized_soldier"; result = "hwan_decentralized_soldier";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer]) else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_decentralized_soldier"; result = "finno_decentralized_soldier";
else result = "unknown : " + name; else result = name;
} }
break; break;
case "JackieChan": case "JackieChan":
...@@ -510,7 +510,7 @@ public class ProductionFactoryTraits : MonoBehaviour { ...@@ -510,7 +510,7 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "hwan_ninja"; result = "hwan_ninja";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer]) else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_ninja"; result = "finno_ninja";
else result = "unknown : " + name; else result = name;
} }
break; break;
case "UnicornOrder": case "UnicornOrder":
...@@ -522,7 +522,7 @@ public class ProductionFactoryTraits : MonoBehaviour { ...@@ -522,7 +522,7 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "hwan_spy"; result = "hwan_spy";
else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer]) else if (unit.Owner == GameManager.Instance.Game.Players[CivModel.Finno.FinnoPlayerConstant.FinnoPlayer])
result = "finno_spy"; result = "finno_spy";
else result = "unknown : " + name; else result = name;
} }
break; break;
case "AncientSorcerer": case "AncientSorcerer":
...@@ -553,7 +553,7 @@ public class ProductionFactoryTraits : MonoBehaviour { ...@@ -553,7 +553,7 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "닌자"; result = "닌자";
break; break;
default: default:
result = "unknown : " + name; result = name;
break; break;
} }
return result; return result;
......
...@@ -123,16 +123,21 @@ public class UIManager : MonoBehaviour ...@@ -123,16 +123,21 @@ public class UIManager : MonoBehaviour
StartCoroutine(_tileCoroutine); StartCoroutine(_tileCoroutine);
} }
} }
if (questUI.activeSelf == false && managementUI.activeSelf == false)
{
if (GameManager.Instance.selectedActor != null) if (GameManager.Instance.selectedActor != null)
{ {
unitInfo.SetActive(true); unitInfo.SetActive(true);
UnitPortrait.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetPortName(GameManager.Instance.selectedActor)).ToLower()), typeof(Sprite)) as Sprite; UnitPortrait.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetPortName(GameManager.Instance.selectedActor)).ToLower()), typeof(Sprite)) as Sprite;
if(GameManager.Instance.selectedActor is CivModel.Unit) { if (GameManager.Instance.selectedActor is CivModel.Actor)
{
GameObject.Find("UnitName").GetComponent<Text>().text = ProductionFactoryTraits.GetName(GameManager.Instance.selectedActor); GameObject.Find("UnitName").GetComponent<Text>().text = ProductionFactoryTraits.GetName(GameManager.Instance.selectedActor);
} else if(GameManager.Instance.selectedActor is CivModel.CityBase) { }
if (GameManager.Instance.selectedActor is CivModel.CityBase)
{
GameObject.Find("UnitName").GetComponent<Text>().text = GameManager.Instance.selectedActor.Name; GameObject.Find("UnitName").GetComponent<Text>().text = GameManager.Instance.selectedActor.Name;
} }
GameObject.Find("UnitAttack").GetComponent<Text>().text = GameManager.Instance.selectedActor.AttackPower.ToString(); GameObject.Find("UnitAttack").GetComponent<Text>().text = GameManager.Instance.selectedActor.AttackPower.ToString();
GameObject.Find("UnitDefence").GetComponent<Text>().text = GameManager.Instance.selectedActor.DefencePower.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("UnitEffect").GetComponent<Text>().text = GameManager.Instance.selectedActor.RemainHP.ToString() + "/" + GameManager.Instance.selectedActor.MaxHP;
...@@ -147,6 +152,7 @@ public class UIManager : MonoBehaviour ...@@ -147,6 +152,7 @@ public class UIManager : MonoBehaviour
GameObject.Find("SpecialSpecText").GetComponent<Text>().text = specialText; GameObject.Find("SpecialSpecText").GetComponent<Text>().text = specialText;
} }
} }
}
IEnumerator FlickerSelectedTile(HexTile prevTile) IEnumerator FlickerSelectedTile(HexTile prevTile)
{ {
......
