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 class GameInfo
{ {
public static int numOfPlayer = 2; public static int numOfPlayer = 2;
public static int mapWidth = 10; public static int mapWidth = 128;
public static int mapHeight = 8; public static int mapHeight = 80;
} }
...@@ -59,7 +59,8 @@ public class GameManager : MonoBehaviour { ...@@ -59,7 +59,8 @@ public class GameManager : MonoBehaviour {
} }
// Use this when scene changing exists // Use this when scene changing exists
// DontDestroyOnLoad(gameObject); // 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(); _game.StartTurn();
} }
...@@ -127,7 +128,7 @@ public class GameManager : MonoBehaviour { ...@@ -127,7 +128,7 @@ public class GameManager : MonoBehaviour {
} }
else else
{ {
Debug.Log("잘못된 공격 대상"); ////Debug.Log("잘못된 공격 대상");
PseudoFSM.I.NormalStateEnter(); PseudoFSM.I.NormalStateEnter();
} }
} }
...@@ -213,14 +214,14 @@ public class GameManager : MonoBehaviour { ...@@ -213,14 +214,14 @@ public class GameManager : MonoBehaviour {
for (int j = 0; j < tryNumber; ++j) for (int j = 0; j < tryNumber; ++j)
{ {
Debug.Log(_standbyUnitIndex); //Debug.Log(_standbyUnitIndex);
if (_standbyUnitIndex == -1) if (_standbyUnitIndex == -1)
{ {
_standbyUnits = _game.PlayerInTurn.Units.ToArray(); _standbyUnits = _game.PlayerInTurn.Units.ToArray();
} }
int idx = _standbyUnitIndex + 1; int idx = _standbyUnitIndex + 1;
Debug.Log(_standbyUnits.Length); //Debug.Log(_standbyUnits.Length);
for (; idx < _standbyUnits.Length; ++idx) for (; idx < _standbyUnits.Length; ++idx)
{ {
var unit = _standbyUnits[idx]; var unit = _standbyUnits[idx];
...@@ -229,7 +230,7 @@ public class GameManager : MonoBehaviour { ...@@ -229,7 +230,7 @@ public class GameManager : MonoBehaviour {
_standbyUnitIndex = idx; _standbyUnitIndex = idx;
_selectedActor = _standbyUnits[idx]; _selectedActor = _standbyUnits[idx];
isThereTodos = true; isThereTodos = true;
Debug.Log(_selectedActor.PlacedPoint); //Debug.Log(_selectedActor.PlacedPoint);
Focus(); Focus();
return; return;
} }
...@@ -242,7 +243,7 @@ public class GameManager : MonoBehaviour { ...@@ -242,7 +243,7 @@ public class GameManager : MonoBehaviour {
} }
void SelectUnit(Unit unit) void SelectUnit(Unit unit)
{ {
Debug.Log(unit.ToString() + " selected"); //Debug.Log(unit.ToString() + " selected");
var units = _game.PlayerInTurn.Units.ToArray(); var units = _game.PlayerInTurn.Units.ToArray();
int idx = Array.IndexOf(units, unit); int idx = Array.IndexOf(units, unit);
......
...@@ -61,7 +61,7 @@ public class HexTile : MonoBehaviour { ...@@ -61,7 +61,7 @@ public class HexTile : MonoBehaviour {
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);
...@@ -72,7 +72,7 @@ public class HexTile : MonoBehaviour { ...@@ -72,7 +72,7 @@ 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);
...@@ -82,7 +82,7 @@ public class HexTile : MonoBehaviour { ...@@ -82,7 +82,7 @@ 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)
......
