Commit fadf903a authored by 16도재형's avatar 16도재형

Make UIs & Import dll

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timeCreated: 1515572225
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licenseType: Free
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<?xml version="1.0"?>
<doc>
<assembly>
<name>CivModel</name>
</assembly>
<members>
<member name="T:CivModel.AttackActorAction">
<summary>
Represents an attack action.
</summary>
<seealso cref="T:CivModel.IActorAction" />
</member>
<member name="P:CivModel.AttackActorAction.Owner">
<summary>
The <see cref="T:CivModel.Actor" /> object which has this action.
</summary>
</member>
<member name="P:CivModel.AttackActorAction.IsParametered">
<summary>
Whether the action has a target parameter or not.
</summary>
</member>
<member name="M:CivModel.AttackActorAction.#ctor(CivModel.Actor,System.Boolean)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.AttackActorAction"/> class.
</summary>
<param name="owner">The <see cref="T:CivModel.Actor"/> who will own the action.</param>
<param name="isMoving">
<c>true</c> if this action is <strong>moving attack</strong>.
<c>false</c> if this action is <strong>holding attack</strong>.
</param>
<exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
</member>
<member name="M:CivModel.AttackActorAction.GetRequiredAP(System.Nullable{CivModel.Terrain.Point})">
<summary>
Test if the action with given parameter is valid and return required AP to act.
Returns <c>-1</c> if the action is invalid.
</summary>
<param name="pt">the parameter with which action will be tested.</param>
<returns>
the required AP to act. If the action is invalid, <c>-1</c>.
</returns>
</member>
<member name="M:CivModel.AttackActorAction.Act(System.Nullable{CivModel.Terrain.Point})">
<summary>
Acts the specified pt.
</summary>
<param name="pt">The pt.</param>
<exception cref="T:System.ArgumentException">parameter is invalid</exception>
<exception cref="T:System.InvalidOperationException">Actor is not placed yet</exception>
</member>
<member name="T:CivModel.IReadOnlyActorAction">
<summary>
The read-only version of <see cref="T:CivModel.IActorAction"/>.
</summary>
</member>
<member name="P:CivModel.IReadOnlyActorAction.Owner">
<summary>
The <see cref="T:CivModel.Actor"/> object which has this action.
</summary>
</member>
<member name="P:CivModel.IReadOnlyActorAction.IsParametered">
<summary>
Whether the action has a target parameter or not.
</summary>
</member>
<member name="M:CivModel.IReadOnlyActorAction.GetRequiredAP(System.Nullable{CivModel.Terrain.Point})">
<summary>
Test if the action with given parameter is valid and return required AP to act.
Returns <c>-1</c> if the action is invalid.
</summary>
<param name="pt">the parameter with which action will be tested.</param>
<returns>
the required AP to act. If the action is invalid, <c>-1</c>.
</returns>
</member>
<member name="T:CivModel.IActorAction">
<summary>
Represents an action which <see cref="T:CivModel.Actor"/> can do.
</summary>
<seealso cref="T:CivModel.IReadOnlyActorAction" />
</member>
<member name="M:CivModel.IActorAction.Act(System.Nullable{CivModel.Terrain.Point})">
<summary>
Acts with the specified parameter.
</summary>
<param name="pt">The parameter.</param>
<exception cref="T:System.ArgumentException">the parameter is invalid.</exception>
<exception cref="T:System.InvalidOperationException"><see cref="P:CivModel.IReadOnlyActorAction.Owner"/> of this action is not placed yet.</exception>
</member>
<member name="T:CivModel.ActorAction">
<summary>
Provides a set of static methods for <see cref="T:CivModel.IReadOnlyActorAction"/>.
</summary>
</member>
<member name="M:CivModel.ActorAction.IsActable(CivModel.IReadOnlyActorAction,System.Nullable{CivModel.Terrain.Point})">
<summary>
Test whether the action is actable with specified parameter.
</summary>
<param name="action">the action.</param>
<param name="pt">the parameter with which action will be tested.</param>
<returns>
<c>true</c> if the action is actable; otherwise, <c>false</c>.
</returns>
</member>
<member name="T:CivModel.ITurnObserver">
<summary>
The interface to observe pre/post turn event.
</summary>
<seealso cref="T:CivModel.Game"/>
</member>
<member name="M:CivModel.ITurnObserver.PreTurn">
<summary>
Called before a turn.
</summary>
</member>
<member name="M:CivModel.ITurnObserver.PostTurn">
<summary>
Called after a turn.
</summary>
</member>
<member name="M:CivModel.ITurnObserver.PrePlayerSubTurn(CivModel.Player)">
<summary>
Called before a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.ITurnObserver.PostPlayerSubTurn(CivModel.Player)">
<summary>
Called after a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="T:CivModel.MoveActorAction">
<summary>
Represents an movement action.
</summary>
<seealso cref="T:CivModel.IActorAction" />
</member>
<member name="P:CivModel.MoveActorAction.Owner">
<summary>
The <see cref="T:CivModel.Actor" /> object which has this action.
</summary>
</member>
<member name="P:CivModel.MoveActorAction.IsParametered">
<summary>
Whether the action has a target parameter or not.
</summary>
</member>
<member name="M:CivModel.MoveActorAction.#ctor(CivModel.Actor)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.MoveActorAction"/> class.
</summary>
<param name="owner">The <see cref="T:CivModel.Actor"/> who will own the action.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
</member>
<member name="M:CivModel.MoveActorAction.GetRequiredAP(System.Nullable{CivModel.Terrain.Point})">
<summary>
Test if the action with given parameter is valid and return required AP to act.
Returns <c>-1</c> if the action is invalid.
</summary>
<param name="pt">the parameter with which action will be tested.</param>
<returns>
the required AP to act. If the action is invalid, <c>-1</c>.
</returns>
</member>
<member name="M:CivModel.MoveActorAction.Act(System.Nullable{CivModel.Terrain.Point})">
<summary>
Acts with the specified parameter.
</summary>
<param name="pt">The parameter.</param>
<exception cref="T:System.ArgumentException">parameter is invalid</exception>
<exception cref="T:System.InvalidOperationException">Owner of this action is not placed yet</exception>
</member>
<member name="T:CivModel.Position">
<summary>
Represents the coordinate for <see cref="T:CivModel.Terrain"/>.
The coordinate system is documented in "docs/Coordinate System.pptx".
</summary>
</member>
<member name="P:CivModel.Position.X">
<summary>
X in physical coordinate system.
</summary>
</member>
<member name="P:CivModel.Position.Y">
<summary>
Y in physical coordinate system.
</summary>
</member>
<member name="P:CivModel.Position.A">
<summary>
A in logical coordinate system.
</summary>
</member>
<member name="P:CivModel.Position.B">
<summary>
B in logical coordinate system.
</summary>
</member>
<member name="P:CivModel.Position.C">
<summary>
C in logical coordinate system.
</summary>
</member>
<member name="M:CivModel.Position.FromPhysical(System.Int32,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Position"/> structure from the physical coordinates.
</summary>
<param name="x">X in physical coordinate system.</param>
<param name="y">Y in physical coordinate system.</param>
<returns>the created <see cref="T:CivModel.Position"/></returns>
</member>
<member name="M:CivModel.Position.FromLogical(System.Int32,System.Int32,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Position"/> structure from the logical coordinates.
</summary>
<param name="a">A in logical coordinate system.</param>
<param name="b">B in logical coordinate system.</param>
<param name="c">C in logical coordinate system.</param>
<returns>the created <see cref="T:CivModel.Position"/></returns>
<exception cref="T:System.ArgumentException">logical coordinate is invalid</exception>
</member>
<member name="M:CivModel.Position.op_UnaryPlus(CivModel.Position)">
<summary>
Implements the operator +.
</summary>
<param name="obj">The object.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Position.op_UnaryNegation(CivModel.Position)">
<summary>
Implements the operator -.
</summary>
<param name="obj">The object.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Position.op_Addition(CivModel.Position,CivModel.Position)">
<summary>
Implements the operator +.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Position.op_Subtraction(CivModel.Position,CivModel.Position)">
<summary>
Implements the operator -.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Position.op_Multiply(System.Int32,CivModel.Position)">
<summary>
Implements the operator *.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Position.Norm">
<summary>
Get norm of this position. It is equal to <c>(|A| + |B| + |C|) / 2</c>
</summary>
<returns></returns>
</member>
<member name="M:CivModel.Position.Distance(CivModel.Position,CivModel.Position)">
<summary>
Get the distance between two <see cref="T:CivModel.Position"/>.
It is equal to <c>(<paramref name="lhs"/> - <paramref name="rhs"/>).<see cref="M:CivModel.Position.Norm"/>()</c>.
</summary>
<param name="lhs">left hand side parameter</param>
<param name="rhs">right hand side parameter</param>
<returns></returns>
</member>
<member name="M:CivModel.Position.ToString">
<summary>
Returns a <see cref="T:System.String" /> that represents this instance.
</summary>
<returns>
A <see cref="T:System.String" /> that represents this instance.
</returns>
</member>
<member name="M:CivModel.Position.op_Equality(CivModel.Position,CivModel.Position)">
<summary>
Implements the operator ==.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Position.op_Inequality(CivModel.Position,CivModel.Position)">
<summary>
Implements the operator !=.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Position.Equals(System.Object)">
<summary>
Determines whether the specified <see cref="T:System.Object" />, is equal to this instance.
</summary>
<param name="obj">The <see cref="T:System.Object" /> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object" /> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CivModel.Position.GetHashCode">
<summary>
Returns a hash code for this instance.
</summary>
<returns>
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
</returns>
</member>
<member name="T:CivModel.IProductionFactory">
<summary>
The factory interface of <see cref="T:CivModel.Production"/>
</summary>
<seealso cref="M:CivModel.Player.GetAvailableProduction"/>
<seealso cref="P:CivModel.Common.CityCenter.AvailableProduction"/>
<seealso cref="P:CivModel.Player.AdditionalAvailableProduction"/>
</member>
<member name="M:CivModel.IProductionFactory.Create(CivModel.Player)">
<summary>
Creates the <see cref="T:CivModel.Production"/> object
</summary>
<param name="owner">The player who owns the <see cref="T:CivModel.Production"/> object.</param>
<returns>the created <see cref="T:CivModel.Production"/> object</returns>
</member>
<member name="T:CivModel.Production">
<summary>
An abstract class represents a production.
</summary>
</member>
<member name="P:CivModel.Production.Factory">
<summary>
The factory object of this production kind.
</summary>
</member>
<member name="P:CivModel.Production.Owner">
<summary>
The player who owns this production.
</summary>
</member>
<member name="P:CivModel.Production.TotalCost">
<summary>
The total cost to finish this production.
</summary>
</member>
<member name="P:CivModel.Production.CapacityPerTurn">
<summary>
The maximum labor which can put into this production per turn.
