Commit f5f4bd3d authored by Chae Ho Shin's avatar Chae Ho Shin

True History is coming soon....

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public class GameInfo
{
public static int numOfPlayer = 2;
public static int mapWidth = 10;
public static int mapHeight = 8;
public static int mapWidth = 128;
public static int mapHeight = 80;
}
......@@ -59,7 +59,8 @@ public class GameManager : MonoBehaviour {
}
// Use this when scene changing exists
// DontDestroyOnLoad(gameObject);
_game = new CivModel.Game(GameInfo.mapWidth, GameInfo.mapHeight, GameInfo.numOfPlayer, new GameSchemeFactory()/*, new IGameSchemeFactory[] { new CivModel.AI.GameSchemeFactory()}*/);
//_game = new CivModel.Game(GameInfo.mapWidth, GameInfo.mapHeight, GameInfo.numOfPlayer, new GameSchemeFactory()/*, new IGameSchemeFactory[] { new CivModel.AI.GameSchemeFactory()}*/);
_game = new CivModel.Game(".\\Assets\\map.txt", new IGameSchemeFactory[] { new CivModel.Common.GameSchemeFactory() });
_game.StartTurn();
}
......@@ -127,7 +128,7 @@ public class GameManager : MonoBehaviour {
}
else
{
Debug.Log("잘못된 공격 대상");
////Debug.Log("잘못된 공격 대상");
PseudoFSM.I.NormalStateEnter();
}
}
......@@ -213,14 +214,14 @@ public class GameManager : MonoBehaviour {
for (int j = 0; j < tryNumber; ++j)
{
Debug.Log(_standbyUnitIndex);
//Debug.Log(_standbyUnitIndex);
if (_standbyUnitIndex == -1)
{
_standbyUnits = _game.PlayerInTurn.Units.ToArray();
}
int idx = _standbyUnitIndex + 1;
Debug.Log(_standbyUnits.Length);
//Debug.Log(_standbyUnits.Length);
for (; idx < _standbyUnits.Length; ++idx)
{
var unit = _standbyUnits[idx];
......@@ -229,7 +230,7 @@ public class GameManager : MonoBehaviour {
_standbyUnitIndex = idx;
_selectedActor = _standbyUnits[idx];
isThereTodos = true;
Debug.Log(_selectedActor.PlacedPoint);
//Debug.Log(_selectedActor.PlacedPoint);
Focus();
return;
}
......@@ -242,7 +243,7 @@ public class GameManager : MonoBehaviour {
}
void SelectUnit(Unit unit)
{
Debug.Log(unit.ToString() + " selected");
//Debug.Log(unit.ToString() + " selected");
var units = _game.PlayerInTurn.Units.ToArray();
int idx = Array.IndexOf(units, unit);
......
......@@ -61,7 +61,7 @@ public class HexTile : MonoBehaviour {
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);
......@@ -72,7 +72,7 @@ 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);
......@@ -82,7 +82,7 @@ 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)
......