...@@ -83,18 +83,19 @@ public class Unit : MonoBehaviour { ...@@ -83,18 +83,19 @@ public class Unit : MonoBehaviour {
Debug.Log("Selected Actor is NULL"); Debug.Log("Selected Actor is NULL");
return; return;
} }
else if (GameManager.Instance.selectedActor is CivModel.Unit) else if (GameManager.Instance.selectedActor is CivModel.Unit)
{ {
// Select movable adjacent tiles // Select movable adjacent tiles
_parameterPoints = GameManager.Instance.selectedActor.PlacedPoint.Value.Adjacents(); _parameterPoints = GameManager.Instance.selectedActor.PlacedPoint.Value.Adjacents();
for (int i = 0; i < _parameterPoints.Length; i++) 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; CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().FlickerRed(); 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; CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().FlickerBlue(); GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().FlickerBlue();
...@@ -146,7 +147,7 @@ public class Unit : MonoBehaviour { ...@@ -146,7 +147,7 @@ public class Unit : MonoBehaviour {
else else
{ {
CivModel.Position pos = _parameterPoints[i].Value.Position; 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); IEnumerator _coroutine = AttackUnit(GameManager.Instance.selectedActor);
...@@ -214,12 +215,17 @@ public class Unit : MonoBehaviour { ...@@ -214,12 +215,17 @@ public class Unit : MonoBehaviour {
GameManager.Instance.UpdateUnit(); GameManager.Instance.UpdateUnit();
break; break;
} }
else { else if (unitToMove.MoveAct != null && unitToMove.MoveAct.IsActable(destPoint)){
unitToMove.MoveAct.Act(destPoint); unitToMove.MoveAct.Act(destPoint);
MoveStateExit(); MoveStateExit();
GameManager.Instance.UpdateUnit(); GameManager.Instance.UpdateUnit();
break; break;
} }
else {
Debug.Log("The Unit Cannot Move");
MoveStateExit();
break;
}
} }
// Flicker 하지 않는 타일 선택 // Flicker 하지 않는 타일 선택
else { else {
...@@ -309,7 +315,6 @@ public class Unit : MonoBehaviour { ...@@ -309,7 +315,6 @@ public class Unit : MonoBehaviour {
public void SkillStateExit(CivModel.Actor unitToSkill) { public void SkillStateExit(CivModel.Actor unitToSkill) {
foreach (CivModel.Terrain.Point pnt in _skillParameterPoints) { foreach (CivModel.Terrain.Point pnt in _skillParameterPoints) {
Debug.Log(pnt);
CivModel.Position pos = pnt.Position; CivModel.Position pos = pnt.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().StopFlickering(); GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().StopFlickering();
} }
......
19;0;4;0;0 2;0;196608;0;0
\ No newline at end of file \ No newline at end of file
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using CivModel; using CivModel;
...@@ -32,29 +31,23 @@ public class GameUI : MonoBehaviour { ...@@ -32,29 +31,23 @@ public class GameUI : MonoBehaviour {
else else
{ {
mapUI.transform.Find("EndTurn").GetComponentInChildren<Button>().enabled = true; mapUI.transform.Find("EndTurn").GetComponentInChildren<Button>().enabled = true;
/*
/* for testing only if (GameManager.Instance.isThereTodos && !PseudoFSM.Instance.DepState)
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))
{ {
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "유닛이 명령을 기다리고 있습니다"; 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>().text = "배치 취소";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 40; mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 40;
} }
else else
{ {
*/
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다음 턴"; mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다음 턴";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 40; mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 40;
} //}
updatePanel(); 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;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using CivModel; using CivModel;
...@@ -23,44 +22,28 @@ public class GameUI : MonoBehaviour { ...@@ -23,44 +22,28 @@ public class GameUI : MonoBehaviour {
// Update is called once per frame // Update is called once per frame
void Update () { void Update () {
updateEndTurn();
updatePanel();
}
public void updateEndTurn()