</summary>
</member>
<member name="P:CivModel.Production.LaborInputed">
<summary>
The total labor inputed so far.
</summary>
</member>
<member name="P:CivModel.Production.EstimatedLaborInputing">
<summary>
This property is updated by <see cref="M:CivModel.Player.EstimateLaborInputing"/>.
You must call that function before use this property.
</summary>
</member>
<member name="P:CivModel.Production.Completed">
<summary>
Whether this production is completed.
</summary>
</member>
<member name="M:CivModel.Production.#ctor(CivModel.IProductionFactory,CivModel.Player,System.Double,System.Double)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Production"/> class.
</summary>
<param name="factory">The factory object of this production kind.</param>
<param name="owner">The <see cref="T:CivModel.Player"/> who will own the production.</param>
<param name="totalCost"><see cref="P:CivModel.Production.TotalCost"/> of the production</param>
<param name="capacityPerTurn"><see cref="P:CivModel.Production.CapacityPerTurn"/> of the production.</param>
<exception cref="T:System.ArgumentException">totalCost is not positive</exception>
<exception cref="T:System.ArgumentOutOfRangeException"><paramref name="capacityPerTurn"/> is not in [0, <see cref="P:CivModel.Production.TotalCost"/>]</exception>
<exception cref="T:System.ArgumentNullException">
<paramref name="factory"/> is <c>null</c>
or
<paramref name="owner"/> is <c>null</c>
</exception>
</member>
<member name="M:CivModel.Production.GetAvailableInputLabor(System.Double)">
<summary>
check how much labor is inputed into this production in this turn
</summary>
<param name="labor">labor amount which you want to put</param>
<returns>maximum labor amount possible to put, less than <paramref name="labor"/></returns>
</member>
<member name="M:CivModel.Production.InputLabor(System.Double)">
<summary>
input labor into this production
</summary>
<param name="labor">labor amount to input</param>
<returns>labor amount which is really used. it can be different from the parameter.</returns>
</member>
<member name="M:CivModel.Production.IsPlacable(CivModel.Terrain.Point)">
<summary>
Determines whether the production result is placable at the specified point.
</summary>
<param name="point">The point to test to place the production result.</param>
<returns>
<c>true</c> if the production is placable; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CivModel.Production.Place(CivModel.Terrain.Point)">
<summary>
Places the production result at the specified point.
</summary>
<param name="point">The point to place the production result.</param>
<exception cref="T:System.InvalidOperationException">production is not completed yet</exception>
<exception cref="T:System.ArgumentException">point is invalid</exception>
</member>
<member name="T:CivModel.Terrain">
<summary>
Represents a terrain of a game.
</summary>
</member>
<member name="T:CivModel.Terrain.Point">
<summary>
Represents one tile of a <see cref="P:CivModel.Terrain.Point.Terrain"/>.
</summary>
</member>
<member name="P:CivModel.Terrain.Point.Terrain">
<summary>
The <see cref="P:CivModel.Terrain.Point.Terrain"/> object.
</summary>
</member>
<member name="P:CivModel.Terrain.Point.Position">
<summary>
The <see cref="P:CivModel.Terrain.Point.Position"/> where this tile is.
</summary>
</member>
<member name="P:CivModel.Terrain.Point.Type">
<summary>
<see cref="T:CivModel.TerrainType"/> of the tile.
</summary>
</member>
<member name="P:CivModel.Terrain.Point.Unit">
<summary>
The <see cref="P:CivModel.Terrain.Point.Unit"/> placed at the tile.
</summary>
</member>
<member name="P:CivModel.Terrain.Point.TileBuilding">
<summary>
The <see cref="P:CivModel.Terrain.Point.TileBuilding"/> placed at the tile.
</summary>
</member>
<member name="M:CivModel.Terrain.Point.GetTileObject(CivModel.TileTag)">
<summary>
this function is used internally by <see cref="P:CivModel.Terrain.Point.Terrain"/> class and getters of <see cref="T:CivModel.Terrain.Point"/>.
</summary>
</member>
<member name="M:CivModel.Terrain.Point.SetTileObject(CivModel.TileObject)">
<summary>
this function is used internally by <see cref="P:CivModel.Terrain.Point.Terrain"/> class.
</summary>
</member>
<member name="M:CivModel.Terrain.Point.UnsetTileObject(CivModel.TileTag)">
<summary>
this function is used internally by <see cref="P:CivModel.Terrain.Point.Terrain"/> class.
</summary>
</member>
<member name="M:CivModel.Terrain.Point.#ctor(CivModel.Terrain,CivModel.Position)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Terrain.Point"/> struct.
</summary>
<param name="terrain">The terrain object.</param>
<param name="pos">The position where a tile will be.</param>
<exception cref="T:System.ArgumentException"><paramref name="pos"/> is invalid.</exception>
</member>
<member name="M:CivModel.Terrain.Point.ToString">
<summary>
Returns a <see cref="T:System.String" /> that represents this instance.
</summary>
<returns>
A <see cref="T:System.String" /> that represents this instance.
</returns>
</member>
<member name="M:CivModel.Terrain.Point.op_Equality(CivModel.Terrain.Point,CivModel.Terrain.Point)">
<summary>
Implements the operator ==.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Terrain.Point.op_Inequality(CivModel.Terrain.Point,CivModel.Terrain.Point)">
<summary>
Implements the operator !=.
</summary>
<param name="lhs">The LHS.</param>
<param name="rhs">The RHS.</param>
<returns>
The result of the operator.
</returns>
</member>
<member name="M:CivModel.Terrain.Point.Equals(System.Object)">
<summary>
Determines whether the specified <see cref="T:System.Object" />, is equal to this instance.
</summary>
<param name="obj">The <see cref="T:System.Object" /> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object" /> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CivModel.Terrain.Point.GetHashCode">
<summary>
Returns a hash code for this instance.
</summary>
<returns>
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
</returns>
</member>
<member name="M:CivModel.Terrain.Point.Adjacents">
<summary>
get adjacent points, in clockwise order.
</summary>
<remarks>
Get the array of the adjacent points in clockwise order.
If the position is invalid, the value is null.
A first element of the array is the left one.
1 2
0 pt 3
5 4
</remarks>
<returns>an array of the adjacent points</returns>
</member>
<member name="P:CivModel.Terrain.Width">
<summary>
The width of this terrain.
</summary>
</member>
<member name="P:CivModel.Terrain.Height">
<summary>
The height of this terrain.
</summary>
</member>
<member name="M:CivModel.Terrain.#ctor(System.Int32,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Terrain"/> class.
</summary>
<param name="width">The width of a terrain.</param>
<param name="height">The height of a terrain.</param>
<exception cref="T:System.ArgumentOutOfRangeException">
<paramref name="width"/> is not positive
or
<paramref name="height"/> is not positive
</exception>
</member>
<member name="M:CivModel.Terrain.GetPoint(System.Int32,System.Int32)">
<summary>
Gets the <see cref="T:CivModel.Terrain.Point"/> from physical coordinates.
</summary>
<param name="x">X in physical coordinate.</param>
<param name="y">Y in physical coordinate.</param>
<returns>the <see cref="T:CivModel.Terrain.Point"/> object</returns>
<exception cref="T:System.ArgumentException">coordinate is invalid.</exception>
</member>
<member name="M:CivModel.Terrain.GetPoint(System.Int32,System.Int32,System.Int32)">
<summary>
Gets the <see cref="T:CivModel.Terrain.Point"/> from logical coordinates.
</summary>
<param name="a">A in logical coordinate.</param>
<param name="b">B in logical coordinate.</param>
<param name="c">C in logical coordinate.</param>
<returns>the <see cref="T:CivModel.Terrain.Point"/> object</returns>
<exception cref="T:System.ArgumentException">coordinate is invalid.</exception>
</member>
<member name="M:CivModel.Terrain.GetPoint(CivModel.Position)">
<summary>
Gets the <see cref="T:CivModel.Terrain.Point"/> from <see cref="T:CivModel.Position"/>
</summary>
<param name="pos">The <see cref="T:CivModel.Position"/> object.</param>
<returns>the <see cref="T:CivModel.Terrain.Point"/> objec</returns>
</member>
<member name="M:CivModel.Terrain.PlaceObject(CivModel.TileObject)">
<summary>
this function is used by the setter of <see cref="P:CivModel.TileObject.PlacedPoint"/>.
In general case you should use <see cref="P:CivModel.TileObject.PlacedPoint"/> instead.
</summary>
</member>
<member name="M:CivModel.Terrain.UnplaceObject(CivModel.TileObject,CivModel.Terrain.Point)">
<summary>
this function is used by the setter of <see cref="P:CivModel.TileObject.PlacedPoint"/>.
In general case you should use <see cref="P:CivModel.TileObject.PlacedPoint"/> instead.
</summary>
</member>
<member name="M:CivModel.Terrain.IsValidPosition(CivModel.Position)">
<summary>
Determines whether the specified position is vaild.
</summary>
<param name="pos">The <see cref="T:CivModel.Position"/> object.</param>
<returns>
<c>true</c> if the specified position is valid; otherwise, <c>false</c>.
</returns>
</member>
<member name="T:CivModel.TileBuilding">
<summary>
Represents a building which is an actor.
</summary>
<seealso cref="T:CivModel.Actor" />
</member>
<member name="P:CivModel.TileBuilding.MaxAP">
<summary>
The maximum AP. <c>0</c> by default.
</summary>
</member>
<member name="P:CivModel.TileBuilding.MoveAct">
<summary>
The action performing movement. <c>null</c> by default.
</summary>
</member>
<member name="M:CivModel.TileBuilding.#ctor(CivModel.Player)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.TileBuilding"/> class.
</summary>
<param name="owner">The player who owns this TileBuilding.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
</member>
<member name="T:CivModel.Common.CityCenter">
<summary>
Represents a city as <see cref="T:CivModel.TileBuilding"/>.
</summary>
<seealso cref="T:CivModel.TileBuilding" />
</member>
<member name="P:CivModel.Common.CityCenter.MaxHP">
<summary>
The maximum HP. <c>0</c> if this actor is not a combattant.
</summary>
</member>
<member name="P:CivModel.Common.CityCenter.MaxHealPerTurn">
<summary>
The maximum heal per turn.
</summary>
<seealso cref="P:CivModel.Actor.RemainHP" />
</member>
<member name="P:CivModel.Common.CityCenter.AttackPower">
<summary>
The attack power.
</summary>
</member>
<member name="P:CivModel.Common.CityCenter.DefencePower">
<summary>
The defence power.
</summary>
</member>
<member name="P:CivModel.Common.CityCenter.HoldingAttackAct">
<summary>
The action performing movement. <c>null</c> if this actor cannot do.