......@@ -38,12 +38,12 @@ public class ManagementUIController : MonoBehaviour {
private void MakeSelectionQ()//선택 큐 프리팹 생성 함수
{
Debug.Log("ALL SelectList startMaking");
//Debug.Log("ALL SelectList startMaking");
facList = 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("facList : " + facList.Count);
Debug.Log("ALL SelectList Updated");
//Debug.Log(facList + " " + facList.Count);
//Debug.Log("facList : " + facList.Count);
//Debug.Log("ALL SelectList Updated");
DeleteAllSQ();
foreach (IProductionFactory fac in facList)
{
......@@ -85,10 +85,10 @@ public class ManagementUIController : MonoBehaviour {
break;
default:
productableQueue = null;
Debug.Log("Error : qlist = " + qlist);
//Debug.Log("Error : qlist = " + qlist);
throw new MissingComponentException();
}
Debug.Log("SelectionList : " + ASQlist.IndexOf(qlist) + "null");
//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);
......@@ -100,7 +100,7 @@ public class ManagementUIController : MonoBehaviour {
foreach (GameObject sq in EpicQlist)
{
sq.GetComponent<SelPrefab>().SetButton(EpicQlist.IndexOf(sq));
Debug.Log(EpicQlist.IndexOf(sq));
//Debug.Log(EpicQlist.IndexOf(sq));
}
}
//각 Factory의 분야를 읽어서 해당하는 Queue에 집어넣는 역할
......@@ -197,7 +197,7 @@ public class ManagementUIController : MonoBehaviour {
void Update()
{
Debug.Log(game);
//Debug.Log(game);
mProduction = game.PlayerInTurn.Production;
mDeployment = game.PlayerInTurn.Deployment;
}
......@@ -205,15 +205,15 @@ public class ManagementUIController : MonoBehaviour {
public void MakeProductionQ()
{
List<GameObject> tempList = new List<GameObject>();
Debug.Log("ProductionList startMaking");
//Debug.Log("ProductionList startMaking");
foreach (GameObject pq in PQlist)
{
Destroy(pq);
}
PQlist.Clear();
mProduction = game.PlayerInTurn.Production;
Debug.Log("ProList : " + mProduction.Count);
Debug.Log("ProductionList Updated");
//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);
......@@ -224,7 +224,7 @@ public class ManagementUIController : MonoBehaviour {
}
if (mProduction.Count == 0)
{
Debug.Log("ProductionList null");
//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);
......@@ -242,15 +242,15 @@ public class ManagementUIController : MonoBehaviour {
public void MakeDeploymentQ()
{
List<GameObject> tempList = new List<GameObject>();
Debug.Log("DeploymentList startMaking");
//Debug.Log("DeploymentList startMaking");
foreach (GameObject dq in DQlist)
{
Destroy(dq);
}
DQlist.Clear();
mDeployment = game.PlayerInTurn.Deployment;
Debug.Log("DepList : " + mDeployment.Count);
Debug.Log("DeploymentList Updated");
//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);
......@@ -261,7 +261,7 @@ public class ManagementUIController : MonoBehaviour {
}
if (mDeployment.Count == 0)
{
Debug.Log("DeploymentList null");
//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);
......@@ -279,7 +279,7 @@ public class ManagementUIController : MonoBehaviour {
{
if(managementUIController == null)
{
Debug.Log("managementUIController not made");
//Debug.Log("managementUIController not made");
throw new MissingComponentException();
}
return managementUIController;
......
......@@ -18,7 +18,7 @@ public class DepPrefab : MonoBehaviour {
void Awake()
{
Debug.Log("call DepPre");
//Debug.Log("call DepPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
......@@ -118,7 +118,7 @@ public class DepPrefab : MonoBehaviour {
}
else
{
Debug.Log("Error : not finished product");
//Debug.Log("Error : not finished product");
throw new AccessViolationException();
}
}
......
