Commit ffc87b5d authored by 김주영's avatar 김주영

Management UI done

parent e0a56fc1
...@@ -22,7 +22,7 @@ ...@@ -22,7 +22,7 @@
<DebugType>full</DebugType> <DebugType>full</DebugType>
<Optimize>false</Optimize> <Optimize>false</Optimize>
<OutputPath>Temp\bin\Debug\</OutputPath> <OutputPath>Temp\bin\Debug\</OutputPath>
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<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn> <NoWarn>0169</NoWarn>
...@@ -63,13 +63,18 @@ ...@@ -63,13 +63,18 @@
<Compile Include="Assets\Script\Camera\CameraControl.cs" /> <Compile Include="Assets\Script\Camera\CameraControl.cs" />
<Compile Include="Assets\Script\GameManager.cs" /> <Compile Include="Assets\Script\GameManager.cs" />
<Compile Include="Assets\Script\Tile\HexTile.cs" /> <Compile Include="Assets\Script\Tile\HexTile.cs" />
<Compile Include="Assets\Script\Tile\MinimapTile.cs" />
<Compile Include="Assets\Script\UI\GameUI.cs" /> <Compile Include="Assets\Script\UI\GameUI.cs" />
<Compile Include="Assets\Script\UI\InvestmentController.cs" />
<Compile Include="Assets\Script\UI\ManagementController.cs" /> <Compile Include="Assets\Script\UI\ManagementController.cs" />
<Compile Include="Assets\Script\UI\ManagementUIController.cs" /> <Compile Include="Assets\Script\UI\Prefabs\DeployPrefab.cs" />
<Compile Include="Assets\Script\UI\Prefabs\ProductablePrefab.cs" />
<Compile Include="Assets\Script\UI\Prefabs\ProductionPrefab.cs" />
<Compile Include="Assets\Script\UI\Prefabs\Quests.cs" /> <Compile Include="Assets\Script\UI\Prefabs\Quests.cs" />
<Compile Include="Assets\Script\UI\ProductionFactoryTraits.cs" /> <Compile Include="Assets\Script\UI\ProductionFactoryTraits.cs" />
<Compile Include="Assets\Script\UI\UIController.cs" /> <Compile Include="Assets\Script\UI\UIController.cs" />
<Compile Include="Assets\Script\UI\UIManager.cs" /> <Compile Include="Assets\Script\UI\UIManager.cs" />
<Compile Include="Assets\Script\UI\ViewFieldSquareControl.cs" />
<Compile Include="Assets\Script\Unit\Unit.cs" /> <Compile Include="Assets\Script\Unit\Unit.cs" />
<Compile Include="Assets\Script\Unit\UnitEnum.cs" /> <Compile Include="Assets\Script\Unit\UnitEnum.cs" />
<None Include="Assets\map.txt" /> <None Include="Assets\map.txt" />
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m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0, m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
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--- !u!114 &1989405503 --- !u!114 &1989405503
...@@ -19611,8 +20440,8 @@ MonoBehaviour: ...@@ -19611,8 +20440,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 177526370} m_TargetGraphic: {fileID: 177526370}
m_HandleRect: {fileID: 177526369} m_HandleRect: {fileID: 177526369}
m_Direction: 2 m_Direction: 2
m_Value: 0 m_Value: 1
m_Size: 1 m_Size: 0.9999998
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
m_PersistentCalls: m_PersistentCalls:
...@@ -19757,7 +20586,7 @@ RectTransform: ...@@ -19757,7 +20586,7 @@ RectTransform:
m_RootOrder: 0 m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0} m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1} m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 20, y: 20} m_SizeDelta: {x: 20, y: 20}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
...@@ -20025,8 +20854,8 @@ MonoBehaviour: ...@@ -20025,8 +20854,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1833688074} m_TargetGraphic: {fileID: 1833688074}
m_HandleRect: {fileID: 1833688073} m_HandleRect: {fileID: 1833688073}
m_Direction: 2 m_Direction: 2
m_Value: 0.9999982 m_Value: 0
m_Size: 0.88554984 m_Size: 0.99999994
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
m_PersistentCalls: m_PersistentCalls:
...@@ -20410,12 +21239,12 @@ RectTransform: ...@@ -20410,12 +21239,12 @@ RectTransform:
- {fileID: 847990240} - {fileID: 847990240}
- {fileID: 882333797} - {fileID: 882333797}
m_Father: {fileID: 194350972} m_Father: {fileID: 194350972}
m_RootOrder: 0 m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0} m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 0, y: -210} m_AnchoredPosition: {x: 0, y: -200}
m_SizeDelta: {x: 960, y: -420} m_SizeDelta: {x: 960, y: -400}
m_Pivot: {x: 0, y: 0.5} m_Pivot: {x: 0, y: 0.5}
--- !u!114 &2021509125 --- !u!114 &2021509125
MonoBehaviour: MonoBehaviour:
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- {fileID: 1185608718} - {fileID: 1185608718}
m_Father: {fileID: 1212682353} m_Father: {fileID: 1212682353}
m_RootOrder: 2 m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 0.5, y: 0} m_AnchorMax: {x: 0.5, y: 0}
m_AnchoredPosition: {x: 0, y: 165} m_AnchoredPosition: {x: 0, y: 170}
m_SizeDelta: {x: 960, y: 70} m_SizeDelta: {x: 960, y: 70}
m_Pivot: {x: 0.5, y: 0} m_Pivot: {x: 0.5, y: 0}
--- !u!114 &2028697114 --- !u!114 &2028697114
...@@ -20877,7 +21706,7 @@ RectTransform: ...@@ -20877,7 +21706,7 @@ RectTransform:
m_RootOrder: 0 m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0} m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1} m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 20, y: 20} m_SizeDelta: {x: 20, y: 20}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
...@@ -20989,8 +21818,8 @@ MonoBehaviour: ...@@ -20989,8 +21818,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 145151054} m_TargetGraphic: {fileID: 145151054}
m_HandleRect: {fileID: 145151053} m_HandleRect: {fileID: 145151053}
m_Direction: 2 m_Direction: 2
m_Value: 0.9999982 m_Value: 0
m_Size: 0.8855499 m_Size: 0.99999994
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
m_PersistentCalls: m_PersistentCalls:
......
...@@ -10,8 +10,8 @@ public class CameraControl : MonoBehaviour { ...@@ -10,8 +10,8 @@ public class CameraControl : MonoBehaviour {
private int screen_height = Screen.height; private int screen_height = Screen.height;
private int screen_width = Screen.width; private int screen_width = Screen.width;
int MaxHeight = 30; //최대 높이 public int MaxHeight = 30; //최대 높이
int MinHeight = 15; //최소 높이 public int MinHeight = 15; //최소 높이
// Use this for initialization // Use this for initialization
void Start () { void Start () {
......
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...@@ -19,6 +19,10 @@ public class GameManager : MonoBehaviour { ...@@ -19,6 +19,10 @@ public class GameManager : MonoBehaviour {
private GameObject[,] _tiles; private GameObject[,] _tiles;
public GameObject[,] Tiles { get { return _tiles; } } public GameObject[,] Tiles { get { return _tiles; } }
public GameObject MinimaptilePrefab;
private GameObject[,] _minimap_tiles;
public GameObject[,] Minimap_tiles { get { return _minimap_tiles; } }
public GameObject UnitPrefab; public GameObject UnitPrefab;
private List<GameObject> _units = new List<GameObject>(); private List<GameObject> _units = new List<GameObject>();
public List<GameObject> Units { get { return _units; } } public List<GameObject> Units { get { return _units; } }
...@@ -62,6 +66,7 @@ public class GameManager : MonoBehaviour { ...@@ -62,6 +66,7 @@ public class GameManager : MonoBehaviour {
void Start() { void Start() {
InitiateMap(); InitiateMap();
InitiateUnit(); InitiateUnit();
InitiateMiniMap();
} }
// Update is called once per frame // Update is called once per frame
...@@ -69,6 +74,18 @@ public class GameManager : MonoBehaviour { ...@@ -69,6 +74,18 @@ public class GameManager : MonoBehaviour {
} }
public void UpdateMinimap() {
for (int i = 0; i<_game.Terrain.Width; i++) {
for(int j = 0; j<_game.Terrain.Height; j++) {
CivModel.Terrain.Point point = _game.Terrain.GetPoint(i, j);
