Commit def92683 authored by 김주영's avatar 김주영

minor patches

parent 7077b7a3
...@@ -1148,8 +1148,8 @@ MonoBehaviour: ...@@ -1148,8 +1148,8 @@ 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 m_Value: 0.99998355
m_Size: 0.9999998 m_Size: 0.87019
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
m_PersistentCalls: m_PersistentCalls:
...@@ -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, y: -0.00006367598} m_AnchoredPosition: {x: 0.000030517578, y: -0.00004841719}
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: -0.00005972678} m_AnchoredPosition: {x: -0.000053677646, y: -0.00003277704}
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
...@@ -8993,7 +8993,7 @@ MonoBehaviour: ...@@ -8993,7 +8993,7 @@ MonoBehaviour:
m_HandleRect: {fileID: 1457256215} m_HandleRect: {fileID: 1457256215}
m_Direction: 2 m_Direction: 2
m_Value: 0 m_Value: 0
m_Size: 1 m_Size: 0.99999994
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: -0.000017556631, y: -0.00005972678} m_AnchoredPosition: {x: 0.000036194124, y: -0.00003277704}
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: 0.000030517578} m_AnchoredPosition: {x: 0, y: -0.000015258789}
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: -0.00007116278} m_AnchoredPosition: {x: 0.00006514437, y: -0.000010127624}
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
...@@ -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: 0.000010931467} m_AnchoredPosition: {x: -0.00001036023, y: 0.0005912781}
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
...@@ -17992,6 +17992,7 @@ MonoBehaviour: ...@@ -17992,6 +17992,7 @@ MonoBehaviour:
- {fileID: 2100000, guid: 9f18b1711a90f794aad93d565cfc12e2, type: 2} - {fileID: 2100000, guid: 9f18b1711a90f794aad93d565cfc12e2, type: 2}
selectedTile: {fileID: 0} selectedTile: {fileID: 0}
selectedGameObject: {fileID: 0} selectedGameObject: {fileID: 0}
isThereTodos: 0
--- !u!4 &1802626829 --- !u!4 &1802626829
Transform: Transform:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
...@@ -20096,7 +20097,18 @@ MonoBehaviour: ...@@ -20096,7 +20097,18 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1975635208} m_TargetGraphic: {fileID: 1975635208}
m_OnClick: m_OnClick:
m_PersistentCalls: 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, m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null Culture=neutral, PublicKeyToken=null
--- !u!114 &1975635208 --- !u!114 &1975635208
...@@ -20865,8 +20877,8 @@ MonoBehaviour: ...@@ -20865,8 +20877,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1833688074} m_TargetGraphic: {fileID: 1833688074}
m_HandleRect: {fileID: 1833688073} m_HandleRect: {fileID: 1833688073}
m_Direction: 2 m_Direction: 2
m_Value: 1 m_Value: 0.9999992
m_Size: 0.99999994 m_Size: 0.87019
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
m_PersistentCalls: m_PersistentCalls:
...@@ -21829,8 +21841,8 @@ MonoBehaviour: ...@@ -21829,8 +21841,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 145151054} m_TargetGraphic: {fileID: 145151054}
m_HandleRect: {fileID: 145151053} m_HandleRect: {fileID: 145151053}
m_Direction: 2 m_Direction: 2
m_Value: 1 m_Value: 0.9999992
m_Size: 0.99999994 m_Size: 0.87019
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
m_PersistentCalls: m_PersistentCalls:
......
...@@ -4,6 +4,7 @@ using System.Collections.Generic; ...@@ -4,6 +4,7 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using CivModel; using CivModel;
using System.Threading.Tasks; using System.Threading.Tasks;
using System.IO;
public class GameManager : MonoBehaviour { public class GameManager : MonoBehaviour {
...@@ -37,6 +38,8 @@ public class GameManager : MonoBehaviour { ...@@ -37,6 +38,8 @@ public class GameManager : MonoBehaviour {
public CivModel.Actor selectedActor; public CivModel.Actor selectedActor;
public GameObject selectedGameObject; public GameObject selectedGameObject;
public bool isThereTodos = false;
void Awake() { void Awake() {
// Singleton // Singleton
if (_manager != null) { if (_manager != null) {
...@@ -56,7 +59,9 @@ public class GameManager : MonoBehaviour { ...@@ -56,7 +59,9 @@ public class GameManager : MonoBehaviour {
new CivModel.Zap.GameSchemeFactory(), new CivModel.Zap.GameSchemeFactory(),
new CivModel.AI.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(); _game.StartTurn();
} }
...@@ -67,6 +72,7 @@ public class GameManager : MonoBehaviour { ...@@ -67,6 +72,7 @@ public class GameManager : MonoBehaviour {
InitiateUnit(); InitiateUnit();
InitiateMiniMap(); InitiateMiniMap();
InitiateTurn(); InitiateTurn();
CheckToDo();
} }
// Update is called once per frame // Update is called once per frame
...@@ -150,6 +156,7 @@ public class GameManager : MonoBehaviour { ...@@ -150,6 +156,7 @@ public class GameManager : MonoBehaviour {
} }
plyrIdx++; plyrIdx++;
} }
CheckToDo();
} }
private void InitiateMap() { private void InitiateMap() {
...@@ -205,7 +212,6 @@ public class GameManager : MonoBehaviour { ...@@ -205,7 +212,6 @@ public class GameManager : MonoBehaviour {
} }
private void InitiateTurn() { private void InitiateTurn() {
//// Use Only for TESTING!