......@@ -14,7 +14,7 @@ public class ProPrefab : MonoBehaviour {
// Use this for initialization
void Awake()
{
Debug.Log("call ProPre");
//Debug.Log("call ProPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
......@@ -45,7 +45,7 @@ public class ProPrefab : MonoBehaviour {
if (prod.EstimatedGoldInputing == 0 || prod.EstimatedLaborInputing == 0)
{
Debug.Log(prod.EstimatedGoldInputing + " : " + prod.EstimatedLaborInputing + " : " + prod.TotalGoldCost + " : " + prod.GoldInputed + " : " + prod.TotalLaborCost + " : " + prod.LaborInputed);
//Debug.Log(prod.EstimatedGoldInputing + " : " + prod.EstimatedLaborInputing + " : " + prod.TotalGoldCost + " : " + prod.GoldInputed + " : " + prod.TotalLaborCost + " : " + prod.LaborInputed);
if ((prod.TotalGoldCost - prod.GoldInputed) == 0 && (prod.TotalLaborCost - prod.LaborInputed) == 0)
{
leftturn = -1f;
......@@ -68,7 +68,7 @@ public class ProPrefab : MonoBehaviour {
resultturn = "?";
else
{
Debug.Log(leftturn);
//Debug.Log(leftturn);
resultturn = Convert.ToInt32(leftturn).ToString();
}
//텍스트 표시
......@@ -138,14 +138,14 @@ public class ProPrefab : MonoBehaviour {
{
case "Delete":
but.onClick.AddListener(delegate () {
Debug.Log(but.name);
//Debug.Log(but.name);
GameManager.I.Game.PlayerInTurn.Production.Remove(prod);
ManagementUIController.GetManagementUIController().MakeProductionQ();
});
break;
case "Top":
but.onClick.AddListener(delegate () {
Debug.Log(but.name);
//Debug.Log(but.name);
GameManager.I.Game.PlayerInTurn.Production.Remove(prod);
GameManager.I.Game.PlayerInTurn.Production.AddFirst(prod);
ManagementUIController.GetManagementUIController().MakeProductionQ();
......@@ -155,7 +155,7 @@ public class ProPrefab : MonoBehaviour {
break;
case "Up":
but.onClick.AddListener(delegate () {
Debug.Log(but.name);
//Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Previous;
GameManager.I.Game.PlayerInTurn.Production.Remove(prod);
GameManager.I.Game.PlayerInTurn.Production.AddBefore(temprod, prod);
......@@ -166,7 +166,7 @@ public class ProPrefab : MonoBehaviour {
break;
case "Bottom":
but.onClick.AddListener(delegate () {
Debug.Log(but.name);
//Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Next;
GameManager.I.Game.PlayerInTurn.Production.Remove(prod);
GameManager.I.Game.PlayerInTurn.Production.AddLast(prod);
......@@ -177,7 +177,7 @@ public class ProPrefab : MonoBehaviour {
break;
case "Down":
but.onClick.AddListener(delegate () {
Debug.Log(but.name);
//Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Next;
GameManager.I.Game.PlayerInTurn.Production.Remove(prod);
GameManager.I.Game.PlayerInTurn.Production.AddAfter(temprod, prod);
......
......@@ -17,7 +17,7 @@ public class SelPrefab : MonoBehaviour
void Awake()
{
Debug.Log("call SelPre");
//Debug.Log("call SelPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
......@@ -34,7 +34,7 @@ public class SelPrefab : MonoBehaviour
}
public GameObject MakeItem(IProductionFactory fact)
{
Debug.Log("Selection Queue Item Made");
//Debug.Log("Selection Queue Item Made");
string nameofFactory = ProductionFactoryTraits.GetFactoryName(fact);
unitPrt.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofFactory + "_portrait");
foreach (Text txt in textarguments)
......@@ -55,7 +55,7 @@ public class SelPrefab : MonoBehaviour
public GameObject MakeItem()
{
unitPrt.enabled = false;
Debug.Log("NULL Selection Queue");
//Debug.Log("NULL Selection Queue");
foreach (Text txt in textarguments)
{
switch (txt.name)
......@@ -93,7 +93,7 @@ public class SelPrefab : MonoBehaviour
IProductionFactory factory = GameManager.I.Game.PlayerInTurn.AvailableProduction.ToList()[i];
GameManager.I.Game.PlayerInTurn.Production.AddLast(factory.Create(GameManager.I.Game.PlayerInTurn));
Debug.Log(i + " inputed");
//Debug.Log(i + " inputed");
uicontroller.MakeProductionQ();
uicontroller.MakeDeploymentQ();
}
......
This diff is collapsed.
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Subproject commit d7cbc65360f281391f3c14e5176a3a3b5159b1e2
Subproject commit 93c6ba947f6bc2aa1da061bcabd226ff44be0dbf
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