Commit e0a56fc1 authored by 김주영's avatar 김주영

push

parent 4b637acc

Too many changes to show.

To preserve performance only 1000 of 1000+ files are displayed.

[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
Assets/AssetStoreTools*
# Visual Studio 2015 cache directory
/.vs/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
# Unity3D Generated File On Crash Reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# MacOS
.DS_Store
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......@@ -23,7 +23,6 @@ GameObject:
- component: {fileID: 23430415915558628}
- component: {fileID: 95116768080365986}
- component: {fileID: 114555728656525668}
- component: {fileID: 64170105535098754}
m_Layer: 0
m_Name: unit
m_TagString: Untagged
......@@ -86,20 +85,6 @@ MeshFilter:
m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1994173042382988}
m_Mesh: {fileID: 4300000, guid: b30586820caa1de47b0e0ed1aa73c608, type: 3}
--- !u!64 &64170105535098754
MeshCollider:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1994173042382988}
m_Material: {fileID: 0}
m_IsTrigger: 0
m_Enabled: 1
serializedVersion: 3
m_Convex: 0
m_CookingOptions: 14
m_SkinWidth: 0.01
m_Mesh: {fileID: 4300000, guid: b30586820caa1de47b0e0ed1aa73c608, type: 3}
--- !u!95 &95116768080365986
Animator:
serializedVersion: 3
......
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......@@ -25,7 +25,11 @@ public class GameManager : MonoBehaviour {
public Material[] materials;
public CivModel.Unit selectedUnit;
public CivModel.Terrain.Point selectedPoint;
public HexTile selectedTile;
public CivModel.Actor selectedActor;
public GameObject selectedGameObject;
void Awake() {
// Singleton
......@@ -48,12 +52,16 @@ public class GameManager : MonoBehaviour {
};
_game = new CivModel.Game(".\\Assets\\map.txt", factories);
_game.StartTurn();
// Use Only for TESTING!
_game.EndTurn();
_game.StartTurn();
}
// Use this for initialization
void Start() {
InitiateMap();
InitiateUnit();
}
// Update is called once per frame
......@@ -61,22 +69,65 @@ public class GameManager : MonoBehaviour {
}
private void UpdateMapUnit() {
public void UpdateMap() {
for (int i = 0; i < _game.Terrain.Width; i++) {
for (int j = 0; j < _game.Terrain.Height; j++) {
CivModel.Terrain.Point point = _game.Terrain.GetPoint(i, j);
HexTile tile = _tiles[i, j].GetComponent<HexTile>();
tile.SetPoints(point);
tile.SetTerrain();
tile.SetBuilding();
}
}
foreach (var unt in _units){
}
}
public void UpdateUnit() {
// POSITION FIX AND DELETETION
foreach (GameObject unitGameObject in _units) {
CivModel.Unit unitModel = unitGameObject.GetComponent<Unit>().unitModel;
if (unitModel.Owner == null) {
_units.Remove(unitGameObject);
Destroy(unitGameObject);
Debug.Log("Deleted!");
}
else {
if (unitModel.PlacedPoint.HasValue) {
var pt = unitModel.PlacedPoint.Value;
unitGameObject.GetComponent<Unit>().SetPoints(pt);
}
}
}
// INSERTION
int plyrIdx = 0;
foreach (CivModel.Player plyr in Game.Players) {
int untIdx = 0;
foreach (CivModel.Unit unt in plyr.Units) {
bool isExist = false;
foreach (GameObject unitGameObject in _units) {
CivModel.Unit unitModel = unitGameObject.GetComponent<Unit>().unitModel;
if (unt == unitModel) {
isExist = true;
}
}
if (isExist == false) {
if (unt?.PlacedPoint != null) {
var pt = unt.PlacedPoint.Value;
Vector3 pos = ModelPntToUnityPnt(pt, 1.25f);
GameObject unit = Instantiate(UnitPrefab, pos, Quaternion.identity);
unit.name = String.Format("[{0},{1}]", plyrIdx, untIdx);
unit.GetComponent<Unit>().SetPoints(pt, pos);
unit.GetComponent<Unit>().unitModel = unt;
_units.Add(unit);
}
}
untIdx++;
}
plyrIdx++;
}
}
private void InitiateMap() {
_tiles = new GameObject[_game.Terrain.Width, _game.Terrain.Height];
......@@ -86,26 +137,30 @@ public class GameManager : MonoBehaviour {
Vector3 pos = ModelPntToUnityPnt(i, j, -0.05f);
_tiles[i, j] = Instantiate(HextilePrefab, pos, Quaternion.identity);
_tiles[i, j].name = String.Format("Tile({0},{1})", i, j);
_tiles[i, j].name = String.Format("({0},{1})", i, j);
CivModel.Terrain.Point pnt = _game.Terrain.GetPoint(i, j);
_tiles[i, j].GetComponent<HexTile>().SetPoints(pnt, pos);
if (pnt.Unit != null)
InitiateUnit(pnt.Unit);
}
}
}
private void InitiateUnit(CivModel.Unit unit) {
if (unit?.PlacedPoint != null) {
var pt = unit.PlacedPoint.Value;
Vector3 pos = ModelPntToUnityPnt(pt, 1.25f);