</summary>
</member>
<member name="P:CivModel.Common.CityCenter.AvailableProduction">
<summary>
The list of available production from this city.
</summary>
<seealso cref="M:CivModel.Player.GetAvailableProduction"/>
</member>
<member name="M:CivModel.Common.CityCenter.#ctor(CivModel.Player)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Common.CityCenter"/> class.
</summary>
<param name="owner">The player who owns this city.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
</member>
<member name="M:CivModel.Common.CityCenter.OnBeforeChangeOwner(CivModel.Player)">
<summary>
Called before [change owner], by <see cref="M:CivModel.Actor.ChangeOwner(CivModel.Player)" />.
</summary>
<param name="newOwner">The new owner.</param>
</member>
<member name="M:CivModel.Common.CityCenter.OnBeforeDestroy">
<summary>
Called before [destroy], by <see cref="M:CivModel.Actor.Destroy" />
</summary>
</member>
<member name="M:CivModel.Common.CityCenter.OnDie(CivModel.Player)">
<summary>
Called when [die] by <see cref="M:CivModel.Actor.Die(CivModel.Player)" />.
The default implementation calls <see cref="M:CivModel.Actor.Destroy" />.
</summary>
<param name="opposite">The opposite who caused the dying of this actor. If not exists, <c>null</c>.</param>
</member>
<member name="T:CivModel.Common.Pioneer">
<summary>
A pionner unit who can make city.
</summary>
<seealso cref="T:CivModel.Unit" />
</member>
<member name="P:CivModel.Common.Pioneer.MaxAP">
<summary>
The maximum AP.
</summary>
</member>
<member name="P:CivModel.Common.Pioneer.SpecialActs">
<summary>
The list of special actions.
<see cref="T:CivModel.Common.Pioneer"/> have one special action "pionnering".
</summary>
</member>
<member name="M:CivModel.Common.Pioneer.#ctor(CivModel.Player)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Common.Pioneer"/> class.
</summary>
<param name="owner">The <see cref="T:CivModel.Player"/> who owns this unit.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
</member>
<member name="T:CivModel.Common.PioneerProductionFactory">
<summary>
The factory interface for <see cref="T:CivModel.Common.Pioneer"/>.
</summary>
<seealso cref="T:CivModel.ITileObjectProductionFactory" />
</member>
<member name="P:CivModel.Common.PioneerProductionFactory.Instance">
<summary>
The singleton instance.of <see cref="T:CivModel.Common.PioneerProductionFactory"/>
</summary>
</member>
<member name="M:CivModel.Common.PioneerProductionFactory.Create(CivModel.Player)">
<summary>
Creates the <see cref="T:CivModel.Production" /> object
</summary>
<param name="owner">The player who owns the <see cref="T:CivModel.Production" /> object.</param>
<returns>
the created <see cref="T:CivModel.Production" /> object
</returns>
</member>
<member name="M:CivModel.Common.PioneerProductionFactory.IsPlacable(CivModel.TileObjectProduction,CivModel.Terrain.Point)">
<summary>
Determines whether the production result is placable at the specified point.
</summary>
<param name="production">The production.</param>
<param name="point">The point to test to place the production result.</param>
<returns>
<c>true</c> if the production is placable; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CivModel.Common.PioneerProductionFactory.CreateTileObject(CivModel.Player)">
<summary>
Creates the <see cref="T:CivModel.TileObject" /> which is the production result.
</summary>
<param name="owner">The <see cref="T:CivModel.Player" /> who owns the result.</param>
<returns>
the created <see cref="T:CivModel.TileObject" /> result.
</returns>
</member>
<member name="T:CivModel.Game">
<summary>
Represents one civ game.
</summary>
</member>
<member name="P:CivModel.Game.GoldCoefficient">
<summary>
Coefficient for <see cref="P:CivModel.Player.GoldIncome"/>.
</summary>
</member>
<member name="P:CivModel.Game.PopulationCoefficient">
<summary>
Coefficient for PopulationIncome.
</summary>
</member>
<member name="P:CivModel.Game.HappinessCoefficient">
<summary>
Coefficient for <see cref="P:CivModel.Player.HappinessIncome"/>.
</summary>
</member>
<member name="P:CivModel.Game.LaborCoefficient">
<summary>
Coefficient for <see cref="P:CivModel.Player.Labor"/>.
</summary>
</member>
<member name="P:CivModel.Game.LaborHappinessConstant">
<summary>
Coefficient for <see cref="P:CivModel.Player.Labor"/>, which works with <see cref="P:CivModel.Player.Happiness"/>.
</summary>
</member>
<member name="P:CivModel.Game.Terrain">
<summary>
<see cref="P:CivModel.Game.Terrain"/> of this game.
</summary>
</member>
<member name="P:CivModel.Game.Players">
<summary>
The players of this game.
</summary>
</member>
<member name="P:CivModel.Game.SubTurnNumber">
<summary>
The subturn number.
</summary>
<remarks>
Subturn represents a part of turn, dedicated to each player.
</remarks>
</member>
<member name="P:CivModel.Game.TurnNumber">
<summary>
The turn number.
</summary>
</member>
<member name="P:CivModel.Game.IsInsideTurn">
<summary>
Gets a value indicating whether this game is inside a turn.
</summary>
</member>
<member name="P:CivModel.Game.PlayerNumberInTurn">
<summary>
Gets the index of <see cref="P:CivModel.Game.PlayerInTurn"/>.
</summary>
</member>
<member name="P:CivModel.Game.PlayerInTurn">
<summary>
The player who plays in this turn.
</summary>
</member>
<member name="M:CivModel.Game.#ctor(System.Int32,System.Int32,System.Int32)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Game"/> class.
</summary>
<param name="width">The width of the <see cref="P:CivModel.Game.Terrain"/> of this game. It must be positive.</param>
<param name="height">The height of the <see cref="P:CivModel.Game.Terrain"/> of this game. It must be positive.</param>
<param name="numOfPlayer">The number of player. It must be positive.</param>
<exception cref="T:System.ArgumentException">
<paramref name="width"/> is not positive
or
<paramref name="height"/> is not positive
or
<paramref name="numOfPlayer"/> is not positive
</exception>
</member>
<member name="M:CivModel.Game.StartTurn">
<summary>
Starts the turn.
</summary>
<exception cref="T:System.InvalidOperationException">this game is inside turn yet</exception>
</member>
<member name="M:CivModel.Game.EndTurn">
<summary>
Ends the turn.
</summary>
<exception cref="T:System.InvalidOperationException">the turn is not started yet</exception>
</member>
<member name="T:CivModel.BattleResult">
<summary>
The result of a battle. This is used by <see cref="M:CivModel.Actor.AttackTo(CivModel.Actor)"/>.
</summary>
</member>
<member name="F:CivModel.BattleResult.Draw">
<summary>
Indicating that battle result is draw.
</summary>
</member>
<member name="F:CivModel.BattleResult.Victory">
<summary>
Indicating that battle result is victory.
</summary>
</member>
<member name="F:CivModel.BattleResult.Defeated">
<summary>
Indicating that battle result is defeated.
</summary>
</member>
<member name="T:CivModel.Actor">
<summary>
An absract class represents the <see cref="T:CivModel.TileObject"/> which can have actions and action point (AP).
</summary>
<seealso cref="T:CivModel.TileObject" />
<seealso cref="T:CivModel.ITurnObserver"/>
</member>
<member name="P:CivModel.Actor.Owner">
<summary>
The player who owns this actor.
</summary>
</member>
<member name="P:CivModel.Actor.MaxAP">
<summary>
The maximum AP.
</summary>
</member>
<member name="P:CivModel.Actor.RemainAP">
<summary>
The remaining AP. It is reset to <see cref="P:CivModel.Actor.MaxAP"/> when <see cref="M:CivModel.Actor.PreTurn"/> is called.
</summary>
</member>
<member name="P:CivModel.Actor.SkipFlag">
<summary>
The flag indicating this actor is skipped in this turn. This flag is used by Presenter module.
</summary>
</member>
<member name="P:CivModel.Actor.MoveAct">
<summary>
The action performing movement. <c>null</c> if this actor cannot do.
</summary>
</member>
<member name="P:CivModel.Actor.HoldingAttackAct">
<summary>
The action performing movement. <c>null</c> if this actor cannot do.
</summary>
</member>
<member name="P:CivModel.Actor.MovingAttackAct">
<summary>
The action performing moving attack. <c>null</c> if this actor cannot do.
</summary>
</member>
<member name="P:CivModel.Actor.SpecialActs">
<summary>
The list of special actions. <c>null</c> if not exists.
</summary>
</member>
<member name="P:CivModel.Actor.AttackPower">
<summary>
The attack power.
</summary>
</member>
<member name="P:CivModel.Actor.DefencePower">
<summary>
The defence power.
</summary>
</member>
<member name="P:CivModel.Actor.MaxHP">
<summary>
The maximum HP. <c>0</c> if this actor is not a combattant.
</summary>
</member>
<member name="P:CivModel.Actor.MaxHealPerTurn">
<summary>
The maximum heal per turn.
</summary>
<seealso cref="P:CivModel.Actor.RemainHP" />
</member>
<member name="P:CivModel.Actor.RemainHP">
<summary>
The remaining AP. It must be in [0, <see cref="P:CivModel.Actor.MaxHP"/>].
If this is lower than <see cref="P:CivModel.Actor.MaxHP"/>,
this value is increased to min{<see cref="P:CivModel.Actor.MaxHP"/>, value + <see cref="P:CivModel.Actor.MaxHealPerTurn"/>}
when <see cref="M:CivModel.Actor.PreTurn"/> is called.
</summary>
<exception cref="T:System.ArgumentOutOfRangeException"><see cref="P:CivModel.Actor.RemainHP"/> is not in [0, <see cref="P:CivModel.Actor.MaxHP"/>]</exception>
</member>
<member name="M:CivModel.Actor.#ctor(CivModel.Player,CivModel.TileTag)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Actor"/> class.
</summary>
<param name="owner">The player who owns this actor.</param>
<param name="tag">The <seealso cref="T:CivModel.TileTag"/> of this actor.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
</member>
<member name="M:CivModel.Actor.ChangeOwner(CivModel.Player)">
<summary>
Changes <see cref="P:CivModel.Actor.Owner"/>. <see cref="M:CivModel.Actor.OnBeforeChangeOwner(CivModel.Player)"/> is called before the property is changed.
</summary>
<param name="newOwner">The new owner.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="newOwner"/> is null.</exception>
</member>
<member name="M:CivModel.Actor.OnBeforeChangeOwner(CivModel.Player)">
<summary>
Called before [change owner], by <see cref="M:CivModel.Actor.ChangeOwner(CivModel.Player)"/>.