MinimapTile tile = _minimap_tiles[i, j].GetComponent<MinimapTile>();
tile.SetPoints(point);
tile.SetCity();
tile.SetOwner();
}
}
}
public void UpdateMap() { public void UpdateMap() {
for (int i = 0; i < _game.Terrain.Width; i++) { for (int i = 0; i < _game.Terrain.Width; i++) {
for (int j = 0; j < _game.Terrain.Height; j++) { for (int j = 0; j < _game.Terrain.Height; j++) {
...@@ -82,14 +99,13 @@ public class GameManager : MonoBehaviour { ...@@ -82,14 +99,13 @@ public class GameManager : MonoBehaviour {
} }
public void UpdateUnit() { public void UpdateUnit() {
List<GameObject> unitToDelete = new List<GameObject>();
// POSITION FIX AND DELETETION // POSITION FIX AND DELETETION
foreach (GameObject unitGameObject in _units) { foreach (GameObject unitGameObject in _units) {
CivModel.Unit unitModel = unitGameObject.GetComponent<Unit>().unitModel; CivModel.Unit unitModel = unitGameObject.GetComponent<Unit>().unitModel;
if (unitModel.Owner == null) { if (unitModel.Owner == null) {
_units.Remove(unitGameObject); unitToDelete.Add(unitGameObject);
Destroy(unitGameObject);
Debug.Log("Deleted!");
} }
else { else {
if (unitModel.PlacedPoint.HasValue) { if (unitModel.PlacedPoint.HasValue) {
...@@ -99,6 +115,14 @@ public class GameManager : MonoBehaviour { ...@@ -99,6 +115,14 @@ public class GameManager : MonoBehaviour {
} }
} }
foreach(GameObject unit in unitToDelete) {
_units.Remove(unit);
Destroy(unit);
Debug.Log("Deleted!");
}
unitToDelete.Clear();
// INSERTION // INSERTION
int plyrIdx = 0; int plyrIdx = 0;
foreach (CivModel.Player plyr in Game.Players) { foreach (CivModel.Player plyr in Game.Players) {
...@@ -144,6 +168,22 @@ public class GameManager : MonoBehaviour { ...@@ -144,6 +168,22 @@ public class GameManager : MonoBehaviour {
} }
} }
private void InitiateMiniMap() {
_minimap_tiles = new GameObject[_game.Terrain.Width, _game.Terrain.Height];
for (int i = 0; i < _game.Terrain.Width; i++) {
for (int j = 0; j < _game.Terrain.Height; j++) {
Vector3 pos = ModelPntToUnityPnt(i, j, -200f);
_minimap_tiles[i, j] = Instantiate(MinimaptilePrefab, pos, Quaternion.identity);
_minimap_tiles[i, j].name = String.Format("Minimap({0},{1})", i, j);
CivModel.Terrain.Point pnt = _game.Terrain.GetPoint(i, j);
_minimap_tiles[i, j].GetComponent<MinimapTile>().SetPoints(pnt, pos);
}
}
}
private void InitiateUnit() { private void InitiateUnit() {
int plyrIdx = 0; int plyrIdx = 0;
foreach (CivModel.Player plyr in Game.Players) { foreach (CivModel.Player plyr in Game.Players) {
...@@ -189,21 +229,22 @@ public class GameManager : MonoBehaviour { ...@@ -189,21 +229,22 @@ public class GameManager : MonoBehaviour {
} }
return null; return null;
} }
}
// 버려진 코드 static void Focus(CivModel.Actor actor)
// private void InitiateUnit(CivModel.Unit unit) { {
// if (unit?.PlacedPoint != null) { if (actor.PlacedPoint == null)
// var pt = unit.PlacedPoint.Value; {
return;
// Vector3 pos = ModelPntToUnityPnt(pt, 1.25f); }
Focus(actor.PlacedPoint.Value);
}
static void Focus(CivModel.Terrain.Point point)
{
Vector3 tilePos = GameManager.Instance.Tiles[point.Position.X, point.Position.Y].transform.position;
float x = tilePos.x;
float z = tilePos.z - (Camera.main.transform.position.y / Mathf.Tan(40 * Mathf.Deg2Rad));
// GameObject unt = Instantiate(UnitPrefab, pos, Quaternion.identity); Camera.main.transform.position = new Vector3(x, Camera.main.transform.position.y, z);
// unt.name = String.Format("Unit[{0},{1}]", pt.Position.X, pt.Position.Y); }
// unt.GetComponent<Unit>().SetPoints(pt, pos);
// _units.Add(unt); }
// } \ No newline at end of file
//}
\ No newline at end of file
...@@ -42,7 +42,6 @@ public class HexTile : MonoBehaviour ...@@ -42,7 +42,6 @@ public class HexTile : MonoBehaviour
// Render tile terrain // Render tile terrain
