Commit def92683 authored by 김주영's avatar 김주영

minor patches

parent 7077b7a3
......@@ -1148,8 +1148,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1841507268}
m_HandleRect: {fileID: 1841507267}
m_Direction: 2
m_Value: 0
m_Size: 0.9999998
m_Value: 0.99998355
m_Size: 0.87019
m_NumberOfSteps: 0
m_OnValueChanged:
m_PersistentCalls:
......@@ -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}
m_AnchoredPosition: {x: 0, y: -0.00006367598}
m_AnchoredPosition: {x: 0.000030517578, y: -0.00004841719}
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}
m_AnchoredPosition: {x: -0.000053677646, y: -0.00005972678}
m_AnchoredPosition: {x: -0.000053677646, y: -0.00003277704}
m_SizeDelta: {x: 0, y: 300}
m_Pivot: {x: 0, y: 1}
--- !u!1 &454209707
......@@ -8993,7 +8993,7 @@ MonoBehaviour:
m_HandleRect: {fileID: 1457256215}
m_Direction: 2
m_Value: 0
m_Size: 1
m_Size: 0.99999994
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: -0.000017556631, y: -0.00005972678}
m_AnchoredPosition: {x: 0.000036194124, y: -0.00003277704}
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: 0.000030517578}
m_AnchoredPosition: {x: 0, y: -0.000015258789}
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}
m_AnchoredPosition: {x: 0.00006514437, y: -0.00007116278}
m_AnchoredPosition: {x: 0.00006514437, y: -0.000010127624}
m_SizeDelta: {x: 0, y: 300}
m_Pivot: {x: 0, y: 1}
--- !u!1 &1173066205
......@@ -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: 0.000010931467}
m_AnchoredPosition: {x: -0.00001036023, y: 0.0005912781}
m_SizeDelta: {x: 0, y: 300}
m_Pivot: {x: 0, y: 1}
--- !u!1 &1465630758
......@@ -17992,6 +17992,7 @@ MonoBehaviour:
- {fileID: 2100000, guid: 9f18b1711a90f794aad93d565cfc12e2, type: 2}
selectedTile: {fileID: 0}
selectedGameObject: {fileID: 0}
isThereTodos: 0
--- !u!4 &1802626829
Transform:
m_ObjectHideFlags: 0
......@@ -20096,7 +20097,18 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1975635208}
m_OnClick:
m_PersistentCalls:
m_Calls: []
m_Calls:
- m_Target: {fileID: 398836120}
m_MethodName: onClickSkip
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null
--- !u!114 &1975635208
......@@ -20865,8 +20877,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1833688074}
m_HandleRect: {fileID: 1833688073}
m_Direction: 2
m_Value: 1
m_Size: 0.99999994
m_Value: 0.9999992
m_Size: 0.87019
m_NumberOfSteps: 0
m_OnValueChanged:
m_PersistentCalls:
......@@ -21829,8 +21841,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 145151054}
m_HandleRect: {fileID: 145151053}
m_Direction: 2
m_Value: 1
m_Size: 0.99999994
m_Value: 0.9999992
m_Size: 0.87019
m_NumberOfSteps: 0
m_OnValueChanged:
m_PersistentCalls:
......
......@@ -4,6 +4,7 @@ using System.Collections.Generic;
using UnityEngine;
using CivModel;
using System.Threading.Tasks;
using System.IO;
public class GameManager : MonoBehaviour {
......@@ -37,6 +38,8 @@ public class GameManager : MonoBehaviour {
public CivModel.Actor selectedActor;
public GameObject selectedGameObject;
public bool isThereTodos = false;
void Awake() {
// Singleton
if (_manager != null) {
......@@ -56,7 +59,9 @@ public class GameManager : MonoBehaviour {
new CivModel.Zap.GameSchemeFactory(),
new CivModel.AI.GameSchemeFactory()
};
_game = new CivModel.Game(".\\Assets\\map.txt", factories);
string[] pathStr = { "Assets", "map.txt" };
string path = Path.Combine(pathStr);
_game = new CivModel.Game(path, factories);
_game.StartTurn();
}
......@@ -67,6 +72,7 @@ public class GameManager : MonoBehaviour {
InitiateUnit();
InitiateMiniMap();
InitiateTurn();
CheckToDo();
}
// Update is called once per frame
......@@ -150,6 +156,7 @@ public class GameManager : MonoBehaviour {
}
plyrIdx++;
}
CheckToDo();
}
private void InitiateMap() {
......@@ -205,7 +212,6 @@ public class GameManager : MonoBehaviour {
}
private void InitiateTurn() {
//// Use Only for TESTING!