</summary>
<param name="newOwner">The new owner.</param>
</member>
<member name="M:CivModel.Actor.Destroy">
<summary>
Destroys this actor. <see cref="M:CivModel.Actor.OnBeforeDestroy"/> is called before the actor is destroyed.
</summary>
<remarks>
<strong>postcondition</strong>:
<c><see cref="P:CivModel.TileObject.PlacedPoint"/> == null &amp;&amp; <see cref="P:CivModel.Actor.Owner"/> == null</c>
</remarks>
</member>
<member name="M:CivModel.Actor.OnBeforeDestroy">
<summary>
Called before [destroy], by <see cref="M:CivModel.Actor.Destroy"/>
</summary>
</member>
<member name="M:CivModel.Actor.CanConsumeAP(System.Int32)">
<summary>
Determines whether this actor can consume the specified amount of AP.
</summary>
<param name="amount">The amount of AP</param>
<returns>
<c>true</c> if this actor can consume the specified amount of AP; otherwise, <c>false</c>.
</returns>
<exception cref="T:System.ArgumentException"><paramref name="amount"/> is negative</exception>
</member>
<member name="M:CivModel.Actor.ConsumeAP(System.Int32)">
<summary>
Consumes the specified amount of AP.
</summary>
<param name="amount">The amount of AP</param>
<exception cref="T:System.ArgumentException">
<paramref name="amount"/> is negative
or
<paramref name="amount"/> is bigger than <see cref="P:CivModel.Actor.RemainAP"/>
</exception>
</member>
<member name="M:CivModel.Actor.ConsumeAllAP">
<summary>
Consumes all of AP which this actor has.
</summary>
<seealso cref="M:CivModel.Actor.ConsumeAP(System.Int32)"/>
</member>
<member name="M:CivModel.Actor.AttackTo(CivModel.Actor)">
<summary>
Attacks to another <see cref="T:CivModel.Actor"/>.
</summary>
<param name="opposite">The opposite.</param>
<returns>
<see cref="T:CivModel.BattleResult"/> indicating the result of this battle.
if <paramref name="opposite"/> has died, <see cref="F:CivModel.BattleResult.Victory"/>.
if this object has died, <see cref="F:CivModel.BattleResult.Defeated"/>.
if both have died or survived, <see cref="F:CivModel.BattleResult.Draw"/>.
</returns>
</member>
<member name="M:CivModel.Actor.GetRequiredAPToMove(CivModel.Terrain.Point)">
<summary>
Gets the required AP to move to the specified target point from the near.
</summary>
<param name="target">The target point</param>
<returns>the required AP. if this actor cannot move to <paramref name="target"/>, <c>-1</c>.</returns>
</member>
<member name="M:CivModel.Actor.Die(CivModel.Player)">
<summary>
Make this actor die. This function calls <see cref="M:CivModel.Actor.OnDie(CivModel.Player)"/>.
</summary>
<param name="opposite">The opposite who caused the dying of this actor. If not exists, <c>null</c>.</param>
</member>
<member name="M:CivModel.Actor.OnDie(CivModel.Player)">
<summary>
Called when [die] by <see cref="M:CivModel.Actor.Die(CivModel.Player)"/>.
The default implementation calls <see cref="M:CivModel.Actor.Destroy"/>.
</summary>
<param name="opposite">The opposite who caused the dying of this actor. If not exists, <c>null</c>.</param>
</member>
<member name="M:CivModel.Actor.PreTurn">
<summary>
Called before a turn.
</summary>
</member>
<member name="M:CivModel.Actor.PostTurn">
<summary>
Called after a turn.
</summary>
</member>
<member name="M:CivModel.Actor.PrePlayerSubTurn(CivModel.Player)">
<summary>
Called before a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Actor.PostPlayerSubTurn(CivModel.Player)">
<summary>
Called after a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="T:CivModel.TileTag">
<summary>
The value indicating the kind of <see cref="T:CivModel.TileObject"/>.
</summary>
</member>
<member name="F:CivModel.TileTag.Unit">
<summary>
Tag for <see cref="F:CivModel.TileTag.Unit"/> object
</summary>
</member>
<member name="F:CivModel.TileTag.TileBuilding">
<summary>
Tag for <see cref="F:CivModel.TileTag.TileBuilding"/> object
</summary>
</member>
<member name="T:CivModel.TileObject">
<summary>
Represents an object which can be placed on <see cref="T:CivModel.Terrain.Point"/>.
</summary>
</member>
<member name="P:CivModel.TileObject.TileTag">
<summary>
The value indicating the kind of this object.
</summary>
</member>
<member name="P:CivModel.TileObject.PlacedPoint">
<summary>
The placed point of this object. <c>null</c> if not placed.
</summary>
</member>
<member name="M:CivModel.TileObject.#ctor(CivModel.TileTag)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.TileObject"/> class.
</summary>
<param name="tileTag">The <see cref="P:CivModel.TileObject.TileTag"/> of a object.</param>
</member>
<member name="T:CivModel.Player">
<summary>
Represents a player of a game.
</summary>
<seealso cref="T:CivModel.ITurnObserver"/>
</member>
<member name="P:CivModel.Player.Gold">
<summary>
The gold of this player.
</summary>
</member>
<member name="P:CivModel.Player.GoldIncome">
<summary>
The gold income of this player.
</summary>
<seealso cref="P:CivModel.Player.TaxRate"/>
<seealso cref="P:CivModel.Game.GoldCoefficient"/>
</member>
<member name="P:CivModel.Player.Happiness">
<summary>
The happiness of this player. This value cannot exceed <c>100</c>.
</summary>
</member>
<member name="P:CivModel.Player.HappinessIncome">
<summary>
The happiness income of this player.
</summary>
<seealso cref="P:CivModel.Game.HappinessCoefficient"/>
</member>
<member name="P:CivModel.Player.Labor">
<summary>
The labor per turn of this player.
</summary>
<seealso cref="P:CivModel.Game.LaborCoefficient"/>
<seealso cref="P:CivModel.Game.LaborHappinessConstant"/>
</member>
<member name="P:CivModel.Player.TaxRate">
<summary>
The tax rate of this player. It affects <see cref="P:CivModel.Player.GoldIncome"/>.
</summary>
<exception cref="T:System.ArgumentException"><see cref="P:CivModel.Player.TaxRate"/> is not in [0, 1]</exception>
</member>
<member name="P:CivModel.Player.Units">
<summary>
The list of units of this player.
</summary>
<seealso cref="T:CivModel.Unit"/>
</member>
<member name="P:CivModel.Player.Cities">
<summary>
The list of cities of this player.
</summary>
<seealso cref="T:CivModel.Common.CityCenter"/>
</member>
<member name="P:CivModel.Player.Production">
<summary>
The list of the not-finished productions of this player.
</summary>
<seealso cref="P:CivModel.Player.Deployment"/>
</member>
<member name="P:CivModel.Player.Deployment">
<summary>
The list of the ready-to-deploy productions of this player.
</summary>
<seealso cref="P:CivModel.Player.Production"/>
</member>
<member name="P:CivModel.Player.AdditionalAvailableProduction">
<summary>
The list of additional available productions of this player.
This list will added to the calculation of <see cref="M:CivModel.Player.GetAvailableProduction"/>
</summary>
</member>
<member name="P:CivModel.Player.EstimatedUsedLabor">
<summary>
The estimated used labor in this turn.
</summary>
<remarks>
This property is updated by <see cref="M:CivModel.Player.EstimateLaborInputing"/>.
You must call that function before use this property.
</remarks>
</member>
<member name="P:CivModel.Player.IsDefeated">
<summary>
Whether this player is defeated.
</summary>
</member>
<member name="P:CivModel.Player.Game">
<summary>
The game which this player participates.
</summary>
</member>
<member name="M:CivModel.Player.#ctor(CivModel.Game)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Player"/> class.
</summary>
<param name="game">The game which this player participates.</param>
</member>
<member name="M:CivModel.Player.AddUnitToList(CivModel.Unit)">
<summary>
this function is used by <see cref="T:CivModel.Unit"/> class
</summary>
<param name="unit">unit to add</param>
</member>
<member name="M:CivModel.Player.RemoveUnitFromList(CivModel.Unit)">
<summary>
this function is used by <see cref="T:CivModel.Unit"/> class
</summary>
<param name="unit">unit to remove</param>
</member>
<member name="M:CivModel.Player.AddCityToList(CivModel.Common.CityCenter)">
<summary>
this function is used by <see cref="T:CivModel.Common.CityCenter"/> class
</summary>
<param name="city">city to add</param>
</member>
<member name="M:CivModel.Player.RemoveCityFromList(CivModel.Common.CityCenter)">
<summary>
this function is used by <see cref="T:CivModel.Common.CityCenter"/> class
</summary>
<param name="city">city to remove</param>
</member>
<member name="M:CivModel.Player.GetAvailableProduction">
<summary>
Gets the list of available productions of this player.
</summary>
<remarks>
The return value is the result of
merging the result of <see cref="P:CivModel.Common.CityCenter.AvailableProduction"/> of all cities of this player
and <see cref="P:CivModel.Player.AdditionalAvailableProduction"/>.
</remarks>
<returns>the list of available productions</returns>
</member>
<member name="M:CivModel.Player.PreTurn">
<summary>
Called before a turn.
</summary>
</member>
<member name="M:CivModel.Player.PostTurn">
<summary>
Called after a turn.
</summary>
</member>
<member name="M:CivModel.Player.PrePlayerSubTurn(CivModel.Player)">
<summary>
Called before a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Player.PostPlayerSubTurn(CivModel.Player)">
<summary>
Called after a sub turn.
</summary>
<param name="playerInTurn">The player which the sub turn is dedicated to.</param>
</member>
<member name="M:CivModel.Player.EstimateLaborInputing">
<summary>
Update <see cref="P:CivModel.Production.EstimatedLaborInputing"/> property of all productions
and <see cref="P:CivModel.Player.EstimatedUsedLabor"/> property of this player.
</summary>
</member>
<member name="T:CivModel.TerrainType">
<summary>
The type of a tile of <see cref="T:CivModel.Terrain"/>.
</summary>
</member>
<member name="T:CivModel.Unit">
<summary>
Represents an unit.
</summary>
<seealso cref="T:CivModel.Actor" />
</member>
<member name="P:CivModel.Unit.MoveAct">
<summary>
The action performing movement. A <see cref="T:CivModel.MoveActorAction"/> object by default.
</summary>
</member>
<member name="M:CivModel.Unit.#ctor(CivModel.Player)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.Unit"/> class.
</summary>
<param name="owner">The <see cref="T:CivModel.Player"/> who owns this unit.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="owner"/> is <c>null</c>.</exception>
</member>
<member name="M:CivModel.Unit.OnBeforeChangeOwner(CivModel.Player)">
<summary>
Called before [change owner], by <see cref="M:CivModel.Actor.ChangeOwner(CivModel.Player)" />.
