Commit fae78858 authored by redsuncore's avatar redsuncore

Victory Updated

승리 화면 구현(Hwan)
Scene변경됨
parent 08d9a1c4
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......
......@@ -42,8 +42,6 @@ public class GameManager : MonoBehaviour {
private CivModel.Unit[] _standbyUnits;
private int _standbyUnitIndex = -1;
private bool[] _victoryNotified = null;
// Use this for initialization
void Awake()
{
......@@ -82,92 +80,98 @@ public class GameManager : MonoBehaviour {
Debug.Log("Happ:" + _game.PlayerInTurn.Happiness);
Debug.Log("Prod:" + _game.PlayerInTurn.Labor);
Debug.Log("Tech:" + _game.PlayerInTurn.Research);
if (Input.GetKeyDown(KeyCode.Space))
if (CheckVictory())
{
Focus();
UIManager.I.GameEnd();
}
if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
else
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Input.GetKeyDown(KeyCode.Space))
{
Focus();
}
if (Physics.Raycast(ray, out hit))
if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
{
HexTile tile = hit.collider.gameObject.GetComponent<HexTile>();
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (PseudoFSM.I.MoveState)
if (Physics.Raycast(ray, out hit))
{
if (tile.isFlickering)
HexTile tile = hit.collider.gameObject.GetComponent<HexTile>();
if (PseudoFSM.I.MoveState)
{
//공격 가능한 놈이 있을 때
if (SelectedActor.MovingAttackAct != null && SelectedActor.MovingAttackAct.IsActable(tile.point))
{
SelectedActor.MovingAttackAct.Act(tile.point);
PseudoFSM.I.NormalStateEnter();
}
else
if (tile.isFlickering)
{
Move(tile.point);
//공격 가능한 놈이 있을 때
if (SelectedActor.MovingAttackAct != null && SelectedActor.MovingAttackAct.IsActable(tile.point))
{
SelectedActor.MovingAttackAct.Act(tile.point);
PseudoFSM.I.NormalStateEnter();
}
else
{
Move(tile.point);
}
}
}
}
if (PseudoFSM.I.DepState)
{
if (tile.isFlickering)
if (PseudoFSM.I.DepState)
{
Deploy(tile.point, PseudoFSM.I.Deployment);
if (tile.isFlickering)
{
Deploy(tile.point, PseudoFSM.I.Deployment);
}
else
PseudoFSM.I.NormalStateEnter();
}
else
PseudoFSM.I.NormalStateEnter();
}
if (PseudoFSM.I.AttackState)
{
if (tile.isFlickering)
if (PseudoFSM.I.AttackState)
{
if(SelectedActor.HoldingAttackAct != null && SelectedActor.HoldingAttackAct.IsActable(tile.point))
if (tile.isFlickering)
{
SelectedActor.HoldingAttackAct.Act(tile.point);
PseudoFSM.I.NormalStateEnter();
if (SelectedActor.HoldingAttackAct != null && SelectedActor.HoldingAttackAct.IsActable(tile.point))
{
SelectedActor.HoldingAttackAct.Act(tile.point);
PseudoFSM.I.NormalStateEnter();
}
else
{
////Debug.Log("잘못된 공격 대상");
PseudoFSM.I.NormalStateEnter();
}
}
else
{
////Debug.Log("잘못된 공격 대상");
PseudoFSM.I.NormalStateEnter();
}
}
else
PseudoFSM.I.NormalStateEnter();
}
Unit unit = tile.point.Unit;
if (unit != null)
{
SelectUnit(unit);
Unit unit = tile.point.Unit;
if (unit != null)
{
SelectUnit(unit);
}
}
}
}
// Camera movement
Vector3 mousePos = Input.mousePosition;
if (mousePos.x < 10)
{
CameraMove(Vector3.left);
}
else if (mousePos.x > Screen.width - 10)
{
CameraMove(Vector3.right);
}
if (mousePos.y < 10)
{
CameraMove(Vector3.back);
}
else if (mousePos.y > Screen.height - 10)
{
CameraMove(Vector3.forward);
}
// Camera movement
Vector3 mousePos = Input.mousePosition;
if (mousePos.x < 10)
{
CameraMove(Vector3.left);
}
else if (mousePos.x > Screen.width - 10)
{
CameraMove(Vector3.right);
}
if (mousePos.y < 10)
{
CameraMove(Vector3.back);
}
else if (mousePos.y > Screen.height - 10)
{
CameraMove(Vector3.forward);
}
CameraZoom();
CameraZoom();
}
}
// Instantiate hex tiles
......@@ -322,6 +326,7 @@ public class GameManager : MonoBehaviour {
{
_selectedActor.MoveAct.Act(point);
PseudoFSM.I.NormalStateEnter();
UIManager.I.MakeUnitInfo();
}
void Deploy(CivModel.Terrain.Point point, Production dep)
......@@ -329,17 +334,14 @@ public class GameManager : MonoBehaviour {
dep.Place(point);
Game.PlayerInTurn.Deployment.Remove(dep);
PseudoFSM.I.NormalStateEnter();
UIManager.I.MakeUnitInfo();
}
//승리 확인 함수(From Presenter)
private bool CheckVictory()
{
if (_victoryNotified != null)
return false;
var survivors = Game.Players.Where(player => !player.IsDefeated);
if (survivors.Count() <= 1)
{
_victoryNotified = new bool[Game.Players.Count];
PseudoFSM.I.NormalStateEnter();
return true;
}
......
