Commit a63474e2 authored by redsuncore's avatar redsuncore

Factory Name Parsing(WIP)

생산 이름 파싱 중
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This diff is collapsed.
...@@ -71,7 +71,7 @@ public class HexTile : MonoBehaviour ...@@ -71,7 +71,7 @@ public class HexTile : MonoBehaviour
if (building is CivModel.CityBase) if (building is CivModel.CityBase)
{ {
Debug.Log(building.Owner.Team); //Debug.Log(building.Owner.Team);
buildings.GetChild(2).gameObject.SetActive(true); buildings.GetChild(2).gameObject.SetActive(true);
side = buildings.GetChild((building.Owner.Team + 1) % 2); side = buildings.GetChild((building.Owner.Team + 1) % 2);
side.GetChild(0).gameObject.SetActive(true); side.GetChild(0).gameObject.SetActive(true);
......
...@@ -149,7 +149,8 @@ public class ManagementUIController : MonoBehaviour { ...@@ -149,7 +149,8 @@ public class ManagementUIController : MonoBehaviour {
} }
else if(typeof(TileObject).IsAssignableFrom(fac.ResultType)) else if(typeof(TileObject).IsAssignableFrom(fac.ResultType))
{ {
if(typeof(CityBase).IsAssignableFrom(fac.ResultType)) Debug.Log(fac.ToString());
if (typeof(CityBase).IsAssignableFrom(fac.ResultType))
{ {
PartSelectionQ(CityQlist, CityQueue, fac); PartSelectionQ(CityQlist, CityQueue, fac);
} }
......
...@@ -73,27 +73,36 @@ public class UIManager : MonoBehaviour { ...@@ -73,27 +73,36 @@ public class UIManager : MonoBehaviour {
} }
void Update() void Update()
{ {
if (GameManager.I.isThereTodos && !PseudoFSM.I.DepState) if (GameManager.I.Game.PlayerInTurn.IsAIControlled)
{ {
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "유닛이 명령을 기다리고 있습니다"; 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 / 40; MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 40;
} }
else if (PseudoFSM.I.DepState)
{
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "배치 취소";
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 25;
}
else else
{ {
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다음 턴"; MapUI.transform.Find("EndTurn").GetComponentInChildren<Button>().enabled = true;
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 25; if (GameManager.I.isThereTodos && !PseudoFSM.I.DepState)
{
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "유닛이 명령을 기다리고 있습니다";
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 40;
}
else if (PseudoFSM.I.DepState)
{
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "배치 취소";
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 25;
}
else
{
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다음 턴";
MapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 25;
}
Gold.text = "금 : " + GameManager.I.Game.PlayerInTurn.Gold + "(+" + GameManager.I.Game.PlayerInTurn.GoldIncome + ")";
Population.text = "인구 : " + GameManager.I.Game.PlayerInTurn.Population;
Happiness.text = "행복 : " + GameManager.I.Game.PlayerInTurn.Happiness;
Technology.text = "기술력 : " + GameManager.I.Game.PlayerInTurn.Research;
Labor.text = "노동력 : " + GameManager.I.Game.PlayerInTurn.Labor;
} }
Gold.text = "금 : " + GameManager.I.Game.PlayerInTurn.Gold + "(+" + GameManager.I.Game.PlayerInTurn.GoldIncome + ")";
Population.text = "인구 : " + GameManager.I.Game.PlayerInTurn.Population;
Happiness.text = "행복 : " + GameManager.I.Game.PlayerInTurn.Happiness;
Technology.text = "기술력 : " + GameManager.I.Game.PlayerInTurn.Research;
Labor.text = "노동력 : " + GameManager.I.Game.PlayerInTurn.Labor;
} }
public void MakeUnitInfo() public void MakeUnitInfo()
{ {
...@@ -265,7 +274,6 @@ public class UIManager : MonoBehaviour { ...@@ -265,7 +274,6 @@ public class UIManager : MonoBehaviour {
else else
{ {
GameManager.I.ProceedTurn(); GameManager.I.ProceedTurn();
MakeUnitInfo();
} }
} }
...@@ -378,4 +386,10 @@ public class UIManager : MonoBehaviour { ...@@ -378,4 +386,10 @@ public class UIManager : MonoBehaviour {
CityBuildingTab.SetActive(false); CityBuildingTab.SetActive(false);
NormalBuildingTab.SetActive(true); NormalBuildingTab.SetActive(true);
} }
public void WaitTurn()
{
MapUI.SetActive(true);
ManagementUI.SetActive(false);
QuestUI.SetActive(false);
}
} }
Subproject commit 81ffd2d0ad01bfff8538d8a8790207035689ef5b Subproject commit f57823866e8f7427a7c2434466af713c10ca4ed2
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