</summary>
<param name="newOwner">The new owner.</param>
</member>
<member name="M:CivModel.Unit.OnBeforeDestroy">
<summary>
Called before [destroy], by <see cref="M:CivModel.Actor.Destroy" />
</summary>
</member>
<member name="T:CivModel.ITileObjectProductionFactory">
<summary>
The factory interface of <see cref="T:CivModel.TileObjectProduction"/>.
This interface additionally provides <see cref="M:CivModel.ITileObjectProductionFactory.IsPlacable(CivModel.TileObjectProduction,CivModel.Terrain.Point)"/>
and <see cref="M:CivModel.ITileObjectProductionFactory.CreateTileObject(CivModel.Player)"/> methods.
</summary>
<seealso cref="T:CivModel.IProductionFactory" />
</member>
<member name="M:CivModel.ITileObjectProductionFactory.IsPlacable(CivModel.TileObjectProduction,CivModel.Terrain.Point)">
<summary>
Determines whether the production result is placable at the specified point.
</summary>
<param name="production">The production.</param>
<param name="point">The point to test to place the production result.</param>
<returns>
<c>true</c> if the production is placable; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CivModel.ITileObjectProductionFactory.CreateTileObject(CivModel.Player)">
<summary>
Creates the <see cref="T:CivModel.TileObject"/> which is the production result.
</summary>
<param name="owner">The <see cref="T:CivModel.Player"/> who owns the result.</param>
<returns>the created <see cref="T:CivModel.TileObject"/> result.</returns>
</member>
<member name="T:CivModel.TileObjectProduction">
<summary>
The <see cref="T:CivModel.Production"/> class for <see cref="T:CivModel.TileObject"/>
</summary>
<seealso cref="T:CivModel.Production" />
</member>
<member name="M:CivModel.TileObjectProduction.#ctor(CivModel.ITileObjectProductionFactory,CivModel.Player,System.Double,System.Double)">
<summary>
Initializes a new instance of the <see cref="T:CivModel.TileObjectProduction"/> class.
</summary>
<param name="factory">The factory object of this production kind.</param>
<param name="owner">The <see cref="T:CivModel.Player"/> who will own the production.</param>
<param name="totalCost"><see cref="P:CivModel.Production.TotalCost"/> of the production</param>
<param name="capacityPerTurn"><see cref="P:CivModel.Production.CapacityPerTurn"/> of the production.</param>
<exception cref="T:System.ArgumentException">totalCost is not positive</exception>
<exception cref="T:System.ArgumentOutOfRangeException"><paramref name="capacityPerTurn"/> is not in [0, <see cref="P:CivModel.Production.TotalCost"/>]</exception>
<exception cref="T:System.ArgumentNullException">
<paramref name="factory"/> is <c>null</c>
or
<paramref name="owner"/> is <c>null</c>
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</member>
<member name="M:CivModel.TileObjectProduction.IsPlacable(CivModel.Terrain.Point)">
<summary>
Determines whether the production result is placable at the specified point.
</summary>
<param name="point">The point to test to place the production result.</param>
<returns>
<c>true</c> if the production is placable; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CivModel.TileObjectProduction.Place(CivModel.Terrain.Point)">
<summary>
Places the production result at the specified point.
</summary>
<param name="point">The point to place the production result.</param>
<exception cref="T:System.InvalidOperationException">production is not completed yet</exception>
<exception cref="T:System.ArgumentException">point is invalid</exception>
</member>
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<?xml version="1.0"?>
<doc>
<assembly>
<name>CivPresenter</name>
</assembly>
<members>
<member name="T:CivPresenter.Direction">
<summary>
Represents a direction.
</summary>
</member>
<member name="F:CivPresenter.Direction.Up">
<summary>
Up direction
</summary>
</member>
<member name="F:CivPresenter.Direction.Down">
<summary>
Down direction
</summary>
</member>
<member name="F:CivPresenter.Direction.Left">
<summary>
Left direction
</summary>
</member>
<member name="F:CivPresenter.Direction.Right">
<summary>
Right direction
</summary>
</member>
<member name="T:CivPresenter.IView">
<summary>
The interface represents a View.
</summary>
</member>
<member name="M:CivPresenter.IView.Refocus">
<summary>
Called when view should refocus on <see cref="P:CivPresenter.Presenter.FocusedPoint"/>
</summary>
</member>
<member name="M:CivPresenter.IView.Shutdown">
<summary>
Called when the game should be shutdown.
</summary>
</member>
<member name="T:CivPresenter.Presenter">
<summary>
Represents a presenter.
</summary>
<remarks>
The presenter works like a Finite State Machine.
<see cref="P:CivPresenter.Presenter.State"/> is changed by Command~~~ operations.
</remarks>
</member>
<member name="P:CivPresenter.Presenter.View">
<summary>
The <see cref="T:CivPresenter.IView"/> object
</summary>
</member>
<member name="P:CivPresenter.Presenter.Game">
<summary>
The <see cref="P:CivPresenter.Presenter.Game"/> object
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedActor">
<summary>
The selected <see cref="T:CivModel.Actor"/>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.FocusedPoint">
<summary>
The focused <see cref="T:CivModel.Terrain.Point"/>.
This point can be changed by [arrow key] command, or View's calling setter.
</summary>
</member>
<member name="P:CivPresenter.Presenter.IsThereTodos">
<summary>
Whether there is something to do in this turn.
If this value is <c>false</c>, user can go to the next turn
</summary>
</member>
<member name="P:CivPresenter.Presenter.RunningAction">
<summary>
The <see cref="T:CivModel.IReadOnlyActorAction"/> object used now.
<c>null</c> if no action is being done.
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedDeploy">
<summary>
Index of the selected deploy to <see cref="P:CivModel.Player.Deployment"/> list.
<c>-1</c> if there is no selected deploy.
If <see cref="P:CivPresenter.Presenter.SelectedProduction"/> is not <c>-1</c>, this value is <c>-1</c>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductUI"/></c>
</summary>
</member>
<member name="P:CivPresenter.Presenter.SelectedProduction">
<summary>
Index of the selected production to <see cref="P:CivModel.Player.Production"/> list.
<c>-1</c> if there is no selected production.
If <see cref="P:CivPresenter.Presenter.SelectedDeploy"/> is not <c>-1</c>, this value is <c>-1</c>
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductUI"/> || <see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductAdd"/></c>
</summary>
</member>
<member name="P:CivPresenter.Presenter.IsProductManipulating">
<summary>
Whether user is manipulating a production.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductUI"/></c>
</summary>
</member>
<member name="P:CivPresenter.Presenter.AvailableProduction">
<summary>
The list of the available production, retrieved by <see cref="M:CivModel.Player.GetAvailableProduction"/>
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.ProductAdd"/></c>
</summary>
</member>
<member name="P:CivPresenter.Presenter.DeployProduction">
<summary>
The production to deploy.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.Deploy"/></c>
</summary>
</member>
<member name="T:CivPresenter.Presenter.States">
<summary>
Indicates the state of <see cref="T:CivPresenter.Presenter"/>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.State">
<summary>
The state of <see cref="T:CivPresenter.Presenter"/>.
</summary>
</member>
<member name="P:CivPresenter.Presenter.StateParam">
<summary>
The parameter of this <see cref="P:CivPresenter.Presenter.State"/>.
This value is valid iff <c><see cref="P:CivPresenter.Presenter.State"/> == <see cref="F:CivPresenter.Presenter.States.SpecialAct"/></c>,
and the value is the number of a special action.
</summary>
</member>
<member name="M:CivPresenter.Presenter.#ctor(CivPresenter.IView)">
<summary>
Initializes a new instance of the <see cref="T:CivPresenter.Presenter"/> class.
</summary>
<param name="view">The <see cref="T:CivPresenter.IView"/> object.</param>
<exception cref="T:System.ArgumentNullException"><paramref name="view"/> is <c>null</c></exception>
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<member name="M:CivPresenter.Presenter.CommandApply">
<summary>
Gives the command [apply].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandCancel">
<summary>
Gives the command [cancel].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandArrowKey(CivPresenter.Direction)">
<summary>
Gives the command [arrow key].
</summary>
<param name="direction">The direction.</param>
</member>
<member name="M:CivPresenter.Presenter.CommandNumeric(System.Int32)">
<summary>
Gives the command [numeric].
</summary>
<param name="index">The index.</param>
</member>
<member name="M:CivPresenter.Presenter.CommandRemove">
<summary>
Gives the command [remove].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandSkip">
<summary>
Gives the command [skip].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandRefocus">
<summary>
Gives the command [refocus].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandSelect">
<summary>
Gives the command [select].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandMove">
<summary>
Gives the command [move].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandMovingAttack">
<summary>
Gives the command [moving attack].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandHoldingAttack">
<summary>
Gives the command [holding attack].
</summary>
</member>
<member name="M:CivPresenter.Presenter.CommandProductUI">
<summary>
Gives the command [product UI].
</summary>
</member>
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using CivPresenter;
using CivModel;
using CivModel.Common;
public class CIVGameManager : MonoBehaviour, IView {
private const float cameraSpeed = 12.0f;
public enum DistrictSprite { None, CityCenter }
public static Sprite[] DistrictSprites => districtSprites;
private static Sprite[] districtSprites;
public enum UnitSprite { None, Pioneer, JediKnight}
public static Sprite[] UnitSprites => unitSprites;
private static Sprite[] unitSprites;
public enum TileSprite { None, Blue, Green, Red, Yellow, Orange, Magenta, Gray, IronGreen, DarkPurple }
public static Sprite[] TileSprites => tileSprites;
private static Sprite[] tileSprites;
public GameObject cellSelected = null;
public CivModel.Terrain.Point? pointSelected;
public int Width { get; set; }
public int Height { get; set; }
private Button[] cameraButtons;
public GameObject cellPrefab;
public Camera mainCamera;
private Canvas cameraUI;
public GameObject focusObject;
public Button turnEndButton;
private GameObject[,] cells;
private Presenter mPresenter;
private Game game;
private IReadOnlyList<CivModel.Player> players;
private Player mainPlayer;
//private CivModel.Terrain gameMapModel;
private static GameObject gameManager;
public Text gold, population, happiness, labor, technology, ultimate;
private int goldnum, popnum, happynum, labnum, technum, ultnum;
/*public void MoveSight(int dx, int dy)
{
mainCamera.transform.Translate(new Vector3(dx, dy, 0));
//버그 있음. 움직일 시 아래로 내려갈수록 지면에 가까워짐. (rotation 문제)
}*/
public void Refocus()
{
Debug.Log("Refocus Called");
if (pointSelected.HasValue)
{
Focus(pointSelected);
Debug.Log("Focusing" + pointSelected);
}
}
public void Focus(Unit unit)
{
if(unit.PlacedPoint.HasValue)
{
Focus(unit.PlacedPoint.Value);
}
}
public void Focus(CivModel.Terrain.Point? pt)
{
if(pt.HasValue)
{
Focus(pt.Value.Position);
}
}
public void Focus(Position pos)
{
CameraChange(cells[pos.X, pos.Y].transform.position);
Debug.Log(pos.X + " " + pos.Y);
}
public void Shutdown()
{
Application.Quit();
}
public void Render(CivModel.Terrain map)
{
for (int i = 0; i < Width; i++)
{
for (int j = 0; j < Height; j++)
{
CivModel.Terrain.Point point = map.GetPoint(i, j);
cells[i, j].GetComponent<TilePrefab>().ChangeTile(point);
cells[i, j].GetComponent<TilePrefab>().BuildDistrict(point.TileBuilding);
cells[i, j].GetComponent<TilePrefab>().DrawUnit(point.Unit);
}
}
}
public static GameObject GetGameManager()
{
if(gameManager == null)
{
throw new NullReferenceException();
}
else
{
return gameManager;
}
}
public void CastRay()
{
cellSelected = null;
Vector2 pos = mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x,Input.mousePosition.y,20f));
/* 현재 버그 존재 : camera가 orthographic이 아닌 perspective일 경우 정확한 거리값을 Vector3 값의 세 번째 자리에 넣어야 함.