_game.EndTurn();
_game.StartTurn();
......@@ -217,23 +223,19 @@ public class GameManager : MonoBehaviour {
}
public async Task ProceedTurn()
public void CheckToDo()
{
//Debug.Log(Game.PlayerNumberInTurn);
if(_game.PlayerInTurn == _game.Players[0])
_game.EndTurn();
_game.StartTurn();
while (_game.PlayerInTurn.IsAIControlled)
{
//Debug.Log(Game.PlayerNumberInTurn);
await _game.PlayerInTurn.DoAITurnAction();
_game.EndTurn();
_game.StartTurn();
}
UpdateMap();
UpdateUnit();
//if (_game.PlayerInTurn == _game.Players[0])
//_game.StartTurn();
isThereTodos = false;
// Only For Testing!
//foreach (CivModel.Unit unit in this.Game.PlayerInTurn.Units)
//{
// if(!unit.RemainAP.Equals(0)) {
// if(unit.SkipFlag == false) {
// isThereTodos = true;
// break;
// }
// }
//}
}
......@@ -271,13 +273,30 @@ public class GameManager : MonoBehaviour {
}
Focus(actor.PlacedPoint.Value);
}
static void Focus(CivModel.Terrain.Point point)
{
Vector3 tilePos = GameManager.Instance.Tiles[point.Position.X, point.Position.Y].transform.position;
float x = tilePos.x;
float z = tilePos.z - (Camera.main.transform.position.y / Mathf.Tan(40 * Mathf.Deg2Rad));
float z = tilePos.z - (Camera.main.transform.position.y / Mathf.Tan(60 * Mathf.Deg2Rad));
Camera.main.transform.position = new Vector3(x, Camera.main.transform.position.y, z);
}
public void FocusOnActableUnit()
{
foreach (CivModel.Unit unit in GameManager.Instance.Game.PlayerInTurn.Units)
{
if (unit.SkipFlag == false)
{
if(!unit.RemainAP.Equals(0))
{
Focus(unit);
UIManager.Instance.updateSelectedInfo(unit);
}
}
}
}
}
\ No newline at end of file
......@@ -25,29 +25,23 @@ public class GameUI : MonoBehaviour {
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;
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다른 플레이어가 턴 진행 중입니다.\n잠시만 기다려 주십시오.";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 20;
}
else
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Button>().enabled = true;
/*
if (GameManager.Instance.isThereTodos && !PseudoFSM.Instance.DepState)
if (GameManager.Instance.isThereTodos)
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "유닛이 명령을 기다리고 있습니다";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 30;
}
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();
}
......@@ -86,6 +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
......@@ -15,6 +15,8 @@ public class DeployPrefab : MonoBehaviour
private Image unitPrt;
private Button[] buttons;
private GameManager gameManager;
private Game game;
// Use this for initialization
private bool _inDepState = false;
......@@ -39,6 +41,8 @@ public class DeployPrefab : MonoBehaviour
void Start()
{
gameManager = GameManager.Instance;
game = gameManager.Game;
}
public GameObject MakeItem(Production prod)
......@@ -121,10 +125,10 @@ public class DeployPrefab : MonoBehaviour
{
if (dep.IsCompleted)
{
DepStateEnter(dep);
UIManager.Instance.mapUI.SetActive(true);
UIManager.Instance.managementUI.SetActive(false);
UIManager.Instance.questUI.SetActive(false);
DepStateEnter(dep);
}
else
{
......@@ -151,6 +155,42 @@ public class DeployPrefab : MonoBehaviour
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()
......