......@@ -69,15 +69,15 @@ public class PseudoFSM : MonoBehaviour {
_parameterPoints = GameManager.I.SelectedActor.PlacedPoint.Value.Adjacents();
for (int i = 0; i < _parameterPoints.Length; i++)
{
if (GameManager.I.SelectedActor.MoveAct.IsActable(_parameterPoints[i]))
if (GameManager.I.SelectedActor.MovingAttackAct.IsActable(_parameterPoints[i]))
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.I.Cells[pos.X, pos.Y].GetComponent<HexTile>().FlickerBlue();
GameManager.I.Cells[pos.X, pos.Y].GetComponent<HexTile>().FlickerRed();
}
else if (GameManager.I.SelectedActor.MovingAttackAct.IsActable(_parameterPoints[i]))
else if (GameManager.I.SelectedActor.MoveAct.IsActable(_parameterPoints[i]))
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.I.Cells[pos.X, pos.Y].GetComponent<HexTile>().FlickerRed();
GameManager.I.Cells[pos.X, pos.Y].GetComponent<HexTile>().FlickerBlue();
}
}
}
......
......@@ -9,6 +9,7 @@ public class UIManager : MonoBehaviour {
public GameObject MapUI;
public GameObject ManagementUI;
public GameObject QuestUI;
public GameObject GameEND;
public Text Gold;
public Text Population;
......@@ -84,12 +85,15 @@ public class UIManager : MonoBehaviour {
Gold.text = "금 : " + GameManager.I.Game.PlayerInTurn.Gold + "(+" + GameManager.I.Game.PlayerInTurn.GoldIncome + ")";
Population.text = "인구 : " + GameManager.I.Game.PlayerInTurn.Population;
Happiness.text = "행복 : " + GameManager.I.Game.PlayerInTurn.Happiness;
Technology.text = "기술력 : "; // Model 업데이트 이후 어디서 찾아야 하는지 찾을 필요성 있음.
Technology.text = "기술력 : " + GameManager.I.Game.PlayerInTurn.Research;
Labor.text = "노동력 : " + GameManager.I.Game.PlayerInTurn.Labor;
if(GameManager.I.SelectedActor != null)
}
public void MakeUnitInfo()
{
if (GameManager.I.SelectedActor != null)
{
UnitInfo.SetActive(true);
//UnitPortrait.sprite = Resources.Load<Sprite>("Hwan Units/Portraits/hwan_jedi.png");
UnitName.text = ProductionFactoryTraits.GetName(GameManager.I.SelectedActor);
UnitAttack.text = GameManager.I.SelectedActor.AttackPower.ToString();
UnitDefence.text = GameManager.I.SelectedActor.DefencePower.ToString();
......@@ -106,7 +110,6 @@ public class UIManager : MonoBehaviour {
ActionPoint.text = "";
}
}
//// Resource bar UI ////
public void MapUIActive() // Map UI tab
{
......@@ -114,6 +117,13 @@ public class UIManager : MonoBehaviour {
ManagementUI.SetActive(false);
QuestUI.SetActive(false);
}
public void GameEnd() // Map UI tab
{
GameEND.SetActive(true);
ManagementUI.SetActive(false);
QuestUI.SetActive(false);
MapUI.SetActive(false);
}
public void ManagementUIActive() // Management UI tab
{
SkillSet.SetActive(false);
......@@ -217,14 +227,17 @@ public class UIManager : MonoBehaviour {
if (GameManager.I.isThereTodos && !PseudoFSM.I.DepState)
{
GameManager.I.SelectNextUnit();
MakeUnitInfo();
}
else if(PseudoFSM.I.DepState)
{
PseudoFSM.I.NormalStateEnter();
MakeUnitInfo();
}
else
{
GameManager.I.ProceedTurn();
MakeUnitInfo();
}
}
......
Subproject commit 2dbfb44eb8fb492c9d67f0f6798422aaf1e42a1c
Subproject commit d7cbc65360f281391f3c14e5176a3a3b5159b1e2
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