Camera가 Rotate 되어 있을 경우 계산이 필요한지 다른 방식으로 변경할지는 추후 고려*/
RaycastHit2D hit = Physics2D.Raycast(pos, Vector2.zero, 0f);
if (hit.collider != null)
{
Debug.Log(hit.collider.name + "Castray");
SelectCell(hit.collider.gameObject);
}
else
{
Debug.Log("notselected");
cellSelected = null;
pointSelected = null;
}
}
public void SelectCell(GameObject go)
{
cellSelected = go;
pointSelected = FindCell(cellSelected);
Debug.Log(pointSelected);
}
public CivModel.Terrain.Point FindCell(GameObject go)
{
if (go == null)
{
Debug.Log("no Gameobject");
throw new ArgumentNullException();
}
for (int i = 0; i < Width; i++)
{
for (int j = 0; j < Height; j++)
{
if (cells[i, j] == go)
{
return mPresenter.Game.Terrain.GetPoint(i, j);
}
}
}
throw new ArgumentNullException();
}
public GameObject FindCell(CivModel.Terrain.Point pt)
{
return cells[pt.Position.X, pt.Position.Y];
}
/*public void Skill()
{
if(mPresenter.SelectedActor.GetType() == typeof(Pioneer))
mPresenter.SelectedActor.SpecialActs[0].Act(mPresenter.SelectedActor.PlacedPoint);
}*/
private void CameraChange(Vector3 vec)
{
mainCamera.transform.position = new Vector3(vec.x, vec.y, -20);
Debug.Log(vec);
}
void Awake()
{
DontDestroyOnLoad(this);
if (gameManager == null)
{
gameManager = this.gameObject;
mPresenter = new Presenter(this);
}
else
{
Destroy(this);
}
}
// Use this for initialization
void Start()
{
//System.Diagnostics.Debug.Assert(gameObject == null);
if (gameManager == this.gameObject)
{
game = mPresenter.Game;
players = game.Players;
mainPlayer = players[0];
Width = game.Terrain.Width;
Height = game.Terrain.Height;
Canvas[] acanvas = FindObjectsOfType<Canvas>();
foreach(Canvas can in acanvas)
{
switch(can.name)
{
case "CameraUI": cameraUI = can;
break;
}
}
cameraButtons = cameraUI.GetComponentsInChildren<Button>();
//gameMapModel = mPresenter.Game.Terrain;
var dss = Enum.GetValues(typeof(DistrictSprite));
districtSprites = new Sprite[dss.Length];
districtSprites[0] = new Sprite();
for (int i = 1; i < dss.Length; i++)
{
districtSprites[i] = Resources.Load<Sprite>("District/" + dss.GetValue(i).ToString());
}
var uss = Enum.GetValues(typeof(UnitSprite));
unitSprites = new Sprite[uss.Length];
unitSprites[0] = new Sprite();
for (int i = 1; i < uss.Length; i++)
{
unitSprites[i] = Resources.Load<Sprite>("Unit/" + uss.GetValue(i).ToString());
}
var tss = Enum.GetValues(typeof(TileSprite));
tileSprites = new Sprite[tss.Length];
tileSprites[0] = Resources.Load<Sprite>("Tile_Texture/None");
for (int i = 1; i < tss.Length; i++)
{
tileSprites[i] = Resources.Load<Sprite>("Tile_Texture/" + tss.GetValue(i).ToString());
}
cells = new GameObject[Width, Height];
DrawMap();
ManagementUIController.PrefabsSetting();
}
else
{
Destroy(this);
}
goldnum = Convert.ToInt32(game.PlayerInTurn.Gold);
popnum = 0; // not Implemented
happynum = Convert.ToInt32(game.PlayerInTurn.Happiness);
labnum = Convert.ToInt32(game.PlayerInTurn.Labor);
technum = 0; // not Implemented
ultnum = 0; //not Implemented
//test Code
mPresenter.Game.PlayerInTurn.AdditionalAvailableProduction.Add(CivModel.Common.JediKnightProductionFactory.Instance);
ButtonSetup();
}
// Update is called once per frame
void Update()
{
float delt = Time.deltaTime;
pointSelected = mPresenter.FocusedPoint;
if (Input.GetMouseButtonDown(0))
{
if (EventSystem.current.IsPointerOverGameObject() == false)
{
switch (mPresenter.State)
{
case CivPresenter.Presenter.States.Normal:
{
CastRay();
if (cellSelected != null)
{
//Focus(pointSelected);
}
break;
}
case CivPresenter.Presenter.States.Move:
{
CastRay();
if (cellSelected != null)
{
mPresenter.FocusedPoint = pointSelected.Value;
}
mPresenter.CommandApply();
break;
}
case CivPresenter.Presenter.States.MovingAttack:
{
CastRay();
if (cellSelected != null)
{
mPresenter.FocusedPoint = pointSelected.Value;
}
mPresenter.CommandApply();
break;
}
case CivPresenter.Presenter.States.HoldingAttack:
{
CastRay();
if (cellSelected != null)
{
mPresenter.FocusedPoint = pointSelected.Value;
}
mPresenter.CommandApply();
break;
}
case CivPresenter.Presenter.States.SpecialAct:
{
break;
}
case CivPresenter.Presenter.States.Deploy:
{
CastRay();
if (cellSelected != null)
{
mPresenter.FocusedPoint = pointSelected.Value;
}
mPresenter.CommandApply();
break;
}
case CivPresenter.Presenter.States.ProductUI:
{
break;
}
case CivPresenter.Presenter.States.ProductAdd:
{
break;
}
case CivPresenter.Presenter.States.Victory:
{
break;
}
case CivPresenter.Presenter.States.Defeated:
{
break;
}
default: throw new NotImplementedException();
}
}
}
if (Input.GetKeyDown(KeyCode.Escape))
mPresenter.CommandCancel();
if (Input.GetKey(KeyCode.UpArrow))
{
//mPresenter.CommandArrowKey(Direction.Up);
mainCamera.transform.Translate(new Vector3(0, cameraSpeed * delt, 0));
}
if (Input.GetKey(KeyCode.DownArrow))
{
//mPresenter.CommandArrowKey(Direction.Down);
mainCamera.transform.Translate(new Vector3(0, -cameraSpeed * delt, 0));
}
if (Input.GetKey(KeyCode.LeftArrow))
{
//mPresenter.CommandArrowKey(Direction.Left);
mainCamera.transform.Translate(new Vector3(-cameraSpeed * delt, 0, 0));
}
if (Input.GetKey(KeyCode.RightArrow))
{
//mPresenter.CommandArrowKey(Direction.Right);
mainCamera.transform.Translate(new Vector3(cameraSpeed * delt, 0, 0));
}
if (Input.GetKey(KeyCode.F))
{
mPresenter.CommandRefocus();
Debug.Log("refocus request");
}
/*if(Input.GetKey(KeyCode.S))
//mPresenter.CommandSelect();
if (Input.GetKey(KeyCode.D))
//mPresenter.CommandRemove();
if (Input.GetKey(KeyCode.M))
//mPresenter.CommandMove();
if (Input.GetKey(KeyCode.Z))
//mPresenter.CommandSkip();
if (Input.GetKey(KeyCode.Q))
//mPresenter.CommandMovingAttack();
if (Input.GetKey(KeyCode.W))
//mPresenter.CommandHoldingAttack();
if(Input.GetKey(KeyCode.P))
//mPresenter.CommandProductUI();*/
/*if (Input.GetKey(KeyCode.Keypad1))
mPresenter.CommandNumeric(0);
if (Input.GetKey(KeyCode.Keypad2))
mPresenter.CommandNumeric(1);
if (Input.GetKey(KeyCode.Keypad3))
mPresenter.CommandNumeric(2);
if (Input.GetKey(KeyCode.Keypad4))
mPresenter.CommandNumeric(3);
if (Input.GetKey(KeyCode.Keypad5))
mPresenter.CommandNumeric(4);
if (Input.GetKey(KeyCode.Keypad6))
mPresenter.CommandNumeric(5);
if (Input.GetKey(KeyCode.Keypad7))
mPresenter.CommandNumeric(6);
if (Input.GetKey(KeyCode.Keypad8))
mPresenter.CommandNumeric(7);
if (Input.GetKey(KeyCode.Keypad9))
mPresenter.CommandNumeric(8);*/
goldnum = Convert.ToInt32(game.PlayerInTurn.Gold);
popnum = 0; // not Implemented
happynum = Convert.ToInt32(game.PlayerInTurn.Happiness);
labnum = Convert.ToInt32(game.PlayerInTurn.Labor);
technum = 0; // not Implemented
ultnum = 0; //not Implemented
gold.text = "금: " + goldnum.ToString();
population.text = "인구: " + popnum.ToString();
happiness.text = "행복도: " + happynum.ToString();
labor.text = "노동력: " + labnum.ToString();
technology.text = "기술력: " + technum.ToString();
ultimate.text = "궁극기: " + ultnum.ToString() + " %";
Render(mPresenter.Game.Terrain);
Debug.Log("Turn : " + game.TurnNumber + ", Player : " + game.PlayerNumberInTurn);
Debug.Log(mPresenter.SelectedActor);
switch (mPresenter.State)//for debug
{
case CivPresenter.Presenter.States.Normal:
{
Debug.Log("State : Normal");
break;
}
case CivPresenter.Presenter.States.Move:
{
Debug.Log("State : Move");
CivModel.Terrain.Point?[] adj = mPresenter.SelectedActor.PlacedPoint.Value.Adjacents();
for(int i = 0; i < adj.Length; i++)
{
if(adj[i].HasValue)
{
//if(!(adj[i].Value.Type == TerrainType.Ocean || adj[i].Value.Type == TerrainType.Mount))
FindCell(adj[i].Value).GetComponent<TilePrefab>().MovableTile();
}
}
break;
}