{
if (GameManager.Instance.Game.PlayerInTurn.IsAIControlled) if (GameManager.Instance.Game.PlayerInTurn.IsAIControlled)
{ {
mapUI.transform.Find("EndTurn").GetComponentInChildren<Button>().enabled = false; 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>().text = "다른 플레이어가 턴 진행 중입니다. 기다려 주십시오.";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 25; mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 20;
} }
else else
{ {
mapUI.transform.Find("EndTurn").GetComponentInChildren<Button>().enabled = true; mapUI.transform.Find("EndTurn").GetComponentInChildren<Button>().enabled = true;
// for testing only if (GameManager.Instance.isThereTodos)
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)))
{ {
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "유닛이 명령을 기다리고 있습니다"; 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)
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "배치 취소";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 40;
} }
else else
{ {
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다음 턴"; mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다음 턴";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 40; mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 40;
} }
updatePanel();
} }
} }
...@@ -97,6 +80,26 @@ public class GameUI : MonoBehaviour { ...@@ -97,6 +80,26 @@ public class GameUI : MonoBehaviour {
public void onClickNextTurn() 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: ...@@ -13,10 +13,10 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_PixelRect: m_PixelRect:
serializedVersion: 2 serializedVersion: 2
x: 163 x: 0
y: 76 y: 46
width: 1278 width: 1280
height: 716 height: 700
m_ShowMode: 4 m_ShowMode: 4
m_Title: m_Title:
m_RootView: {fileID: 2} m_RootView: {fileID: 2}
...@@ -41,8 +41,8 @@ MonoBehaviour: ...@@ -41,8 +41,8 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 0 y: 0
width: 1278 width: 1280
height: 716 height: 700
m_MinSize: {x: 950, y: 542} m_MinSize: {x: 950, y: 542}
m_MaxSize: {x: 10000, y: 10000} m_MaxSize: {x: 10000, y: 10000}
--- !u!114 &3 --- !u!114 &3
...@@ -61,7 +61,7 @@ MonoBehaviour: ...@@ -61,7 +61,7 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 0 y: 0
width: 1278 width: 1280
height: 30 height: 30
m_MinSize: {x: 0, y: 0} m_MinSize: {x: 0, y: 0}
m_MaxSize: {x: 0, y: 0} m_MaxSize: {x: 0, y: 0}
...@@ -81,8 +81,8 @@ MonoBehaviour: ...@@ -81,8 +81,8 @@ MonoBehaviour:
m_Position: m_Position:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 696 y: 680
width: 1278 width: 1280
height: 20 height: 20
m_MinSize: {x: 0, y: 0} m_MinSize: {x: 0, y: 0}
m_MaxSize: {x: 0, y: 0} m_MaxSize: {x: 0, y: 0}
...@@ -104,12 +104,12 @@ MonoBehaviour: ...@@ -104,12 +104,12 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 30 y: 30
width: 1278 width: 1280
height: 666 height: 650
m_MinSize: {x: 681, y: 492} m_MinSize: {x: 679, y: 492}
m_MaxSize: {x: 14002, y: 14042} m_MaxSize: {x: 14002, y: 14042}
vertical: 0 vertical: 0
controlID: 76 controlID: 9
--- !u!114 &6 --- !u!114 &6
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 52 m_ObjectHideFlags: 52
...@@ -128,9 +128,9 @@ MonoBehaviour: ...@@ -128,9 +128,9 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 0 y: 0
width: 1001 width: 1003
height: 666 height: 650
m_MinSize: {x: 406, y: 492} m_MinSize: {x: 404, y: 492}
m_MaxSize: {x: 10002, y: 14042} m_MaxSize: {x: 10002, y: 14042}
vertical: 1 vertical: 1
controlID: 10 controlID: 10
...@@ -152,10 +152,10 @@ MonoBehaviour: ...@@ -152,10 +152,10 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 0 y: 0
width: 1001 width: 1003
height: 395 height: 381
m_MinSize: {x: 406, y: 221} m_MinSize: {x: 404, y: 221}
m_MaxSize: {x: 8006, y: 4021} m_MaxSize: {x: 8004, y: 4021}
vertical: 0 vertical: 0
controlID: 11 controlID: 11
--- !u!114 &8 --- !u!114 &8
...@@ -174,8 +174,8 @@ MonoBehaviour: ...@@ -174,8 +174,8 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
x: 0 x: 0
y: 0 y: 0
width: 257 width: 227
height: 395 height: 381
m_MinSize: {x: 200, y: 200} m_MinSize: {x: 200, y: 200}
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