_game.EndTurn(); _game.EndTurn();
_game.StartTurn(); _game.StartTurn();
...@@ -217,23 +223,19 @@ public class GameManager : MonoBehaviour { ...@@ -217,23 +223,19 @@ public class GameManager : MonoBehaviour {
} }
public async Task ProceedTurn() public void CheckToDo()
{ {
//Debug.Log(Game.PlayerNumberInTurn); isThereTodos = false;
if(_game.PlayerInTurn == _game.Players[0]) // Only For Testing!
_game.EndTurn(); //foreach (CivModel.Unit unit in this.Game.PlayerInTurn.Units)
_game.StartTurn(); //{
while (_game.PlayerInTurn.IsAIControlled) // if(!unit.RemainAP.Equals(0)) {
{ // if(unit.SkipFlag == false) {
//Debug.Log(Game.PlayerNumberInTurn); // isThereTodos = true;
await _game.PlayerInTurn.DoAITurnAction(); // break;
_game.EndTurn(); // }
_game.StartTurn(); // }
} //}
UpdateMap();
UpdateUnit();
//if (_game.PlayerInTurn == _game.Players[0])
//_game.StartTurn();
} }
...@@ -271,13 +273,30 @@ public class GameManager : MonoBehaviour { ...@@ -271,13 +273,30 @@ public class GameManager : MonoBehaviour {
} }
Focus(actor.PlacedPoint.Value); Focus(actor.PlacedPoint.Value);
} }
static void Focus(CivModel.Terrain.Point point) static void Focus(CivModel.Terrain.Point point)
{ {
Vector3 tilePos = GameManager.Instance.Tiles[point.Position.X, point.Position.Y].transform.position; Vector3 tilePos = GameManager.Instance.Tiles[point.Position.X, point.Position.Y].transform.position;
float x = tilePos.x; 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); 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 { ...@@ -25,29 +25,23 @@ public class GameUI : MonoBehaviour {
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. 기다려 주십시오."; mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다른 플레이어가 턴 진행 중입니다.\n잠시만 기다려 주십시오.";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 20; mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = 20;
} }
else else
{ {
mapUI.transform.Find("EndTurn").GetComponentInChildren<Button>().enabled = true; 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>().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; 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();
} }
...@@ -86,6 +80,26 @@ public class GameUI : MonoBehaviour { ...@@ -86,6 +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
...@@ -15,6 +15,8 @@ public class DeployPrefab : MonoBehaviour ...@@ -15,6 +15,8 @@ public class DeployPrefab : MonoBehaviour
private Image unitPrt; private Image unitPrt;
private Button[] buttons; private Button[] buttons;
private GameManager gameManager;
private Game game;
// Use this for initialization // Use this for initialization
private bool _inDepState = false; private bool _inDepState = false;
...@@ -39,6 +41,8 @@ public class DeployPrefab : MonoBehaviour ...@@ -39,6 +41,8 @@ public class DeployPrefab : MonoBehaviour
void Start() void Start()
{ {
gameManager = GameManager.Instance;
game = gameManager.Game;
} }
public GameObject MakeItem(Production prod) public GameObject MakeItem(Production prod)
...@@ -121,10 +125,10 @@ public class DeployPrefab : MonoBehaviour ...@@ -121,10 +125,10 @@ public class DeployPrefab : MonoBehaviour
{ {
if (dep.IsCompleted) if (dep.IsCompleted)
{ {
DepStateEnter(dep);
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
{ {
...@@ -151,6 +155,42 @@ public class DeployPrefab : MonoBehaviour ...@@ -151,6 +155,42 @@ public class DeployPrefab : MonoBehaviour
GameManager.Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().FlickerBlue(); 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() void DepStateExit()
......
