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: ...@@ -23,7 +23,6 @@ GameObject:
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...@@ -86,20 +85,6 @@ MeshFilter: ...@@ -86,20 +85,6 @@ MeshFilter:
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m_GameObject: {fileID: 1994173042382988} m_GameObject: {fileID: 1994173042382988}
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......
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...@@ -25,7 +25,11 @@ public class GameManager : MonoBehaviour { ...@@ -25,7 +25,11 @@ public class GameManager : MonoBehaviour {
public Material[] materials; public Material[] materials;
public CivModel.Unit selectedUnit; public CivModel.Terrain.Point selectedPoint;
public HexTile selectedTile;
public CivModel.Actor selectedActor;
public GameObject selectedGameObject;
void Awake() { void Awake() {
// Singleton // Singleton
...@@ -48,12 +52,16 @@ public class GameManager : MonoBehaviour { ...@@ -48,12 +52,16 @@ public class GameManager : MonoBehaviour {
}; };
_game = new CivModel.Game(".\\Assets\\map.txt", factories); _game = new CivModel.Game(".\\Assets\\map.txt", factories);
_game.StartTurn(); _game.StartTurn();
// Use Only for TESTING!
_game.EndTurn();
_game.StartTurn();
} }
// Use this for initialization // Use this for initialization
void Start() { void Start() {
InitiateMap(); InitiateMap();
InitiateUnit();
} }
// Update is called once per frame // Update is called once per frame
...@@ -61,19 +69,62 @@ public class GameManager : MonoBehaviour { ...@@ -61,19 +69,62 @@ public class GameManager : MonoBehaviour {
} }
public void UpdateMap() {
private void UpdateMapUnit() {
for (int i = 0; i < _game.Terrain.Width; i++) { for (int i = 0; i < _game.Terrain.Width; i++) {
for (int j = 0; j < _game.Terrain.Height; j++) { for (int j = 0; j < _game.Terrain.Height; j++) {
CivModel.Terrain.Point point = _game.Terrain.GetPoint(i, j); CivModel.Terrain.Point point = _game.Terrain.GetPoint(i, j);
HexTile tile = _tiles[i, j].GetComponent<HexTile>(); HexTile tile = _tiles[i, j].GetComponent<HexTile>();
tile.SetPoints(point);
tile.SetTerrain(); tile.SetTerrain();
tile.SetBuilding(); 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++;
} }
} }
...@@ -86,26 +137,30 @@ public class GameManager : MonoBehaviour { ...@@ -86,26 +137,30 @@ public class GameManager : MonoBehaviour {
Vector3 pos = ModelPntToUnityPnt(i, j, -0.05f); Vector3 pos = ModelPntToUnityPnt(i, j, -0.05f);
_tiles[i, j] = Instantiate(HextilePrefab, pos, Quaternion.identity); _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); CivModel.Terrain.Point pnt = _game.Terrain.GetPoint(i, j);
_tiles[i, j].GetComponent<HexTile>().SetPoints(pnt, pos); _tiles[i, j].GetComponent<HexTile>().SetPoints(pnt, pos);
if (pnt.Unit != null)
InitiateUnit(pnt.Unit);
} }
} }
} }
private void InitiateUnit(CivModel.Unit unit) { private void InitiateUnit() {
if (unit?.PlacedPoint != null) { int plyrIdx = 0;
var pt = unit.PlacedPoint.Value; 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); Vector3 pos = ModelPntToUnityPnt(pt, 1.25f);
GameObject unit = Instantiate(UnitPrefab, pos, Quaternion.identity);
GameObject unt = Instantiate(UnitPrefab, pos, Quaternion.identity); unit.name = String.Format("[{0},{1}]", plyrIdx, untIdx);
unt.name = String.Format("Unit[{0},{1}]", pt.Position.X, pt.Position.Y); unit.GetComponent<Unit>().SetPoints(pt, pos);
unt.GetComponent<Unit>().SetPoints(pt, pos); unit.GetComponent<Unit>().unitModel = unt;
_units.Add(unit);
_units.Add(unt); }
untIdx++;
}
plyrIdx++;
} }
} }
...@@ -125,5 +180,30 @@ public class GameManager : MonoBehaviour { ...@@ -125,5 +180,30 @@ public class GameManager : MonoBehaviour {
return unityPoint; 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 ...@@ -18,6 +18,8 @@ public class HexTile : MonoBehaviour
CivModel.TileBuilding building; CivModel.TileBuilding building;
public bool isFirstClick = true;
public bool isFlickering; public bool isFlickering;
private IEnumerator _coroutine; private IEnumerator _coroutine;
...@@ -94,11 +96,20 @@ public class HexTile : MonoBehaviour ...@@ -94,11 +96,20 @@ public class HexTile : MonoBehaviour
} }
} }
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. // Flicker with blue color. This is used for parametered move and skill.