GameObject unt = Instantiate(UnitPrefab, pos, Quaternion.identity);
unt.name = String.Format("Unit[{0},{1}]", pt.Position.X, pt.Position.Y);
unt.GetComponent<Unit>().SetPoints(pt, pos);
_units.Add(unt);
private void InitiateUnit() {
int plyrIdx = 0;
foreach (CivModel.Player plyr in Game.Players) {
int untIdx = 0;
foreach (CivModel.Unit unt in plyr.Units) {
if(unt?.PlacedPoint != null) {
var pt = unt.PlacedPoint.Value;
Vector3 pos = ModelPntToUnityPnt(pt, 1.25f);
GameObject unit = Instantiate(UnitPrefab, pos, Quaternion.identity);
unit.name = String.Format("[{0},{1}]", plyrIdx, untIdx);
unit.GetComponent<Unit>().SetPoints(pt, pos);
unit.GetComponent<Unit>().unitModel = unt;
_units.Add(unit);
}
untIdx++;
}
plyrIdx++;
}
}
......@@ -125,5 +180,30 @@ public class GameManager : MonoBehaviour {
return unityPoint;
}
public static GameObject GetUnitGameObject(CivModel.Terrain.Point point) {
foreach (GameObject unt in Instance.Units) {
Unit unit = unt.GetComponent<Unit>();
if (unit.point == point) {
return unt;
}
}
return null;
}
}
// 버려진 코드
// private void InitiateUnit(CivModel.Unit unit) {
// if (unit?.PlacedPoint != null) {
// var pt = unit.PlacedPoint.Value;
// Vector3 pos = ModelPntToUnityPnt(pt, 1.25f);
// GameObject unt = Instantiate(UnitPrefab, pos, Quaternion.identity);
// unt.name = String.Format("Unit[{0},{1}]", pt.Position.X, pt.Position.Y);
// unt.GetComponent<Unit>().SetPoints(pt, pos);
// _units.Add(unt);
// }
//}
\ No newline at end of file
......@@ -18,6 +18,8 @@ public class HexTile : MonoBehaviour
CivModel.TileBuilding building;
public bool isFirstClick = true;
public bool isFlickering;
private IEnumerator _coroutine;
......@@ -94,11 +96,20 @@ public class HexTile : MonoBehaviour
}
}
// Flicker with blue color. This is used for parametered move and skill.
public void FlickerBlue()
public void FlickerCyan() {
isFlickering = true;
Debug.Log(gameObject.name + " is flickering with cyan");
if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
return;
_coroutine = Flicker(Color.cyan);
StartCoroutine(_coroutine);
}
// Flicker with blue color. This is used for parametered move and skill.
public void FlickerBlue()
{
isFlickering = true;
//Debug.Log(gameObject.name + " is flickering with blue");
Debug.Log(gameObject.name + " is flickering with blue");
if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
return;
_coroutine = Flicker(Color.blue);
......@@ -109,7 +120,7 @@ public class HexTile : MonoBehaviour
public void FlickerRed()
{
isFlickering = true;
//Debug.Log(gameObject.name + " is flickering with red");
Debug.Log(gameObject.name + " is flickering with red");
if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
return;
_coroutine = Flicker(Color.red);
......@@ -119,7 +130,7 @@ public class HexTile : MonoBehaviour
public void StopFlickering()
{
isFlickering = false;
//Debug.Log(gameObject.name + " stopped flickering");
Debug.Log(gameObject.name + " stopped flickering");
if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
return;
if (_coroutine == null)
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
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 / 40;
}
else
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Button>().enabled = true;
/*
if (GameManager.Instance.isThereTodos && !PseudoFSM.Instance.DepState)
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "유닛이 명령을 기다리고 있습니다";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 40;
}
else if (PseudoFSM.Instance.DepState)
{
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "배치 취소";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 25;
}
else
{
*/
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다음 턴";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 25;
//}
updatePanel();
if (GameObject.Find("GameUI").activeSelf) updateQuest();
else if (GameObject.Find("ManagementUI").activeSelf) updateManagement();
}
}
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();
}
}
\ No newline at end of file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ManagementController : MonoBehaviour {
private static ManagementController managementcontroller;
void Awake()
{
DontDestroyOnLoad(this);
if (managementcontroller == null)
{
managementcontroller = this;
}
else
{
Destroy(this);
}
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public void begin()
{
}