...@@ -14,9 +14,9 @@ public class UIManager : MonoBehaviour ...@@ -14,9 +14,9 @@ public class UIManager : MonoBehaviour
public GameObject selectedActor; public GameObject selectedActor;
public GameObject SpecialSpec; public GameObject SpecialSpec;
public GameObject UnitSelTab; public GameObject UnitSelTab;
public GameObject BuildingSelTab; public GameObject BuildingSelTab;
public GameObject EpicTab, HighTab, IntermediateTab, LowTab; // Unit production public GameObject EpicTab, HighTab, IntermediateTab, LowTab; // Unit production
public GameObject CityTab, CityBuildingTab, NormalBuildingTab; // Building production public GameObject CityTab, CityBuildingTab, NormalBuildingTab; // Building production
GameObject skillSet; GameObject skillSet;
...@@ -236,6 +236,8 @@ public class UIManager : MonoBehaviour ...@@ -236,6 +236,8 @@ public class UIManager : MonoBehaviour
GameManager.Instance.selectedActor.SkipFlag = true; GameManager.Instance.selectedActor.SkipFlag = true;
} }
ButtonInteractChange(); ButtonInteractChange();
GameManager.Instance.CheckToDo();
GameManager.Instance.FocusOnActableUnit();
} }
public void SpecialMouseOver() public void SpecialMouseOver()
...@@ -247,69 +249,67 @@ public class UIManager : MonoBehaviour ...@@ -247,69 +249,67 @@ public class UIManager : MonoBehaviour
SpecialSpec.SetActive(false); SpecialSpec.SetActive(false);
} }
//// Management UI (Production Selection) //// //// Management UI (Production Selection) ////
public void UnitSelTabActive() public void UnitSelTabActive()
{ {
UnitSelTab.SetActive(true); UnitSelTab.SetActive(true);
BuildingSelTab.SetActive(false); BuildingSelTab.SetActive(false);
}
public void BuildingSelTabActive()
{
UnitSelTab.SetActive(false);
BuildingSelTab.SetActive(true);
} }
public void BuildingSelTabActive()
public void EpicTabActive() // Unit production {
{ UnitSelTab.SetActive(false);
EpicTab.SetActive(true); BuildingSelTab.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 public void EpicTabActive() // Unit production
{ {
CityTab.SetActive(true); EpicTab.SetActive(true);
CityBuildingTab.SetActive(false); HighTab.SetActive(false);
NormalBuildingTab.SetActive(false); IntermediateTab.SetActive(false);
} LowTab.SetActive(false);
public void CityBuildingTabActive() }
{ public void HighTabActive()
CityTab.SetActive(false); {
CityBuildingTab.SetActive(true); EpicTab.SetActive(false);
NormalBuildingTab.SetActive(false); HighTab.SetActive(true);
} IntermediateTab.SetActive(false);
public void NormalBuildingTabActive() LowTab.SetActive(false);
{ }
CityTab.SetActive(false); public void IntermediateTabActive()
CityBuildingTab.SetActive(false); {
NormalBuildingTab.SetActive(true); 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);
}
public void ButtonInteractChange()
private void ButtonInteractChange()
{ {
// Hide Actions Tab // Hide Actions Tab
if(GameManager.Instance.selectedActor == null || GameManager.Instance.selectedActor.Owner != GameManager.Instance.Game.PlayerInTurn) if(GameManager.Instance.selectedActor == null || GameManager.Instance.selectedActor.Owner != GameManager.Instance.Game.PlayerInTurn)
...@@ -382,4 +382,23 @@ public class UIManager : MonoBehaviour ...@@ -382,4 +382,23 @@ public class UIManager : MonoBehaviour
skillBtn.GetComponent<Button>().interactable = false; 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.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.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using CivModel;
using CivModel.Common;
public class UIManager : MonoBehaviour
{
public GameObject mapUI;
public GameObject managementUI;
public GameObject questUI;
public GameObject selectedActor;
public GameObject SpecialSpec;
public GameObject UnitSelTab;
public GameObject BuildingSelTab;
public GameObject EpicTab, HighTab, IntermediateTab, LowTab; // Unit production
public GameObject CityTab, CityBuildingTab, NormalBuildingTab; // Building production
GameObject skillSet;
GameObject unitInfo;
GameObject Actions;
GameObject moveBtn;
GameObject attackBtn;
GameObject skipBtn;
GameObject skillBtn;
public Image UnitPortrait;
public Ray ray;
