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true-history-committee
civilization-iii
Commits
badfc72c
Commit
badfc72c
authored
Feb 23, 2018
by
redsuncore
Browse files
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Plain Diff
Deployment Queue now show items
쓰지 않는 코드들 삭제. 배치 버튼 아직 활성화되지 않음 현재 Selection은 Unit-Epic에서 모두 설정됨.
parent
55310787
Changes
6
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6 changed files
with
80 additions
and
170 deletions
+80
-170
CameraUIController.cs
Assets/Scripts/CameraUIController.cs
+0
-117
CameraUIController.cs.meta
Assets/Scripts/CameraUIController.cs.meta
+0
-13
ManagementUIController.cs
Assets/Scripts/ManagementUIController.cs
+1
-25
DepPrefab.cs
Assets/Scripts/Prefabs/DepPrefab.cs
+64
-5
ProPrefab.cs
Assets/Scripts/Prefabs/ProPrefab.cs
+5
-1
SelPrefab.cs
Assets/Scripts/Prefabs/SelPrefab.cs
+10
-9
No files found.
Assets/Scripts/CameraUIController.cs
deleted
100644 → 0
View file @
55310787
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
using
CivPresenter
;
using
CivModel
;
using
CivModel.Common
;
public
class
CameraUIController
:
MonoBehaviour
{
public
Canvas
CameraCanvas
;
public
Canvas
tempManagementUI
;
public
Button
MoveButton
;
public
Button
AttackButton
;
public
Button
SkillButton
;
public
Button
WaitButton
;
public
GameObject
UnitInfo
;
public
GameObject
Actions
;
public
GameObject
TurnEnd
;
public
Image
Portrait
;
public
Text
UnitName
;
public
Text
UnitAttack
;
public
Text
UnitDefence
;
public
Text
UnitAP
;
public
Text
UnitHP
;
private
GameObject
gameManagerObject
;
private
GameManager
gameManager
;
private
Presenter
mPresenter
;
/*public void SkillButtonMethod()
{
Debug.Log("SkillButton");
if(mPresenter.SelectedActor == null)
{
return;
}
Debug.Log(mPresenter.SelectedActor.GetType());
if (mPresenter.SelectedActor.GetType() == typeof(Pioneer))
{
mPresenter.CommandNumeric(0);
Debug.Log("Pioneer set City");
}
}*/
/*public void WaitButtonMethod()
{
Debug.Log("WaitButton");
mPresenter.CommandSkip();
}*/
/*public void AttackButtonMethod()
{
Debug.Log("AttackButton");
if(caseA)
mPresenter.CommandMovingAttack();
else(caseA)
mPresenter.CommandHoldingAttack
}*/
public
void
ActiveCameraUI
(
bool
value
)
{
UnitInfo
.
SetActive
(
value
);
Actions
.
SetActive
(
value
);
TurnEnd
.
SetActive
(
value
);
}
// Use this for initialization
void
Start
()
{
gameManagerObject
=
GameManager
.
I
.
gameObject
;
gameManager
=
GameManager
.
I
;
tempManagementUI
.
enabled
=
false
;
}
// Update is called once per frame
void
Update
()
{
if
(
mPresenter
.
SelectedActor
==
null
)
{
MoveButton
.
enabled
=
false
;
}
else
{
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
;
}
}
}
Assets/Scripts/CameraUIController.cs.meta
deleted
100644 → 0
View file @
55310787
fileFormatVersion: 2
guid: fd593fcf21b7651488dc22c010c87e95
timeCreated: 1519293669
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/ManagementUIController.cs
View file @
badfc72c
...
...
@@ -2,7 +2,6 @@
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
using
CivPresenter
;
using
CivModel
;
using
CivModel.Common
;
...
...
@@ -16,11 +15,8 @@ public class ManagementUIController : MonoBehaviour {
private
LinkedList
<
Production
>
mDeployment
;
private
IReadOnlyList
<
IProductionFactory
>
facList
;
//private IReadOnlyList<Player> mPlayers;
private
GameObject
gameManagerObject
;
private
GameManager
gameManager
;
private
PseudoFSM
state
;
private
Game
game
;
private
List
<
GameObject
>
PQlist
;
...
...
@@ -35,20 +31,8 @@ public class ManagementUIController : MonoBehaviour {
public
GameObject
depQueue
;
public
GameObject
productableQueue
;
public
void
SetManagementUI
(
bool
val
)
{
Debug
.
Log
(
"manUI : "
+
val
);
managementUI
.
enabled
=
val
;
}
public
void
ManageFunction
()
// Management tab on/off button -> ManageMentUIActive
{
List
<
GameObject
>
tempList
=
new
List
<
GameObject
>();
Debug
.
Log
(
"SelectList startMaking"
);
foreach
(
GameObject
sq
in
SQlist
)
...
...
@@ -84,6 +68,7 @@ public class ManagementUIController : MonoBehaviour {
foreach
(
GameObject
sq
in
SQlist
)
{
sq
.
GetComponent
<
SelPrefab
>().
SetButton
(
SQlist
.
IndexOf
(
sq
));
Debug
.
Log
(
SQlist
.
IndexOf
(
sq
));
}
foreach
(
GameObject
dq
in
DQlist
)
{
...