public void SetTerrain() { public void SetTerrain() {
terrains = transform.GetChild(0).transform; terrains = transform.GetChild(0).transform;
if (terrains != null) { if (terrains != null) {
foreach (Transform child in terrains) { foreach (Transform child in terrains) {
child.gameObject.SetActive(false); child.gameObject.SetActive(false);
...@@ -96,9 +95,18 @@ public class HexTile : MonoBehaviour ...@@ -96,9 +95,18 @@ public class HexTile : MonoBehaviour
} }
} }
public void FlickerCyan() { public void FlickerWhite()
{
isFlickering = true;
if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
return;
_coroutine = Flicker(Color.white);
StartCoroutine(_coroutine);
}
public void FlickerCyan() {
isFlickering = true; isFlickering = true;
Debug.Log(gameObject.name + " is flickering with cyan"); //Debug.Log(gameObject.name + " is flickering with cyan");
if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null) if (terrains.GetChild((int)point.Type).GetComponent<Renderer>() == null)
return; return;
_coroutine = Flicker(Color.cyan); _coroutine = Flicker(Color.cyan);
...@@ -109,7 +117,7 @@ public class HexTile : MonoBehaviour ...@@ -109,7 +117,7 @@ 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);
...@@ -120,7 +128,7 @@ public class HexTile : MonoBehaviour ...@@ -120,7 +128,7 @@ 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);
...@@ -130,7 +138,7 @@ public class HexTile : MonoBehaviour ...@@ -130,7 +138,7 @@ 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)
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using CivModel;
public class MinimapTile : MonoBehaviour {
public CivModel.Terrain.Point point;
public Vector3 unity_point;
Transform owner_color;
Transform city_active;
Player owner;
TileBuilding City;
// Use this for initialization
void Start () {
SetOwner();
SetCity();
}
public void SetPoints(CivModel.Terrain.Point p1) {
this.point = p1;
this.unity_point = GameManager.ModelPntToUnityPnt(p1, -200f);
}
public void SetPoints(CivModel.Terrain.Point p1, Vector3 p2) {
this.point = p1;
this.unity_point = new Vector3(p2.x, p2.y, p2.z);
}
public void SetOwner() {
owner_color = transform.GetChild(0).transform;
owner = point.TileOwner;
if (owner == null) {
owner_color.GetChild(9).gameObject.SetActive(true);
if ((int)point.Type == 1) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(true);
}
}
else if (owner == GameManager.Instance.Game.Players[0]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(0).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[1]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(1).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[2]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(2).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[3]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(3).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[4]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(4).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[5]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(5).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[6]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(6).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[7]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(7).gameObject.SetActive(true);
}
else if (owner == GameManager.Instance.Game.Players[8]) {
owner_color.GetChild(9).gameObject.SetActive(false);
owner_color.GetChild(10).gameObject.SetActive(false);
owner_color.GetChild(8).gameObject.SetActive(true);
}
}
public void SetCity() {
City = point.TileBuilding;
city_active = transform.GetChild(1).transform;
if(City is CityBase) {
city_active.GetChild(0).gameObject.SetActive(true);
}
}
}
fileFormatVersion: 2 fileFormatVersion: 2
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......