case CivPresenter.Presenter.States.MovingAttack:
{
Debug.Log("State : MovingAttack");
for (int i = 0; i < Width; i++)
{
for (int j = 0; j < Height; j++)
{
if (mPresenter.RunningAction.IsActable(mPresenter.Game.Terrain.GetPoint(i, j)))
{
cells[i, j].GetComponent<TilePrefab>().AttackableTile();
}
}
}
break;
}
case CivPresenter.Presenter.States.HoldingAttack:
{
Debug.Log("State : HoldingAttack");
for (int i = 0; i < Width; i++)
{
for (int j = 0; j < Height; j++)
{
if (mPresenter.RunningAction.IsActable(mPresenter.Game.Terrain.GetPoint(i, j)))
{
cells[i, j].GetComponent<TilePrefab>().AttackableTile();
}
}
}
break;
}
case CivPresenter.Presenter.States.SpecialAct:
{
Debug.Log("State : SpecialAct");
break;
}
case CivPresenter.Presenter.States.Deploy:
{
Debug.Log("State : Deploy");
for (int i = 0; i < Width; i++)
{
for (int j = 0; j < Height; j++)
{
if(mPresenter.DeployProduction.IsPlacable(mPresenter.Game.Terrain.GetPoint(i,j)))
{
cells[i,j].GetComponent<TilePrefab>().MovableTile();
}
}
}
break;
}
case CivPresenter.Presenter.States.ProductUI:
{
Debug.Log("State : ProductUI");
break;
}
case CivPresenter.Presenter.States.ProductAdd:
{
Debug.Log("State : ProductAdd");
break;
}
case CivPresenter.Presenter.States.Victory:
{
Debug.Log("State : Victory");
break;
}
case CivPresenter.Presenter.States.Defeated:
{
Debug.Log("State : Defeated");
break;
}
default:
throw new NotImplementedException();
}
if (!mPresenter.IsThereTodos)
{
turnEndButton.GetComponentInChildren<Text>().text = "턴 종료";
}
else
{
turnEndButton.GetComponentInChildren<Text>().text = "다음 캐릭터";
}
}
// HEX Tiling
void DrawMap()
{
for (int i = 0; i < Width; i++)
{
for (int j = 0; j < Height; j++)
{
Vector2 pos = new Vector2(2 * i * HexMatrix.innerRadius, (-j) * HexMatrix.outerRadius * 1.5f);
if (j % 2 != 0)
{
pos.x -= HexMatrix.innerRadius;
}
cells[i, j] = Instantiate(cellPrefab, pos, Quaternion.identity);
cells[i, j].name = String.Format("HexCell({0},{1})", i, j);
}
}
}
public Presenter GetPresenter()
{
return mPresenter;
}
public void TurnEndSignal()
{
if(!mPresenter.IsThereTodos)
{
Debug.Log("End_CommandApply");
mPresenter.CommandApply();
}
else
{
Debug.Log("Todo is remaining");
mPresenter.CommandApply();
}
}
public void ButtonSetup()
{
foreach(Button btn in cameraButtons)
{
switch(btn.name)
{
case "Attack":
Debug.Log(btn.name + " onclick addlistener");
btn.onClick.AddListener(delegate () { AttackButtonMethod(); });
break;
default:
Debug.Log(btn.name);break;
}
}
}
public void AttackButtonMethod()
{
if (mPresenter.State == CivPresenter.Presenter.States.Normal)
{
Debug.Log("Attack Button");
mPresenter.CommandMovingAttack();
if (mPresenter.State != CivPresenter.Presenter.States.MovingAttack)
{
mPresenter.CommandHoldingAttack();
}
}
}
}
public class ProductionFactoryTraits
{
public static string GetFactoryName(IProductionFactory factory)
{
if (factory == PioneerProductionFactory.Instance)
return "Pioneer";
else if (factory == JediKnightProductionFactory.Instance)
return "JediKnight";
else
return "null";
}
}
fileFormatVersion: 2
guid: 8b51e0c0f81024746977ba754d547c94
timeCreated: 1515573093
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivPresenter;
using CivModel;
using CivModel.Common;
public class CameraUIController : MonoBehaviour {
public Canvas CameraCanvas;
public Canvas tempManagementUI;
public Button MoveButton;
public Button AttackButton;
public Button SkillButton;
public Button WaitButton;
public GameObject UnitInfo;
public GameObject Actions;
public GameObject TurnEnd;
public Image Portrait;
public Text UnitName;
public Text UnitAttack;
public Text UnitDefence;
public Text UnitAP;
public Text UnitHP;
private GameObject gameManagerObject;
private CIVGameManager gameManager;
private Presenter mPresenter;
public void MoveButtonMethod()
{
Debug.Log("MoveButton");
if (gameManager.pointSelected.HasValue)
mPresenter.CommandMove();
}
public void SkillButtonMethod()
{
Debug.Log("SkillButton");
if(mPresenter.SelectedActor == null)
{
return;
}
Debug.Log(mPresenter.SelectedActor.GetType());
if (mPresenter.SelectedActor.GetType() == typeof(Pioneer))
{
mPresenter.CommandNumeric(0);
Debug.Log("Pioneer set City");
}
}
public void WaitButtonMethod()
{
Debug.Log("WaitButton");
mPresenter.CommandSkip();
}
public void AttackButtonMethod()
{
Debug.Log("AttackButton");
/*if(caseA)
mPresenter.CommandMovingAttack();
else(caseA)
mPresenter.CommandHoldingAttack
*/
}
public void ActiveCameraUI(bool value)
{
UnitInfo.SetActive(value);
Actions.SetActive(value);
TurnEnd.SetActive(value);
}
// Use this for initialization
void Start ()
{
gameManagerObject = CIVGameManager.GetGameManager();
gameManager = gameManagerObject.GetComponent<CIVGameManager>();
mPresenter = gameManager.GetPresenter();
tempManagementUI.enabled = false;
}
// Update is called once per frame
void Update ()
{
if(mPresenter.SelectedActor == null)
{
MoveButton.enabled = false;
}
else
{
if (mPresenter.SelectedActor.RemainAP == 0)
{
MoveButton.enabled = false;
}
else
{
MoveButton.enabled = true;
}
}
if(mPresenter.SelectedActor == null)
{
UnitInfo.SetActive(false);
UnitName.text = "공허";
UnitAttack.text = "공격력 : 무한";
UnitDefence.text = "방어력 : 무한";
UnitAP.text = "어디든지";
}
else
{
UnitInfo.SetActive(true);
UnitName.text = mPresenter.SelectedActor.GetType().ToString().Replace("CivModel.Common.","");
UnitAttack.text = "공격력 : " + mPresenter.SelectedActor.AttackPower.ToString();
UnitDefence.text = "방어력 : " + mPresenter.SelectedActor.DefencePower.ToString();
UnitAP.text = mPresenter.SelectedActor.RemainAP + "/" + mPresenter.SelectedActor.MaxAP;
UnitHP.text = mPresenter.SelectedActor.RemainHP + "/" + mPresenter.SelectedActor.MaxHP;
}
}
}
fileFormatVersion: 2
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timeCreated: 1516610478
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivPresenter;
public class Ending : MonoBehaviour {
public GameObject WinPrefab;
public GameObject LosePrefab;
private Presenter mPresenter;
private static GameObject result;
private bool shown;
// Use this for initialization
void Start () {
shown = false;
mPresenter = CIVGameManager.GetGameManager().GetComponent<CIVGameManager>().GetPresenter();
}
// Update is called once per frame
void Update ()
{
switch (mPresenter.State)//for debug
{
case CivPresenter.Presenter.States.Victory:
{
WinorLose(true);
break;
}
case CivPresenter.Presenter.States.Defeated:
{
WinorLose(false);
break;
}
}
}
public void WinorLose(bool win)
{
if(result != null)
{ return; }
if(shown)
{ return; }
if (win)
{
result = Instantiate(WinPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
result.transform.SetParent(this.gameObject.transform);
result.transform.localScale = new Vector3(1f, 1f, 1f);
result.transform.localPosition = new Vector3(0f, 0f, 0f);
}
else
{
result = Instantiate(LosePrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
result.transform.SetParent(this.gameObject.transform);
result.transform.localScale = new Vector3(1f, 1f, 1f);
result.transform.localPosition = new Vector3(0f, 0f, 0f);
}
shown = true;
}
}
fileFormatVersion: 2
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licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class HexMatrix
{
public const float outerRadius = 1.8f;
public const float innerRadius = outerRadius * 0.866025404f;
}
\ No newline at end of file
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folderAsset: yes
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timeCreated: 1517989383
licenseType: Free
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......
