Commit e602c455 authored by 16도재형's avatar 16도재형

다른 타일건물 나옴

parent 5af6b18e
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......@@ -80,11 +80,11 @@ public class GameManager : MonoBehaviour {
// Update is called once per frame
void Update() {
Render(_game.Terrain);
Debug.Log("Gold:" + _game.PlayerInTurn.Gold + "(+" + _game.PlayerInTurn.GoldIncome +")");
Debug.Log("Pop:" + _game.PlayerInTurn.Population);
Debug.Log("Happ:" + _game.PlayerInTurn.Happiness);
Debug.Log("Prod:" + _game.PlayerInTurn.Labor);
Debug.Log("Tech:" + _game.PlayerInTurn.Research);
//Debug.Log("Gold:" + _game.PlayerInTurn.Gold + "(+" + _game.PlayerInTurn.GoldIncome +")");
//Debug.Log("Pop:" + _game.PlayerInTurn.Population);
//Debug.Log("Happ:" + _game.PlayerInTurn.Happiness);
//Debug.Log("Prod:" + _game.PlayerInTurn.Labor);
//Debug.Log("Tech:" + _game.PlayerInTurn.Research);
if (CheckVictory())
{
UIManager.I.GameEnd();
......
......@@ -5,7 +5,8 @@ using CivModel;
using CivModel.Common;
using System;
public class HexTile : MonoBehaviour {
public class HexTile : MonoBehaviour
{
public CivModel.Terrain.Point point;
Transform terrains;
......@@ -15,56 +16,106 @@ public class HexTile : MonoBehaviour {
public bool isFlickering;
private IEnumerator _coroutine;
// Use this for initialization
void Start () {
// Use this for initialization
void Start()
{
terrains = transform.GetChild(0).transform;
units = transform.GetChild(1).transform;
buildings = transform.GetChild(2).transform;
}
// Update is called once per frame
void Update () {
// Update is called once per frame
void Update()
{
}
// Render tile terrain
public void ChangeTile()
{
terrains.GetChild((int)point.Type).gameObject.SetActive(true);
foreach (Transform child in terrains)
{
child.gameObject.SetActive(false);
}
if (point.TileBuilding is CivModel.CityBase)
{
terrains.GetChild(0).gameObject.SetActive(true);
}
else
{
terrains.GetChild((int)point.Type).gameObject.SetActive(true);
}
}
public void BuildDistrict(CivModel.TileBuilding building)
{
if (building == null)
buildings.GetChild(2).gameObject.SetActive(false);
for (int i = 0; i < 2; i++)
{
foreach(Transform child in buildings)
foreach (Transform child in buildings.GetChild(i))
{
child.gameObject.SetActive(false);
}
}
else
if (building != null)
{
foreach (Transform child in buildings)
{
if (child.gameObject.name.Equals(TileBuildingObject(building)))
{
child.gameObject.SetActive(true);
}
else
{
child.gameObject.SetActive(false);
}
}
TileBuildingObject(building);
}
}
string TileBuildingObject(CivModel.TileBuilding building)
void TileBuildingObject(CivModel.TileBuilding building)
{
if (building is CivModel.Common.CityCenter)
Transform side;
if (building is CivModel.CityBase)
{
Debug.Log(building.Owner.Team);
buildings.GetChild(2).gameObject.SetActive(true);
side = buildings.GetChild((building.Owner.Team + 1) % 2);
side.GetChild(0).gameObject.SetActive(true);
}
else if (building is CivModel.Hwan.HwanEmpireIbiza)
{
side = buildings.GetChild(0);
side.GetChild(1).gameObject.SetActive(true);
}
else if (building is CivModel.Finno.AncientFinnoOctagon)
{
side = buildings.GetChild(1);
side.GetChild(1).gameObject.SetActive(true);
}
else if (building is CivModel.Hwan.HwanEmpireLatifundium)
{
side = buildings.GetChild(0);
side.GetChild(2).gameObject.SetActive(true);
}
else if (building is CivModel.Finno.AncientFinnoGermaniumMine)
{
side = buildings.GetChild(1);
side.GetChild(2).gameObject.SetActive(true);
}
else if (building is CivModel.Hwan.HwanEmpireFIRFortress)
{
side = buildings.GetChild(0);
side.GetChild(3).gameObject.SetActive(true);
}
else if (building is CivModel.Finno.AncientFinnoFIRFortress)
{
side = buildings.GetChild(1);
side.GetChild(3).gameObject.SetActive(true);
}
else if (building is CivModel.Hwan.HwanEmpireKimchiFactory)
{
side = buildings.GetChild(0);
side.GetChild(4).gameObject.SetActive(true);
}
else if (building is CivModel.Finno.AncientFinnoFineDustFactory)
{
return "CityCenter";
side = buildings.GetChild(1);
side.GetChild(4).gameObject.SetActive(true);
}
else return "";
}
// This method should be changed when unit type increses
......@@ -134,7 +185,7 @@ public class HexTile : MonoBehaviour {
Material mat = terrains.GetChild((int)point.Type).GetComponent<Renderer>().material;
Color delta = Color.white - c;
while(true)
while (true)
{
// From white to c
for (float i = 0; i <= 1f; i += 1.5f * Time.deltaTime)
......
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