public static ManagementController GetManagementController()
{
if (managementcontroller == null)
{
Debug.Log("ManagementController not made");
throw new MissingComponentException();
}
return managementcontroller;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using System.Linq;
public class ManagementUIController : MonoBehaviour
{
private static ManagementUIController managementUIController;
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; //생산 큐
private List<GameObject> DQlist; //배치 큐
private List<GameObject> EpicQlist, HighQlist, IntermediateQlist, LowQlist; // Unit production
private List<GameObject> CityQlist, CityBuildingQlist, NormalBuildingQlist; // Building production
private List<List<GameObject>> ASQlist;
public GameObject EpicQueue, HighQueue, IntermediateQueue, LowQueue; // Unit production
public GameObject CityQueue, CityBuildingQueue, NormalBuildingQueue; // Building production
public static ManagementUIController GetManagementUIController()
{
if (managementUIController == null)
{
throw new MissingComponentException();
}
return managementUIController;
}
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using CivModel;
using CivModel.Common;
public class UIManager : MonoBehaviour
{
GameObject mapUI;
GameObject managementUI;
GameObject questUI;
GameObject selectedUnit;
GameObject selectedActor;
GameObject SpecialSpec;
GameObject skillSet;
GameObject unitInfo;
public Image UnitPortrait;
public Ray ray;
public RaycastHit hit;
// Use this for initialization
void Start()
{
void Start() {
mapUI = GameObject.Find("MapUI");
managementUI = GameObject.Find("ManagementUI");
questUI = GameObject.Find("QuestUI");
// mapUI.SetActive(false);
SpecialSpec = GameObject.Find("SpecialSpec");
skillSet = GameObject.Find("Skill Set");
unitInfo = GameObject.Find("UnitInfo");
UnitPortrait = GameObject.Find("Portrait").GetComponent<Image>();
managementUI.SetActive(false);
questUI.SetActive(false);
SpecialSpec.SetActive(false);
skillSet.SetActive(false);
}
// Update is called once per frame
void Update()
{
void Update() {
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Input.GetMouseButtonDown(0)) {
if (!EventSystem.current.IsPointerOverGameObject() && Input.GetMouseButtonDown(0)) {
if(Physics.Raycast(ray, out hit)){
selectedUnit = hit.transform.gameObject;
Debug.Log(selectedUnit.name);
Unit unt = selectedUnit.GetComponent<Unit>();
if(unt != null)
GameManager.Instance.selectedUnit = unt.point.Unit;
selectedActor = hit.transform.gameObject;
Debug.Log(selectedActor.name);
HexTile tile = selectedActor.GetComponent<HexTile>();
GameManager.Instance.selectedTile = tile;
GameManager.Instance.selectedPoint = tile.point;
IEnumerator _tileCoroutine = FlickerSelectedTile(tile);
StartCoroutine(_tileCoroutine);
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;
}
}
}
if (GameManager.Instance.selectedActor != null)
{
unitInfo.SetActive(true);
UnitPortrait.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetPortName(GameManager.Instance.selectedActor)).ToLower()), typeof(Sprite)) as Sprite;
GameObject.Find("UnitName").GetComponent<Text>().text = ProductionFactoryTraits.GetName(GameManager.Instance.selectedActor);
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 = "Sample";
// Queue about specialities needed
GameObject.Find("SpecialSpecText").GetComponent<Text>().text = specialText;
}
}
IEnumerator FlickerSelectedTile(HexTile prevTile) {
while (true) {
if (prevTile != GameManager.Instance.selectedTile) {
prevTile.StopFlickering();
GameManager.Instance.selectedTile.FlickerCyan();
break;
}
yield return null;
}
}
public void onClick(GameObject go)
{
if (go.activeSelf == false)
......@@ -58,9 +126,32 @@ public class UIManager : MonoBehaviour
}
public void onClickMove() {
if (GameManager.Instance.selectedActor is CivModel.Unit) {
GameManager.Instance.selectedGameObject.GetComponent<Unit>().MoveStateEnter();
}
}
public void onClickAttack() {
if (GameManager.Instance.selectedActor is CivModel.Unit) {
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.selectedGameObject.GetComponent<Unit>().SkillStateEnter(idx);
}
}
public void SpecialMouseOver()
{
SpecialSpec.SetActive(true);
}
public void SpecialMouseExit()
{
SpecialSpec.SetActive(false);
}
}
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unityForwardCompatibleVersion: 40
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