...@@ -38,12 +38,12 @@ public class ManagementUIController : MonoBehaviour { ...@@ -38,12 +38,12 @@ public class ManagementUIController : MonoBehaviour {
private void MakeSelectionQ()//선택 큐 프리팹 생성 함수 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 facList = game.PlayerInTurn.AvailableProduction.ToList(); //전체 선택 목록 받아오기
//facList의 변경으로 Epic-High-intermediate-Low 변경 가능. 하지만 지금은 설정되지 않았음(Epic에 생성) //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("facList : " + facList.Count); //Debug.Log("facList : " + facList.Count);
Debug.Log("ALL SelectList Updated"); //Debug.Log("ALL SelectList Updated");
DeleteAllSQ(); DeleteAllSQ();
foreach (IProductionFactory fac in facList) foreach (IProductionFactory fac in facList)
{ {
...@@ -85,10 +85,10 @@ public class ManagementUIController : MonoBehaviour { ...@@ -85,10 +85,10 @@ public class ManagementUIController : MonoBehaviour {
break; break;
default: default:
productableQueue = null; productableQueue = null;
Debug.Log("Error : qlist = " + qlist); //Debug.Log("Error : qlist = " + qlist);
throw new MissingComponentException(); 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); var SPrefab = Instantiate(productablePrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
SPrefab.transform.SetParent(productableQueue.transform); SPrefab.transform.SetParent(productableQueue.transform);
SPrefab.transform.localScale = new Vector3(1f, 1f, 1f); SPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
...@@ -100,7 +100,7 @@ public class ManagementUIController : MonoBehaviour { ...@@ -100,7 +100,7 @@ public class ManagementUIController : MonoBehaviour {
foreach (GameObject sq in EpicQlist) foreach (GameObject sq in EpicQlist)
{ {
sq.GetComponent<SelPrefab>().SetButton(EpicQlist.IndexOf(sq)); 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 //각 Factory의 분야를 읽어서 해당하는 Queue에 집어넣는 역할
...@@ -197,7 +197,7 @@ public class ManagementUIController : MonoBehaviour { ...@@ -197,7 +197,7 @@ public class ManagementUIController : MonoBehaviour {
void Update() void Update()
{ {
Debug.Log(game); //Debug.Log(game);
mProduction = game.PlayerInTurn.Production; mProduction = game.PlayerInTurn.Production;
mDeployment = game.PlayerInTurn.Deployment; mDeployment = game.PlayerInTurn.Deployment;
} }
...@@ -205,15 +205,15 @@ public class ManagementUIController : MonoBehaviour { ...@@ -205,15 +205,15 @@ public class ManagementUIController : MonoBehaviour {
public void MakeProductionQ() public void MakeProductionQ()
{ {
List<GameObject> tempList = new List<GameObject>(); List<GameObject> tempList = new List<GameObject>();
Debug.Log("ProductionList startMaking"); //Debug.Log("ProductionList startMaking");
foreach (GameObject pq in PQlist) foreach (GameObject pq in PQlist)
{ {
Destroy(pq); Destroy(pq);
} }
PQlist.Clear(); PQlist.Clear();
mProduction = game.PlayerInTurn.Production; mProduction = game.PlayerInTurn.Production;
Debug.Log("ProList : " + mProduction.Count); //Debug.Log("ProList : " + mProduction.Count);
Debug.Log("ProductionList Updated"); //Debug.Log("ProductionList Updated");
foreach (Production prod in mProduction) foreach (Production prod in mProduction)
{ {
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
...@@ -224,7 +224,7 @@ public class ManagementUIController : MonoBehaviour { ...@@ -224,7 +224,7 @@ public class ManagementUIController : MonoBehaviour {
} }
if (mProduction.Count == 0) if (mProduction.Count == 0)
{ {
Debug.Log("ProductionList null"); //Debug.Log("ProductionList null");
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
PPrefab.transform.SetParent(proQueue.transform); PPrefab.transform.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f); PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
...@@ -242,15 +242,15 @@ public class ManagementUIController : MonoBehaviour { ...@@ -242,15 +242,15 @@ public class ManagementUIController : MonoBehaviour {
public void MakeDeploymentQ() public void MakeDeploymentQ()
{ {
List<GameObject> tempList = new List<GameObject>(); List<GameObject> tempList = new List<GameObject>();
Debug.Log("DeploymentList startMaking"); //Debug.Log("DeploymentList startMaking");
foreach (GameObject dq in DQlist) foreach (GameObject dq in DQlist)
{ {
Destroy(dq); Destroy(dq);
} }
DQlist.Clear(); DQlist.Clear();
mDeployment = game.PlayerInTurn.Deployment; mDeployment = game.PlayerInTurn.Deployment;
Debug.Log("DepList : " + mDeployment.Count); //Debug.Log("DepList : " + mDeployment.Count);
Debug.Log("DeploymentList Updated"); //Debug.Log("DeploymentList Updated");
foreach (Production prod in mDeployment) foreach (Production prod in mDeployment)
{ {
var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
...@@ -261,7 +261,7 @@ public class ManagementUIController : MonoBehaviour { ...@@ -261,7 +261,7 @@ public class ManagementUIController : MonoBehaviour {
} }
if (mDeployment.Count == 0) if (mDeployment.Count == 0)
{ {
Debug.Log("DeploymentList null"); //Debug.Log("DeploymentList null");
var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
DPrefab.transform.SetParent(depQueue.transform); DPrefab.transform.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f); DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
...@@ -279,7 +279,7 @@ public class ManagementUIController : MonoBehaviour { ...@@ -279,7 +279,7 @@ public class ManagementUIController : MonoBehaviour {
{ {
if(managementUIController == null) if(managementUIController == null)
{ {
Debug.Log("managementUIController not made"); //Debug.Log("managementUIController not made");
throw new MissingComponentException(); throw new MissingComponentException();
} }
return managementUIController; return managementUIController;
......