public RaycastHit hit;
private static UIManager _manager = null;
public static UIManager Instance { get { return _manager; } }
private void Awake()
{
if (_manager != null)
{
Destroy(gameObject);
return;
}
else
{
_manager = this;
}
}
// Use this for initialization
void Start()
{
mapUI = GameObject.Find("MapUI");
managementUI = GameObject.Find("ManagementUI");
questUI = GameObject.Find("QuestUI");
SpecialSpec = GameObject.Find("SpecialSpec");
skillSet = GameObject.Find("Skill Set");
unitInfo = GameObject.Find("UnitInfo");
UnitPortrait = GameObject.Find("Portrait").GetComponent<Image>();
Actions = GameObject.Find("Actions");
moveBtn = GameObject.Find("Move");
attackBtn = GameObject.Find("Attact");
skipBtn = GameObject.Find("Wait");
skillBtn = GameObject.Find("Skill");
Actions.SetActive(false);
managementUI.SetActive(false);
questUI.SetActive(false);
SpecialSpec.SetActive(false);
skillSet.SetActive(false);
}
// Update is called once per frame
void Update()
{
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (!EventSystem.current.IsPointerOverGameObject() && Input.GetMouseButtonDown(0))
{
if (Physics.Raycast(ray, out hit))
{
selectedActor = hit.transform.gameObject;
//Debug.Log(selectedActor.name);
HexTile tile = selectedActor.GetComponent<HexTile>();
GameManager.Instance.selectedTile = tile;
GameManager.Instance.selectedPoint = tile.point;
if (tile.point.Unit != null && tile.point.TileBuilding != null)
{
if (tile.isFirstClick)
{
GameManager.Instance.selectedActor = tile.point.Unit;
tile.isFirstClick = false;
GameManager.Instance.selectedGameObject = GameManager.GetUnitGameObject(tile.point);
}
else
{
GameManager.Instance.selectedActor = tile.point.TileBuilding;
tile.isFirstClick = true;
GameManager.Instance.selectedGameObject = selectedActor;
}
}
else if (tile.point.TileBuilding != null)
{
GameManager.Instance.selectedActor = tile.point.TileBuilding;
tile.isFirstClick = true;
GameManager.Instance.selectedGameObject = selectedActor;
}
else if (tile.point.Unit != null)
{
GameManager.Instance.selectedActor = tile.point.Unit;
tile.isFirstClick = false;
GameManager.Instance.selectedGameObject = GameManager.GetUnitGameObject(tile.point);
}
else
{
GameManager.Instance.selectedActor = null;
}
ButtonInteractChange();
IEnumerator _tileCoroutine = FlickerSelectedTile(tile);
StartCoroutine(_tileCoroutine);
}
}
if (GameManager.Instance.selectedActor != null)
{
unitInfo.SetActive(true);
UnitPortrait.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetPortName(GameManager.Instance.selectedActor)).ToLower()), typeof(Sprite)) as Sprite;
if(GameManager.Instance.selectedActor is CivModel.Unit) {
GameObject.Find("UnitName").GetComponent<Text>().text = ProductionFactoryTraits.GetName(GameManager.Instance.selectedActor);
} else if(GameManager.Instance.selectedActor is CivModel.CityBase) {
GameObject.Find("UnitName").GetComponent<Text>().text = GameManager.Instance.selectedActor.Name;
}
GameObject.Find("UnitAttack").GetComponent<Text>().text = GameManager.Instance.selectedActor.AttackPower.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("ActionPoint").GetComponent<Text>().text = GameManager.Instance.selectedActor.RemainAP.ToString() + "/" + GameManager.Instance.selectedActor.MaxAP;
GameObject.Find("HealthPoint").GetComponent<RectTransform>().sizeDelta = new Vector2(30, 280 * (float)GameManager.Instance.selectedActor.RemainHP / (float)GameManager.Instance.selectedActor.MaxHP);
}
else unitInfo.SetActive(false);
if (SpecialSpec.activeSelf == true)
{
string specialText = "";
GameObject.Find("SpecialSpecText").GetComponent<Text>().text = specialText;
}
}
IEnumerator FlickerSelectedTile(HexTile prevTile)
{
while (true)
{
if (prevTile != GameManager.Instance.selectedTile)
{
prevTile.StopFlickering();
if(GameManager.Instance.selectedActor == null)
{
GameManager.Instance.selectedTile.FlickerWhite();
}
else
{
GameManager.Instance.selectedTile.FlickerCyan();
}
break;
}
yield return null;
}
}
public void onClick(GameObject go)
{
if (GameManager.Instance.selectedGameObject != null)
{
if (GameManager.Instance.selectedGameObject.GetComponent<Unit>() != null)
