Commit a28fd775 authored by redsuncore's avatar redsuncore

Movable Tile highlighted, character information shown

이동 가능한 타일 보임.
캐릭터 정보 보임.
F누르면 현재 focus된 캐릭터로 이동
Civmodel 업데이트
Tile과 색상에 1:1 매칭
x,y축 어긋낫던 것 패치

todo : move에 대한 presenter로의 인수 전달 방법
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...@@ -4,16 +4,27 @@ using UnityEngine; ...@@ -4,16 +4,27 @@ using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using CivPresenter; using CivPresenter;
using CivModel; using CivModel;
using CivModel.Common;
public class CameraUIController : MonoBehaviour { public class CameraUIController : MonoBehaviour {
public Canvas CameraCanvas; public Canvas CameraCanvas;
public Canvas tempManagementUI; public Canvas tempManagementUI;
public Button MoveButton; public Button MoveButton;
public Button AttackButton; public Button AttackButton;
public Button SkillButton; public Button SkillButton;
public Button WaitButton; public Button WaitButton;
public GameObject UnitInfo;
public Image Portrait;
public Text UnitName;
public Text UnitAttack;
public Text UnitDefence;
public Text UnitAP;
public Text UnitHP;
private GameObject gameManagerObject; private GameObject gameManagerObject;
private CIVGameManager gameManager; private CIVGameManager gameManager;
...@@ -28,36 +39,72 @@ public class CameraUIController : MonoBehaviour { ...@@ -28,36 +39,72 @@ public class CameraUIController : MonoBehaviour {
public void SkillButtonMethod() public void SkillButtonMethod()
{ {
Debug.Log("SkillButton");
if (mPresenter.SelectedActor.GetType() == typeof(Pioneer))
{
mPresenter.SelectedActor.SpecialActs[0].Act(mPresenter.SelectedActor.PlacedPoint);
Debug.Log("Pioneer set City");
}
} }
public void WaitButtonMethod() public void WaitButtonMethod()
{ {
Debug.Log("WaitButton");
mPresenter.CommandSkip();
} }
public void AttackButtonMethod() public void AttackButtonMethod()
{ {
Debug.Log("AttackButton");
/*if(caseA)
mPresenter.CommandMovingAttack();
else(caseA)
mPresenter.CommandHoldingAttack
*/
} }
// Use this for initialization // Use this for initialization
void Start () { void Start ()
{
gameManagerObject = CIVGameManager.GetGameManager(); gameManagerObject = CIVGameManager.GetGameManager();
gameManager = gameManagerObject.GetComponent<CIVGameManager>(); gameManager = gameManagerObject.GetComponent<CIVGameManager>();
mPresenter = gameManager.GetPresenter(); mPresenter = gameManager.GetPresenter();
tempManagementUI.enabled = false; tempManagementUI.enabled = false;
}
}
// Update is called once per frame // Update is called once per frame
void Update () { void Update ()
if(!gameManager.pointSelected.HasValue) {
if(mPresenter.SelectedActor == null)
{ {
MoveButton.enabled = false; MoveButton.enabled = false;
} }
else else
{ {
MoveButton.enabled = true; if (mPresenter.SelectedActor.RemainAP == 0)
{
MoveButton.enabled = false;
}
else
{
MoveButton.enabled = true;
}
}
if(mPresenter.SelectedActor == null)
{
UnitInfo.SetActive(false);
UnitName.text = "공허";
UnitAttack.text = "공격력 : 무한";
UnitDefence.text = "방어력 : 무한";
UnitAP.text = "어디든지";
}
else
{
UnitInfo.SetActive(true);
UnitName.text = mPresenter.SelectedActor.GetType().ToString().Replace("CivModel.Common.","");
UnitAttack.text = "공격력 : " + mPresenter.SelectedActor.AttackPower.ToString();
UnitDefence.text = "방어력 : " + mPresenter.SelectedActor.DefencePower.ToString();
UnitAP.text = mPresenter.SelectedActor.RemainAP + "/" + mPresenter.SelectedActor.MaxAP;
UnitHP.text = mPresenter.SelectedActor.RemainHP + "/" + mPresenter.SelectedActor.MaxHP;
} }
}
}
} }
...@@ -4,6 +4,7 @@ using System.Collections.Generic; ...@@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
using UnityEngine; using UnityEngine;
using UnityEngine.Sprites; using UnityEngine.Sprites;
using CivModel;
public class TilePrefab : MonoBehaviour { public class TilePrefab : MonoBehaviour {
[SerializeField] [SerializeField]
...@@ -21,17 +22,48 @@ public class TilePrefab : MonoBehaviour { ...@@ -21,17 +22,48 @@ public class TilePrefab : MonoBehaviour {
// Update is called once per frame // Update is called once per frame
void Update () { void Update () {
} }
public void MovableTile()
{
string color = "Magenta";
ChangeTile(color);
}
public void ChangeTile(CivModel.Terrain.Point terrainPoint) public void ChangeTile(CivModel.Terrain.Point terrainPoint)
{ {
var t1 = terrainPoint.Type1; var t1 = terrainPoint.Type;
var t2 = terrainPoint.Type2;
string color = "None"; string color = "None";
string[] colors = new string[]{ "Blue", "Green", "Yellow", "Red", "None" }; string[] colors = new string[]{ "Blue", "Green", "Yellow", "Red", "Orange","Magenta", "Gray", "IronGreen", "DarkPurple", "None" };
color = colors[((int)t1 + (int)t2) % 5]; switch (t1)
{
case TerrainType.Plain:
color = colors[1];
break;
case TerrainType.Ocean:
color = colors[0];
break;
case TerrainType.Mount:
color = colors[4];
break;
case TerrainType.Forest:
color = colors[8];
break;
case TerrainType.Swamp:
color = colors[7];
break;
case TerrainType.Tundra:
color = colors[6];
break;
case TerrainType.Ice:
color = colors[9];
break;
case TerrainType.Hill:
color = colors[2];
break;
//3 , 5 not used (RED, MAGENTA) - prototype
}
ChangeTile(color); ChangeTile(color);
} }
public void ChangeTile(string tile) public void ChangeTile(string tile)
......
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