...@@ -34,23 +34,21 @@ public class GameUI : MonoBehaviour { ...@@ -34,23 +34,21 @@ public class GameUI : MonoBehaviour {
if (GameManager.Instance.isThereTodos && !PseudoFSM.Instance.DepState) if (GameManager.Instance.isThereTodos && !PseudoFSM.Instance.DepState)
{ {
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "유닛이 명령을 기다리고 있습니다"; mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "유닛이 명령을 기다리고 있습니다";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 40; mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 15;
} }
else if (PseudoFSM.Instance.DepState) else if (PseudoFSM.Instance.DepState)
{ {
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "배치 취소"; mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "배치 취소";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 25; mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 10;
} }
else else
{ {
*/ */
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다음 턴"; mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().text = "다음 턴";
mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 25; mapUI.transform.Find("EndTurn").GetComponentInChildren<Text>().fontSize = Screen.height / 10;
//} //}
updatePanel(); updatePanel();
if (GameObject.Find("GameUI").activeSelf) updateQuest();
else if (GameObject.Find("ManagementUI").activeSelf) updateManagement();
} }
} }
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class InvestmentController : MonoBehaviour {
public GameObject InvestmentUI;
public GameObject Tax;
public GameObject EcoInv;
public GameObject TechInv;
public GameObject Logistics;
private Slider taxSlider;
private Slider eiSlider;
private Slider tiSlider;
private Slider logiSlider;
private Text taxRateText;
private Text eiRateText;
private Text tiRateText;
private Text logiRateText;
private static InvestmentController _IVUIController;
public static InvestmentController I { get { return _IVUIController; } }
void Awake()
{
// Singleton
if (_IVUIController != null)
{
Destroy(this);
return;
}
else
{
_IVUIController = this;
}
// Use this when scene changing exists
// DontDestroyOnLoad(gameObject);
}
// Use this for initialization
void Start () {
taxSlider = Tax.GetComponentInChildren<Slider>();
eiSlider = EcoInv.GetComponentInChildren<Slider>();
tiSlider = TechInv.GetComponentInChildren<Slider>();
logiSlider = Logistics.GetComponentInChildren<Slider>();
initSlider();
}
// Update is called once per frame
void Update () {
GameManager.Instance.Game.PlayerInTurn.TaxRate = ((double)((int)(taxSlider.value * 100))) / 100f;
GameManager.Instance.Game.PlayerInTurn.EconomicInvestmentRatio = ((double)((int)(eiSlider.value * 100))) / 100f;
GameManager.Instance.Game.PlayerInTurn.ResearchInvestmentRatio = ((double)((int)(tiSlider.value * 100))) / 100f;
GameManager.Instance.Game.PlayerInTurn.RepairInvestmentRatio = ((double)((int)(logiSlider.value * 100))) / 100f;
taxRateText.text = ((int)(taxSlider.value * 100)).ToString() + "%";
eiRateText.text = ((int)(eiSlider.value * 100)).ToString() + "%";
tiRateText.text = ((int)(tiSlider.value * 100)).ToString() + "%";
logiRateText.text = ((int)(logiSlider.value * 100)).ToString() + "%";
}
public void initSlider()
{
taxSlider.maxValue = 1f;
taxSlider.minValue = 0f;
eiSlider.maxValue = 2f;
eiSlider.minValue = 0f;
tiSlider.maxValue = 2f;
tiSlider.minValue = 0f;
logiSlider.maxValue = 2f;
logiSlider.minValue = 0f;
taxSlider.value = (float)GameManager.Instance.Game.PlayerInTurn.TaxRate;
eiSlider.value = (float)GameManager.Instance.Game.PlayerInTurn.EconomicInvestmentRatio;