...@@ -18,7 +18,7 @@ public class DepPrefab : MonoBehaviour { ...@@ -18,7 +18,7 @@ public class DepPrefab : MonoBehaviour {
void Awake() void Awake()
{ {
Debug.Log("call DepPre"); //Debug.Log("call DepPre");
textarguments = gameObject.GetComponentsInChildren<Text>(); textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>()) foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{ {
...@@ -118,7 +118,7 @@ public class DepPrefab : MonoBehaviour { ...@@ -118,7 +118,7 @@ public class DepPrefab : MonoBehaviour {
} }
else else
{ {
Debug.Log("Error : not finished product"); //Debug.Log("Error : not finished product");
throw new AccessViolationException(); throw new AccessViolationException();
} }
} }
......
...@@ -14,7 +14,7 @@ public class ProPrefab : MonoBehaviour { ...@@ -14,7 +14,7 @@ public class ProPrefab : MonoBehaviour {
// Use this for initialization // Use this for initialization
void Awake() void Awake()
{ {
Debug.Log("call ProPre"); //Debug.Log("call ProPre");
textarguments = gameObject.GetComponentsInChildren<Text>(); textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>()) foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{ {
...@@ -45,7 +45,7 @@ public class ProPrefab : MonoBehaviour { ...@@ -45,7 +45,7 @@ public class ProPrefab : MonoBehaviour {
if (prod.EstimatedGoldInputing == 0 || prod.EstimatedLaborInputing == 0) 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) if ((prod.TotalGoldCost - prod.GoldInputed) == 0 && (prod.TotalLaborCost - prod.LaborInputed) == 0)
{ {
leftturn = -1f; leftturn = -1f;
...@@ -68,7 +68,7 @@ public class ProPrefab : MonoBehaviour { ...@@ -68,7 +68,7 @@ public class ProPrefab : MonoBehaviour {
resultturn = "?"; resultturn = "?";
else else
{ {
Debug.Log(leftturn); //Debug.Log(leftturn);
resultturn = Convert.ToInt32(leftturn).ToString(); resultturn = Convert.ToInt32(leftturn).ToString();
} }
//텍스트 표시 //텍스트 표시
...@@ -138,14 +138,14 @@ public class ProPrefab : MonoBehaviour { ...@@ -138,14 +138,14 @@ public class ProPrefab : MonoBehaviour {
{ {
case "Delete": case "Delete":
but.onClick.AddListener(delegate () { but.onClick.AddListener(delegate () {
Debug.Log(but.name); //Debug.Log(but.name);
GameManager.I.Game.PlayerInTurn.Production.Remove(prod); GameManager.I.Game.PlayerInTurn.Production.Remove(prod);
ManagementUIController.GetManagementUIController().MakeProductionQ(); ManagementUIController.GetManagementUIController().MakeProductionQ();
}); });
break; break;
case "Top": case "Top":
but.onClick.AddListener(delegate () { but.onClick.AddListener(delegate () {
Debug.Log(but.name); //Debug.Log(but.name);
GameManager.I.Game.PlayerInTurn.Production.Remove(prod); GameManager.I.Game.PlayerInTurn.Production.Remove(prod);
GameManager.I.Game.PlayerInTurn.Production.AddFirst(prod); GameManager.I.Game.PlayerInTurn.Production.AddFirst(prod);
ManagementUIController.GetManagementUIController().MakeProductionQ(); ManagementUIController.GetManagementUIController().MakeProductionQ();
...@@ -155,7 +155,7 @@ public class ProPrefab : MonoBehaviour { ...@@ -155,7 +155,7 @@ public class ProPrefab : MonoBehaviour {
break; break;
case "Up": case "Up":
but.onClick.AddListener(delegate () { but.onClick.AddListener(delegate () {
Debug.Log(but.name); //Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Previous; LinkedListNode<Production> temprod = prod.Previous;
GameManager.I.Game.PlayerInTurn.Production.Remove(prod); GameManager.I.Game.PlayerInTurn.Production.Remove(prod);
GameManager.I.Game.PlayerInTurn.Production.AddBefore(temprod, prod); GameManager.I.Game.PlayerInTurn.Production.AddBefore(temprod, prod);
...@@ -166,7 +166,7 @@ public class ProPrefab : MonoBehaviour { ...@@ -166,7 +166,7 @@ public class ProPrefab : MonoBehaviour {