...
@@ -108,10 +93,7 @@ public class ManagementUIController : MonoBehaviour {
if
(
managementUIController
==
this
)
{
gameManager
=
GameManager
.
I
;
//mPresenter = gameManager.GetPresenter();
game
=
gameManager
.
Game
;
state
=
PseudoFSM
.
I
;
//mPlayers = mGame.Players;
SQlist
=
new
List
<
GameObject
>();
PQlist
=
new
List
<
GameObject
>();
DQlist
=
new
List
<
GameObject
>();
...
...
@@ -195,12 +177,6 @@ public class ManagementUIController : MonoBehaviour {
}
DQlist
=
tempList
;
}
/*public static void PrefabsSetting()
{
//ProPrefab.SetPresenter();
DepPrefab.SetPresenter();
SelPrefab.SetPresenter();
}*/
public
static
ManagementUIController
GetManagementUIController
()
{
if
(
managementUIController
==
null
)
...
...
Assets/Scripts/Prefabs/DepPrefab.cs
View file @
badfc72c
using
System.Collections
;
using
System
;
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
...
...
@@ -7,8 +8,6 @@ using CivModel.Common;
public
class
DepPrefab
:
MonoBehaviour
{
private
static
ManagementUIController
uicontroller
;
private
Text
[]
textarguments
;
private
Image
unitPrt
;
private
Button
[]
buttons
;
...
...
@@ -30,7 +29,6 @@ public class DepPrefab : MonoBehaviour {
void
Start
()
{
uicontroller
=
ManagementUIController
.
GetManagementUIController
();
}
public
GameObject
MakeItem
(
Production
prod
)
...
...
@@ -49,6 +47,7 @@ public class DepPrefab : MonoBehaviour {
break
;
}
}
return
this
.
gameObject
;
}
...
...
@@ -80,5 +79,65 @@ public class DepPrefab : MonoBehaviour {
public
void
SetButton
(
int
i
)
{
if
(
i
==
-
1
)
{
foreach
(
Button
but
in
buttons
)
{
but
.
enabled
=
false
;
}
}
else
{
LinkedListNode
<
Production
>
dep
=
GameManager
.
I
.
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
);
});
break
;
}
}
}
}
public
void
DeployItem
(
Production
dep
)
{
if
(
dep
.
Completed
)
{
CivModel
.
Terrain
terrain
=
GameManager
.
I
.
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
.
I
.
Cells
[
point
.
Position
.
X
,
point
.
Position
.
Y
].
GetComponent
<
HexTile
>().
FlickerBlue
();
}
}
}
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
.
I
.
Cells
[
point
.
Position
.
X
,
point
.
Position
.
Y
].
GetComponent
<
HexTile
>().
StopFlickering
();
}
}
}
}
else
{
Debug
.
Log
(
"Error : not finished product"
);
throw
new
AccessViolationException
();
}
}
}
Assets/Scripts/Prefabs/ProPrefab.cs
View file @
badfc72c
...
...
@@ -24,7 +24,6 @@ public class ProPrefab : MonoBehaviour {
}
}
buttons
=
gameObject
.
GetComponentsInChildren
<
Button
>();
}
void
Start
()
{
...
...
@@ -92,6 +91,11 @@ public class ProPrefab : MonoBehaviour {
}
else
{
LinkedListNode
<
Production
>
prod
=
GameManager
.
I
.
Game
.
PlayerInTurn
.
Production
.
First
;
for
(
int
k
=
0
;
k
<
i
;
k
++)
{
prod
=
prod
.
Next
;
}
foreach
(
Button
but
in
buttons
)
{
}
...
...
Assets/Scripts/Prefabs/SelPrefab.cs
View file @
badfc72c
using
System.Collections
;
using
System
;
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
...
...
@@ -8,7 +9,6 @@ using CivModel.Common;
public
class
SelPrefab
:
MonoBehaviour
{
private
static
ManagementUIController
uicontroller
;
private
Text
[]
textarguments
;
private
Image
unitPrt
;
private
Button
[]
buttons
;
...
...
@@ -78,20 +78,21 @@ public class SelPrefab : MonoBehaviour
{
foreach
(
Button
but
in
buttons
)
{
if
(
but
.
name
==
"Produce"
)
switch
(
but
.
name
)
{
case
"Deploy"
:
but
.
onClick
.
AddListener
(
delegate
()
{
ProduceItem
(
i
);
});
break
;
}
}
}
private
void
ProduceItem
(
int
i
)
{
for
(
int
k
=
0
;
k
<
i
;
k
++)
{
//presenter.CommandArrowKey(Direction.Down);
//i 번의 Selection thing 을 고르는 코드를 적자. 아직은 어떻게 골라야 할까? 일단 미루자.
}
IProductionFactory
factory
=
GameManager
.
I
.
Game
.
PlayerInTurn
.
GetAvailableProduction
()[
i
];
GameManager
.
I
.
Game
.
PlayerInTurn
.
Production
.
AddLast
(
factory
.
Create
(
GameManager
.
I
.
Game
.
PlayerInTurn
));
Debug
.
Log
(
i
+
" inputed"
);
uicontroller
.
MakeProductionQ
();
uicontroller
.
MakeDeploymentQ
();
}
...
...
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