tiSlider.value = (float)GameManager.Instance.Game.PlayerInTurn.ResearchInvestmentRatio;
logiSlider.value = (float)GameManager.Instance.Game.PlayerInTurn.RepairInvestmentRatio;
Text[] texts = InvestmentUI.GetComponentsInChildren<Text>();
foreach (Text txt in texts)
{
switch (txt.name)
{
case "TRate":
taxRateText = txt;
break;
case "PIRate":
eiRateText = txt;
break;
case "TIRate":
tiRateText = txt;
break;
case "LRate":
logiRateText = txt;
break;
case "Current PIRate":
txt.text = "100%";
break;
case "Current TIRate":
txt.text = "100%";
break;
case "Current LRate":
txt.text = "50%";
break;
}
}
}
public void ChangeTaxValue(float adden)
{
taxSlider.value += adden;
}
public void ChangeEIValue(float adden)
{
eiSlider.value += adden;
}
public void ChangeTIValue(float adden)
{
tiSlider.value += adden;
}
public void ChangeLogiValue(float adden)
{
logiSlider.value += adden;
}
}
\ No newline at end of file
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using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using System.Linq;
public class ManagementController : MonoBehaviour { public class ManagementController : MonoBehaviour {
private static ManagementController managementcontroller; private static ManagementController managementcontroller;
public Canvas managementUI;
private LinkedList<Production> mProduction;
private LinkedList<Production> mDeployment;
private IReadOnlyList<IProductionFactory> facList;
private GameObject gameManagerObject;
private GameManager gameManager;
private Game game;
private List<GameObject> PQlist;
private List<GameObject> DQlist;
private List<GameObject> EpicQlist, HighQlist, IntermediateQlist, LowQlist; // Unit production
private List<GameObject> CityQlist, CityBuildingQlist, NormalBuildingQlist;
private List<List<GameObject>> ASQlist;
public GameObject proPrefab;
public GameObject depPrefab;
public GameObject productablePrefab;
public GameObject proQueue;
public GameObject depQueue;
public GameObject EpicQueue, HighQueue, IntermediateQueue, LowQueue; // Unit production
public GameObject CityQueue, CityBuildingQueue, NormalBuildingQueue; // Building production
//ManageMentUI 갱신 함수
public void begin()
{
MakeSelectionQ();
MakeProductionQ();
MakeDeploymentQ();
foreach (GameObject dq in DQlist)
{
dq.GetComponent<DeployPrefab>().SetButton(DQlist.IndexOf(dq));
}
}
void Awake() void Awake()
{ {
DontDestroyOnLoad(this); DontDestroyOnLoad(this);
...@@ -21,17 +62,262 @@ public class ManagementController : MonoBehaviour { ...@@ -21,17 +62,262 @@ public class ManagementController : MonoBehaviour {
// Use this for initialization // Use this for initialization
void Start () { void Start () {
if (managementcontroller == this)
} {
gameManager = GameManager.Instance;
game = gameManager.Game;
ASQlist = new List<List<GameObject>>();
ASQlist.Add(EpicQlist = new List<GameObject>());
ASQlist.Add(HighQlist = new List<GameObject>());
ASQlist.Add(IntermediateQlist = new List<GameObject>());
ASQlist.Add(LowQlist = new List<GameObject>());
ASQlist.Add(CityQlist = new List<GameObject>());
ASQlist.Add(CityBuildingQlist = new List<GameObject>());
ASQlist.Add(NormalBuildingQlist = new List<GameObject>());
PQlist = new List<GameObject>();
DQlist = new List<GameObject>();
}
else
{
Destroy(this);
}
}
// Update is called once per frame // Update is called once per frame
void Update () { void Update ()
{
} mProduction = game.PlayerInTurn.Production;
mDeployment = game.PlayerInTurn.Deployment;
}