{
if (GameManager.Instance.selectedGameObject.GetComponent<Unit>().MoveState)
GameManager.Instance.selectedGameObject.GetComponent<Unit>().MoveStateExit();
if (GameManager.Instance.selectedGameObject.GetComponent<Unit>().AttackState)
GameManager.Instance.selectedGameObject.GetComponent<Unit>().AttackStateExit();
if (GameManager.Instance.selectedGameObject.GetComponent<Unit>().SkillState)
GameManager.Instance.selectedGameObject.GetComponent<Unit>().SkillStateExit(GameManager.Instance.selectedActor);
}
}
if (go.activeSelf == false)
{
go.SetActive(true);
if (go != mapUI) mapUI.SetActive(false);
if (go != managementUI) managementUI.SetActive(false);
if (go != questUI) questUI.SetActive(false);
}
else
{
go.SetActive(false);
if (go != mapUI) mapUI.SetActive(true);
}
}
public void onClickMove()
{
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
GameManager.Instance.selectedGameObject.GetComponent<Unit>().MoveStateEnter();
}
}
public void onClickAttack()
{
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
GameManager.Instance.selectedGameObject.GetComponent<Unit>().AttackStateEnter();
}
}
public void onClickSkill()
{
if (skillSet.activeSelf == false)
skillSet.SetActive(true);
else skillSet.SetActive(false);
}
public void onClickSkillBtn(int idx)
{
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
GameManager.Instance.selectedGameObject.GetComponent<Unit>().SkillStateEnter(idx);
}
}
public void onClickSkip()
{
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
GameManager.Instance.selectedActor.SkipFlag = true;
}
ButtonInteractChange();
}
public void SpecialMouseOver()
{
SpecialSpec.SetActive(true);
}
public void SpecialMouseExit()
{
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);
}
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()
{
// Hide Actions Tab
if(GameManager.Instance.selectedActor == null || GameManager.Instance.selectedActor.Owner != GameManager.Instance.Game.PlayerInTurn)
{
Actions.SetActive(false);
} else
{
Actions.SetActive(true);
}
// Move Button
if(GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
moveBtn.GetComponent<Button>().interactable = true;
} else
{
moveBtn.GetComponent<Button>().interactable = false;
}
// Attack Button
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
attackBtn.GetComponent<Button>().interactable = true;
}
else
{
attackBtn.GetComponent<Button>().interactable = false;
}
// SkipButton
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
if (GameManager.Instance.selectedActor.SkipFlag == false)
{
skipBtn.GetComponent<Button>().interactable = true;
} else
{
skipBtn.GetComponent<Button>().interactable = false;
}
} else
{
skipBtn.GetComponent<Button>().interactable = false;
}
// SkillButton
if (GameManager.Instance.selectedActor is CivModel.Actor && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
if (GameManager.Instance.selectedActor.SpecialActs != null)
{
skillBtn.GetComponent<Button>().interactable = true;
Button[] skillsBtn = skillSet.GetComponentsInChildren<Button>();
foreach (var skill in skillsBtn) {
skill.interactable = false;
}
int skillIdx = 0;
foreach(var skill in GameManager.Instance.selectedActor.SpecialActs) {
skillsBtn[skillIdx].interactable = true;
skillsBtn[skillIdx].GetComponentInChildren<Text>().text = GameManager.Instance.selectedActor.SpecialActs[skillIdx].Owner.Name;
skillIdx++;
}
}
else
{
skillBtn.GetComponent<Button>().interactable = false;
}
}
else
{
skillBtn.GetComponent<Button>().interactable = false;
}
}
}
\ 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 () {
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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No preview for this file type
Base path: C:/Program Files/Unity/Editor/Data Base path: C:/Program Files/Unity/Editor/Data
Cmd: initializeCompiler Cmd: initializeCompiler
Cmd: initializeCompiler Cmd: initializeCompiler
Cmd: initializeCompiler
Cmd: initializeCompiler
Cmd: initializeCompiler
Cmd: initializeCompiler
Cmd: initializeCompiler
Cmd: initializeCompiler
Cmd: initializeCompiler
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