public void FlickerBlue() public void FlickerBlue()
{ {
isFlickering = true; 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) if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
return; return;
_coroutine = Flicker(Color.blue); _coroutine = Flicker(Color.blue);
...@@ -109,7 +120,7 @@ public class HexTile : MonoBehaviour ...@@ -109,7 +120,7 @@ public class HexTile : MonoBehaviour
public void FlickerRed() public void FlickerRed()
{ {
isFlickering = true; 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) if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
return; return;
_coroutine = Flicker(Color.red); _coroutine = Flicker(Color.red);
...@@ -119,7 +130,7 @@ public class HexTile : MonoBehaviour ...@@ -119,7 +130,7 @@ public class HexTile : MonoBehaviour
public void StopFlickering() public void StopFlickering()
{ {
isFlickering = false; isFlickering = false;
//Debug.Log(gameObject.name + " stopped flickering"); Debug.Log(gameObject.name + " stopped flickering");
if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null) if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
return; return;
if (_coroutine == null) 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();
}
}
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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 CivModel;
public class UIController : MonoBehaviour {
private static UIController uicontroller;
private IReadOnlyList<Quest> questList;
private List<GameObject> DQQlist; //Offered Quest Queue list
private List<GameObject> AQQlist; //Taken Quest Queue list
private List<GameObject> CQQlist; //Completed Quset Queue list
public GameObject DQPrefab;
public GameObject AQPrefab;
public GameObject CQPrefab;
public GameObject DQQueue;
public GameObject AQQueue;
public GameObject CQQueue;
public GameObject QuestInfo;
private Text[] questInfotexts;
void Awake()
{
DontDestroyOnLoad(this);
if (uicontroller == null)
{
uicontroller = this;
}
else
{
Destroy(this);
}
}
// Use this for initialization
void Start () {
if (uicontroller == this)
{
DQQlist = new List<GameObject>();
AQQlist = new List<GameObject>();
CQQlist = new List<GameObject>();
questInfotexts = QuestInfo.GetComponentsInChildren<Text>();
}
else
{
Destroy(this);
}
}
// Update is called once per frame
void Update () {
}
public void MakeQuestQueue()
{
List<GameObject> tempDList = new List<GameObject>();
List<GameObject> tempAList = new List<GameObject>();
List<GameObject> tempCList = new List<GameObject>();
Debug.Log("QuestQueue making");
foreach (GameObject item in DQQlist)
{
Destroy(item);
}
DQQlist.Clear();
foreach (GameObject item in AQQlist)
{
Destroy(item);
}
AQQlist.Clear();
foreach (GameObject item in CQQlist)
{
Destroy(item);
}
CQQlist.Clear();
questList = GameManager.Instance.Game.PlayerInTurn.Quests;
Debug.Log("Quest: " + questList.Count);
foreach (Quest qst in questList)
{
switch (qst.Status)
{
case QuestStatus.Deployed:
var dqPrefab = Instantiate(DQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
dqPrefab.transform.SetParent(DQQueue.transform);
dqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
dqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
dqPrefab.name = "DQuest";
tempDList.Add(dqPrefab.GetComponent<Quests>().MakeDItem(qst));
break;
case QuestStatus.Accepted:
var aqPrefab = Instantiate(AQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
aqPrefab.transform.SetParent(AQQueue.transform);
aqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
aqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
aqPrefab.name = "AQuest";
tempAList.Add(aqPrefab.GetComponent<Quests>().MakeAItem(qst));
break;
case QuestStatus.Completed:
var cqPrefab = Instantiate(CQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
cqPrefab.transform.SetParent(CQQueue.transform);
cqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
cqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
cqPrefab.name = "CQuest";
tempCList.Add(cqPrefab.GetComponent<Quests>().MakeCItem(qst));
break;
case QuestStatus.Disabled:
break;
default:
Debug.Log("Undefined Status");
throw new System.Exception("Undefined Status");
}
}
if (tempDList.Count == 0)
{
var dqPrefab = Instantiate(DQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
dqPrefab.transform.SetParent(DQQueue.transform);
dqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
dqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
dqPrefab.name = "DQuest_null";
tempDList.Add(dqPrefab.GetComponent<Quests>().MakeDItem());
}
DQQlist = tempDList;
if (tempAList.Count == 0)
{
var aqPrefab = Instantiate(AQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
aqPrefab.transform.SetParent(AQQueue.transform);
aqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
aqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
aqPrefab.name = "AQuest_null";
tempAList.Add(aqPrefab.GetComponent<Quests>().MakeAItem());
}
AQQlist = tempAList;
if (tempCList.Count == 0)
{
var cqPrefab = Instantiate(CQPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
cqPrefab.transform.SetParent(CQQueue.transform);
cqPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
cqPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
cqPrefab.name = "CQuest_null";
tempCList.Add(cqPrefab.GetComponent<Quests>().MakeCItem());
}
CQQlist = tempCList;
foreach (GameObject dq in DQQlist)
{
dq.GetComponent<Quests>().SetDButton();
}
foreach (GameObject aq in AQQlist)
{
aq.GetComponent<Quests>().SetAButton();
}
foreach (GameObject cq in CQQlist)
{
cq.GetComponent<Quests>().SetCButton();
}
}
public void SetQuestInfo(Quest qst)
{
if (qst == null)
{
foreach (Text txt in questInfotexts)
{
switch (txt.name)
{
default:
txt.text = "";
break;
}
}
QuestInfo.SetActive(false);
}
else
{
foreach (Text txt in questInfotexts)
{
switch (txt.name)
{
case "QuestNameText":
txt.text = qst.Name;
break;
case "OfferedTurnText":
txt.text = "게시된 턴: 턴 " + qst.PostingTurn; // qst에서 불러올 수 없음
if (qst.PostingTurn == -1)
txt.text = "게시된 턴: 턴 1";
break;
case "AvailableTurnText":
txt.text = "게시 기한: " + qst.LeftTurn + "턴 동안";
if (qst.LimitTurn == -1)
txt.text = "게시 기한 : 영구히";
break;
case "DeadlineText":
txt.text = "제한 기한: " + qst.LimitTurn + " 턴까지";
if (qst.LimitTurn == -1)
txt.text = "제한 기한: 없음";
break;
case "CountryText":
//txt.text = "게시 국가: " + qst.Requester.ToString();
break;
case "ConditionText":
txt.text = qst.GoalNotice;
break;
case "RewardText":
txt.text = qst.RewardNotice;
break;
default:
txt.text = "";
break;
}
}
QuestInfo.SetActive(true);
}
}
public static UIController GetUIController()
{
if (uicontroller == null)
{
Debug.Log("UIController not made");
throw new MissingComponentException();
}
return uicontroller;
}
}
\ No newline at end of file
fileFormatVersion: 2
guid: 51be4e7b1172b804fb713128dd5dad7f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
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19;0;4;0;0
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