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Sprites;
using CivModel;
public class TilePrefab : MonoBehaviour {
[SerializeField]
public Sprite TileSprite;
private Sprite tileSprite;
private Sprite districtSprite;
private Sprite unitSprite;
// Use this for initialization
void Start () {
tileSprite = TileSprite;
gameObject.GetComponent<SpriteRenderer>().sprite = tileSprite;
}
// Update is called once per frame
void Update () {
}
public void MovableTile()
{
string color = "Magenta";
ChangeTile(color);
}
public void AttackableTile()
{
string color = "Red";
ChangeTile(color);
}
public void ChangeTile(CivModel.Terrain.Point terrainPoint)
{
var t1 = terrainPoint.Type;
string color = "None";
string[] colors = new string[]{ "Blue", "Green", "Yellow", "Red", "Orange","Magenta", "Gray", "IronGreen", "DarkPurple", "None" };
switch (t1)
{
case TerrainType.Plain:
color = colors[1];
break;
case TerrainType.Ocean:
color = colors[0];
break;
case TerrainType.Mount:
color = colors[4];
break;
case TerrainType.Forest:
color = colors[8];
break;
case TerrainType.Swamp:
color = colors[7];
break;
case TerrainType.Tundra:
color = colors[6];
break;
case TerrainType.Ice:
color = colors[9];
break;
case TerrainType.Hill:
color = colors[2];
break;
//3 , 5 not used (RED, MAGENTA) - prototype
}
ChangeTile(color);
}
public void ChangeTile(string tile)
{
if (tile == null)
{
tileSprite = TileSprite;
gameObject.GetComponent<SpriteRenderer>().sprite = tileSprite;
return;
}
CIVGameManager.TileSprite ts = CIVGameManager.TileSprite.None;
Enum.TryParse(tile, out ts);
tileSprite = CIVGameManager.TileSprites[(int)ts];
gameObject.GetComponent<SpriteRenderer>().sprite = tileSprite;
}
public void BuildDistrict(CivModel.TileBuilding building)
{
if (building == null)
{
BuildDistrict("None");
}
else
BuildDistrict(building?.ToString().Split('.').Last());
}
public void BuildDistrict(string dist)
{
CIVGameManager.DistrictSprite ds = CIVGameManager.DistrictSprite.None;
Enum.TryParse(dist, out ds);
districtSprite = CIVGameManager.DistrictSprites[(int)ds];
GetComponentsInChildren<SpriteRenderer>()[1].sprite = districtSprite;
}
public void DrawUnit(CivModel.Unit unit)
{
if(unit == null)
{
DrawUnit("None");
}
else
DrawUnit(unit?.ToString().Split('.').Last());
}
public void DrawUnit(string unit)
{
Debug.Log(">>>>>>>>>>>>>>>>>>"+unit);
CIVGameManager.UnitSprite us = CIVGameManager.UnitSprite.None;
Enum.TryParse(unit, out us);
unitSprite = CIVGameManager.UnitSprites[(int)us];
GetComponentsInChildren<SpriteRenderer>()[2].sprite = unitSprite;
}
public void DestroyDistrict()
{
districtSprite = CIVGameManager.DistrictSprites[(int)CIVGameManager.DistrictSprite.None];
}
}
fileFormatVersion: 2
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licenseType: Free
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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m_ObjectHideFlags: 0
serializedVersion: 3
serializedVersion: 7
m_Gravity: {x: 0, y: -9.81, z: 0}
m_DefaultMaterial: {fileID: 0}
m_BounceThreshold: 2
......@@ -14,7 +14,16 @@ PhysicsManager:
m_QueriesHitBackfaces: 0
m_QueriesHitTriggers: 1
m_EnableAdaptiveForce: 0
m_EnablePCM: 1
m_ClothInterCollisionDistance: 0
m_ClothInterCollisionStiffness: 0
m_ContactsGeneration: 1
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_AutoSimulation: 1
m_AutoSyncTransforms: 1
m_ClothInterCollisionSettingsToggle: 0
m_ContactPairsMode: 0
m_BroadphaseType: 0
m_WorldBounds:
m_Center: {x: 0, y: 0, z: 0}
m_Extent: {x: 250, y: 250, z: 250}
m_WorldSubdivisions: 8
......@@ -3,9 +3,10 @@
--- !u!159 &1
EditorSettings:
m_ObjectHideFlags: 0
serializedVersion: 5
serializedVersion: 7
m_ExternalVersionControlSupport: Hidden Meta Files
m_SerializationMode: 2
m_LineEndingsForNewScripts: 2
m_DefaultBehaviorMode: 0
m_SpritePackerMode: 0
m_SpritePackerPaddingPower: 1
......@@ -13,7 +14,7 @@ EditorSettings:
m_EtcTextureFastCompressor: 1
m_EtcTextureNormalCompressor: 2
m_EtcTextureBestCompressor: 4
m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd
m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp
m_ProjectGenerationRootNamespace:
m_UserGeneratedProjectSuffix:
m_CollabEditorSettings:
......
......@@ -3,7 +3,7 @@
--- !u!30 &1
GraphicsSettings:
m_ObjectHideFlags: 0
serializedVersion: 7
serializedVersion: 12
m_Deferred:
m_Mode: 1
m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0}
......@@ -38,30 +38,24 @@ GraphicsSettings:
m_PreloadedShaders: []
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
type: 0}
m_ShaderSettings_Tier1:
useCascadedShadowMaps: 1
standardShaderQuality: 2
useReflectionProbeBoxProjection: 1
useReflectionProbeBlending: 1
m_ShaderSettings_Tier2:
useCascadedShadowMaps: 1
standardShaderQuality: 2
useReflectionProbeBoxProjection: 1
useReflectionProbeBlending: 1
m_ShaderSettings_Tier3:
useCascadedShadowMaps: 1
standardShaderQuality: 2
useReflectionProbeBoxProjection: 1
useReflectionProbeBlending: 1
m_BuildTargetShaderSettings: []
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m_TransparencySortMode: 0
m_TransparencySortAxis: {x: 0, y: 0, z: 1}
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m_DefaultMobileRenderingPath: 1
m_TierSettings: []
m_LightmapStripping: 0
m_FogStripping: 0
m_InstancingStripping: 0
m_LightmapKeepPlain: 1
m_LightmapKeepDirCombined: 1
m_LightmapKeepDirSeparate: 1
m_LightmapKeepDynamicPlain: 1
m_LightmapKeepDynamicDirCombined: 1
m_LightmapKeepDynamicDirSeparate: 1
m_LightmapKeepShadowMask: 1
m_LightmapKeepSubtractive: 1
m_FogKeepLinear: 1
m_FogKeepExp: 1
m_FogKeepExp2: 1
m_AlbedoSwatchInfos: []
m_LightsUseLinearIntensity: 0
m_LightsUseColorTemperature: 0
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PlayerSettings:
m_ObjectHideFlags: 0
serializedVersion: 14
productGUID: 093bffc3eafb12c4ab2f52c1f66c5d7f
productGUID: 4b0d75c8ddba189409c3bef894815c92
AndroidProfiler: 0
AndroidFilterTouchesWhenObscured: 0
defaultScreenOrientation: 4
......@@ -12,7 +12,7 @@ PlayerSettings:
useOnDemandResources: 0
accelerometerFrequency: 60
companyName: DefaultCompany
productName: CIV_SIN
productName: civilization-iii
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
......@@ -157,14 +157,8 @@ PlayerSettings:
resolutionScalingMode: 0
androidSupportedAspectRatio: 1
androidMaxAspectRatio: 2.1
applicationIdentifier:
Android: com.Company.ProductName
Standalone: unity.DefaultCompany.CIV_SIN
Tizen: com.Company.ProductName
iOS: com.Company.ProductName
tvOS: com.Company.ProductName
buildNumber:
iOS: 0
applicationIdentifier: {}
buildNumber: {}
AndroidBundleVersionCode: 1
AndroidMinSdkVersion: 16
AndroidTargetSdkVersion: 0
......@@ -240,7 +234,7 @@ PlayerSettings:
iOSMetalForceHardShadows: 0
metalEditorSupport: 1
metalAPIValidation: 1
iOSRenderExtraFrameOnPause: 1
iOSRenderExtraFrameOnPause: 0
appleDeveloperTeamID:
iOSManualSigningProvisioningProfileID:
tvOSManualSigningProvisioningProfileID:
......@@ -265,75 +259,16 @@ PlayerSettings:
m_BuildTargetIcons: []
m_BuildTargetBatching: []
m_BuildTargetGraphicsAPIs: []
m_BuildTargetVRSettings:
- m_BuildTarget: Android
m_Enabled: 0
m_Devices:
- Oculus
- m_BuildTarget: Metro
m_Enabled: 0
m_Devices: []
- m_BuildTarget: N3DS
m_Enabled: 0
m_Devices: []
- m_BuildTarget: PS3
m_Enabled: 0
m_Devices: []
- m_BuildTarget: PS4
m_Enabled: 0
m_Devices:
- PlayStationVR
- m_BuildTarget: PSM
m_Enabled: 0
m_Devices: []
- m_BuildTarget: PSP2
m_Enabled: 0
m_Devices: []
- m_BuildTarget: SamsungTV
m_Enabled: 0
m_Devices: []
- m_BuildTarget: Standalone
m_Enabled: 0
m_Devices:
- Oculus
- m_BuildTarget: Tizen
m_Enabled: 0
m_Devices: []
- m_BuildTarget: WebGL
m_Enabled: 0
m_Devices: []
- m_BuildTarget: WebPlayer
m_Enabled: 0
m_Devices: []
- m_BuildTarget: WiiU
m_Enabled: 0
m_Devices: []
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m_Enabled: 0
m_Devices: []
- m_BuildTarget: XboxOne
m_Enabled: 0
m_Devices: []
- m_BuildTarget: iOS
m_Enabled: 0
m_Devices: []
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m_Enabled: 0
m_Devices: []
m_BuildTargetVRSettings: []
m_BuildTargetEnableVuforiaSettings: []
openGLRequireES31: 0
openGLRequireES31AEP: 0
m_TemplateCustomTags: {}
mobileMTRendering:
Android: 1
iPhone: 1
tvOS: 1
m_BuildTargetGroupLightmapEncodingQuality:
- m_BuildTarget: Standalone
m_EncodingQuality: 1
- m_BuildTarget: XboxOne
m_EncodingQuality: 1
- m_BuildTarget: PS4
m_EncodingQuality: 1
m_BuildTargetGroupLightmapEncodingQuality: []
wiiUTitleID: 0005000011000000
wiiUGroupID: 00010000
wiiUCommonSaveSize: 4096
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webGLCompressionFormat: 1
scriptingDefineSymbols: {}
platformArchitecture: {}
scriptingBackend:
Standalone: 0
scriptingBackend: {}
incrementalIl2cppBuild: {}
additionalIl2CppArgs:
scriptingRuntimeVersion: 1
scriptingRuntimeVersion: 0
apiCompatibilityLevelPerPlatform: {}
m_RenderingPath: 1
m_MobileRenderingPath: 1
metroPackageName: CIV_SIN
metroPackageName: civilization-iii
metroPackageVersion:
metroCertificatePath:
metroCertificatePassword:
metroCertificateSubject:
metroCertificateIssuer:
metroCertificateNotAfter: 0000000000000000
metroApplicationDescription: CIV_SIN
metroApplicationDescription: civilization-iii
wsaImages: {}
metroTileShortName:
metroCommandLineArgsFile:
......@@ -696,21 +630,12 @@ PlayerSettings:
daydream:
daydreamIconForeground: {fileID: 0}
daydreamIconBackground: {fileID: 0}
cloudServicesEnabled:
Analytics: 0
Build: 0
Collab: 0
ErrorHub: 0
Game_Performance: 0
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Purchasing: 0
UNet: 0
Unity_Ads: 0
cloudServicesEnabled: {}
facebookSdkVersion: 7.9.4
apiCompatibilityLevel: 2
cloudProjectId: 0d043b99-ddc5-4980-be3d-4e6d7163c60a
projectName: CIV_SIN
organizationId: redsuncore
cloudProjectId: f658bad3-a5f0-46bb-94ab-4b4a41e10fe4
projectName: civilization-iii
organizationId: jh-doh
cloudEnabled: 0
enableNativePlatformBackendsForNewInputSystem: 0
disableOldInputManagerSupport: 0
......@@ -181,7 +181,6 @@ QualitySettings:
PS4: 5
PSM: 5
PSP2: 2
Samsung TV: 2
Standalone: 5
Tizen: 2
WebGL: 3
......
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