......@@ -14,9 +14,9 @@ public class UIManager : MonoBehaviour
public GameObject selectedActor;
public GameObject SpecialSpec;
public GameObject UnitSelTab;
public GameObject BuildingSelTab;
public GameObject EpicTab, HighTab, IntermediateTab, LowTab; // Unit production
public GameObject UnitSelTab;
public GameObject BuildingSelTab;
public GameObject EpicTab, HighTab, IntermediateTab, LowTab; // Unit production
public GameObject CityTab, CityBuildingTab, NormalBuildingTab; // Building production
GameObject skillSet;
......@@ -236,6 +236,8 @@ public class UIManager : MonoBehaviour
GameManager.Instance.selectedActor.SkipFlag = true;
}
ButtonInteractChange();
GameManager.Instance.CheckToDo();
GameManager.Instance.FocusOnActableUnit();
}
public void SpecialMouseOver()
......@@ -247,69 +249,67 @@ public class UIManager : MonoBehaviour
SpecialSpec.SetActive(false);
}
//// Management UI (Production Selection) ////
public void UnitSelTabActive()
{
UnitSelTab.SetActive(true);
BuildingSelTab.SetActive(false);
}
public void BuildingSelTabActive()
{
UnitSelTab.SetActive(false);
BuildingSelTab.SetActive(true);
//// Management UI (Production Selection) ////
public void UnitSelTabActive()
{
UnitSelTab.SetActive(true);
BuildingSelTab.SetActive(false);
}
public void EpicTabActive() // Unit production
{
EpicTab.SetActive(true);
HighTab.SetActive(false);
IntermediateTab.SetActive(false);
LowTab.SetActive(false);
}
public void HighTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(true);
IntermediateTab.SetActive(false);
LowTab.SetActive(false);
}
public void IntermediateTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(false);
IntermediateTab.SetActive(true);
LowTab.SetActive(false);
}
public void LowTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(false);
IntermediateTab.SetActive(false);
LowTab.SetActive(true);
public void BuildingSelTabActive()
{
UnitSelTab.SetActive(false);
BuildingSelTab.SetActive(true);
}
public void CityTabActive() // Building production
{
CityTab.SetActive(true);
CityBuildingTab.SetActive(false);
NormalBuildingTab.SetActive(false);
}
public void CityBuildingTabActive()
{
CityTab.SetActive(false);
CityBuildingTab.SetActive(true);
NormalBuildingTab.SetActive(false);
}
public void NormalBuildingTabActive()
{
CityTab.SetActive(false);
CityBuildingTab.SetActive(false);
NormalBuildingTab.SetActive(true);
public void EpicTabActive() // Unit production
{
EpicTab.SetActive(true);
HighTab.SetActive(false);
IntermediateTab.SetActive(false);
LowTab.SetActive(false);
}
public void HighTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(true);
IntermediateTab.SetActive(false);
LowTab.SetActive(false);
}
public void IntermediateTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(false);
IntermediateTab.SetActive(true);
LowTab.SetActive(false);
}
public void LowTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(false);
IntermediateTab.SetActive(false);
LowTab.SetActive(true);
}
public void CityTabActive() // Building production
{
CityTab.SetActive(true);
CityBuildingTab.SetActive(false);
NormalBuildingTab.SetActive(false);
}
public void CityBuildingTabActive()
{
CityTab.SetActive(false);
CityBuildingTab.SetActive(true);
NormalBuildingTab.SetActive(false);
}
public void NormalBuildingTabActive()
{
CityTab.SetActive(false);
CityBuildingTab.SetActive(false);
NormalBuildingTab.SetActive(true);
}
private void ButtonInteractChange()
public void ButtonInteractChange()
{
// Hide Actions Tab
if(GameManager.Instance.selectedActor == null || GameManager.Instance.selectedActor.Owner != GameManager.Instance.Game.PlayerInTurn)
......@@ -382,4 +382,23 @@ public class UIManager : MonoBehaviour
skillBtn.GetComponent<Button>().interactable = false;
}
}
public void updateSelectedInfo(CivModel.Actor actor)
{
GameManager.Instance.selectedActor = actor;
var pt = actor.PlacedPoint.Value;
GameManager.Instance.selectedPoint = pt;
foreach (GameObject unit in GameManager.Instance.Units)
{
if (unit.GetComponent<Unit>().point == pt)
{
GameManager.Instance.selectedGameObject = unit;
break;
}
}
GameManager.Instance.selectedTile = GameManager.Instance.Tiles[pt.Position.X, pt.Position.Y].GetComponent<HexTile>();
UIManager.Instance.Actions.SetActive(true);
ButtonInteractChange();
}
}
\ No newline at end of file
using System.Collections;
using System.Collections.Generic;
using System.Linq;
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;
/* 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))
{
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;
}
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()
{
GameManager.Instance.ProceedTurn();
}
}
\ 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
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.
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;
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();
}
}
}
}
This diff is collapsed.
using System.Collections;
using System.Collections.Generic;
using System.Linq;
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 () {
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;
}
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)))
{
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;
}
else
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다음 턴";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 40;
}
}
}
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()
{
GameManager.Instance.ProceedTurn();
}
}
\ 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();
}
}
}
}
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m_Tooltip:
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Base path: C:/Program Files/Unity/Editor/Data
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