break; break;
case "Bottom": case "Bottom":
but.onClick.AddListener(delegate () { but.onClick.AddListener(delegate () {
Debug.Log(but.name); //Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Next; LinkedListNode<Production> temprod = prod.Next;
GameManager.I.Game.PlayerInTurn.Production.Remove(prod); GameManager.I.Game.PlayerInTurn.Production.Remove(prod);
GameManager.I.Game.PlayerInTurn.Production.AddLast(prod); GameManager.I.Game.PlayerInTurn.Production.AddLast(prod);
...@@ -177,7 +177,7 @@ public class ProPrefab : MonoBehaviour { ...@@ -177,7 +177,7 @@ public class ProPrefab : MonoBehaviour {
break; break;
case "Down": case "Down":
but.onClick.AddListener(delegate () { but.onClick.AddListener(delegate () {
Debug.Log(but.name); //Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Next; LinkedListNode<Production> temprod = prod.Next;
GameManager.I.Game.PlayerInTurn.Production.Remove(prod); GameManager.I.Game.PlayerInTurn.Production.Remove(prod);
GameManager.I.Game.PlayerInTurn.Production.AddAfter(temprod, prod); GameManager.I.Game.PlayerInTurn.Production.AddAfter(temprod, prod);
......
...@@ -17,7 +17,7 @@ public class SelPrefab : MonoBehaviour ...@@ -17,7 +17,7 @@ public class SelPrefab : MonoBehaviour
void Awake() void Awake()
{ {
Debug.Log("call SelPre"); //Debug.Log("call SelPre");
textarguments = gameObject.GetComponentsInChildren<Text>(); textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>()) foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{ {
...@@ -34,7 +34,7 @@ public class SelPrefab : MonoBehaviour ...@@ -34,7 +34,7 @@ public class SelPrefab : MonoBehaviour
} }
public GameObject MakeItem(IProductionFactory fact) public GameObject MakeItem(IProductionFactory fact)
{ {
Debug.Log("Selection Queue Item Made"); //Debug.Log("Selection Queue Item Made");
string nameofFactory = ProductionFactoryTraits.GetFactoryName(fact); string nameofFactory = ProductionFactoryTraits.GetFactoryName(fact);
unitPrt.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofFactory + "_portrait"); unitPrt.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofFactory + "_portrait");
foreach (Text txt in textarguments) foreach (Text txt in textarguments)
...@@ -55,7 +55,7 @@ public class SelPrefab : MonoBehaviour ...@@ -55,7 +55,7 @@ public class SelPrefab : MonoBehaviour
public GameObject MakeItem() public GameObject MakeItem()
{ {
unitPrt.enabled = false; unitPrt.enabled = false;
Debug.Log("NULL Selection Queue"); //Debug.Log("NULL Selection Queue");
foreach (Text txt in textarguments) foreach (Text txt in textarguments)
{ {
switch (txt.name) switch (txt.name)
...@@ -93,7 +93,7 @@ public class SelPrefab : MonoBehaviour ...@@ -93,7 +93,7 @@ public class SelPrefab : MonoBehaviour
IProductionFactory factory = GameManager.I.Game.PlayerInTurn.AvailableProduction.ToList()[i]; IProductionFactory factory = GameManager.I.Game.PlayerInTurn.AvailableProduction.ToList()[i];
GameManager.I.Game.PlayerInTurn.Production.AddLast(factory.Create(GameManager.I.Game.PlayerInTurn)); GameManager.I.Game.PlayerInTurn.Production.AddLast(factory.Create(GameManager.I.Game.PlayerInTurn));
Debug.Log(i + " inputed"); //Debug.Log(i + " inputed");
uicontroller.MakeProductionQ(); uicontroller.MakeProductionQ();
uicontroller.MakeDeploymentQ(); uicontroller.MakeDeploymentQ();
} }
......
This diff is collapsed.
fileFormatVersion: 2
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timeCreated: 1519726348
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Subproject commit d7cbc65360f281391f3c14e5176a3a3b5159b1e2 Subproject commit 93c6ba947f6bc2aa1da061bcabd226ff44be0dbf
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