public void begin() //type: 0 = all, 1 = unit, 2 = city, 3 = NormalBuliding, 4 = citybuilding, 5 = BulidingAll (2~4 All)
private void MakeSelectionQ()//선택 큐 프리팹 생성 함수
{ {
facList = GameManager.Instance.Game.PlayerInTurn.AvailableProduction.ToList(); //전체 선택 목록 받아오기
//facList의 변경으로 Epic-High-intermediate-Low 변경 가능. 하지만 지금은 설정되지 않았음(Epic에 생성)
//Debug.Log("facList: " + facList.Count);
//Debug.Log("ALL SelectList Updated");
DeleteAllSQ();
foreach (IProductionFactory fac in facList)
{
//여기서 분리
if (typeof(CivModel.Unit).IsAssignableFrom(fac.ResultType))
{
var f = (IActorProductionFactory)fac;
switch (f.ActorConstants.BattleClassLevel)
{
case 4:
PartSelectionQ(EpicQlist, EpicQueue, fac);
break;
case 3:
PartSelectionQ(HighQlist, HighQueue, fac);
break;
case 2:
PartSelectionQ(IntermediateQlist, IntermediateQueue, fac);
break;
case 1:
PartSelectionQ(LowQlist, LowQueue, fac);
break;
case 0:
PartSelectionQ(LowQlist, LowQueue, fac);
break;
default:
PartSelectionQ(LowQlist, LowQueue, fac);
break;
}
}
else if (typeof(TileObject).IsAssignableFrom(fac.ResultType))
{
//Debug.Log(fac.ToString());
if (typeof(CityBase).IsAssignableFrom(fac.ResultType))
{
PartSelectionQ(CityQlist, CityQueue, fac);
}
else if (typeof(TileBuilding).IsAssignableFrom(fac.ResultType))
{
PartSelectionQ(NormalBuildingQlist, NormalBuildingQueue, fac);
}
else
{
throw new System.Exception("Undefined Factory");
}
}
else if (typeof(InteriorBuilding).IsAssignableFrom(fac.ResultType))
{
PartSelectionQ(CityBuildingQlist, CityBuildingQueue, fac);
}
else
{
throw new System.Exception("Undefined Factory");
}
}
//내용물 없을 때 빈칸 채우기
foreach (var qlist in ASQlist)
{
if (qlist.Count == 0)
{
GameObject productableQueue;
switch (ASQlist.IndexOf(qlist))
{
case 0:
productableQueue = EpicQueue;
break;
case 1:
productableQueue = HighQueue;
break;
case 2:
productableQueue = IntermediateQueue;
break;
case 3:
productableQueue = LowQueue;
break;
case 4:
productableQueue = CityQueue;
break;
case 5:
productableQueue = CityBuildingQueue;
break;
case 6:
productableQueue = NormalBuildingQueue;
break;
default:
productableQueue = null;
Debug.Log("Error: qlist = " + qlist);
throw new MissingComponentException();
}
//Debug.Log("SelectionList: " + ASQlist.IndexOf(qlist) + "null");
var SPrefab = Instantiate(productablePrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
SPrefab.transform.SetParent(productableQueue.transform);
SPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
SPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
SPrefab.GetComponent<ProductablePrefab>().MakeItem();
qlist.Add(SPrefab);
}
}
}
//각 Factory의 분야를 읽어서 해당하는 Queue에 집어넣는 역할
private GameObject PartSelectionQ(List<GameObject> SQlist, GameObject productableQueue, IProductionFactory fac)
{
/*if (fac.ProductionResultType == null)
{
return null;
}*/
var SPrefab = Instantiate(productablePrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
SPrefab.transform.SetParent(productableQueue.transform);
SPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
SPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
SPrefab.GetComponent<ProductablePrefab>().MakeItem(fac);
SPrefab.GetComponent<ProductablePrefab>().SetButton(fac);
SQlist.Add(SPrefab);
return SPrefab;
}
//선택 큐 초기화(GameObject)
private void DeleteAllSQ()
{
DeleteSQ(EpicQlist);
DeleteSQ(HighQlist);
DeleteSQ(IntermediateQlist);
DeleteSQ(LowQlist);
DeleteSQ(NormalBuildingQlist);
DeleteSQ(CityQlist);
DeleteSQ(CityBuildingQlist);
ASQlist.Clear();
ASQlist.Add(EpicQlist = new List<GameObject>());
ASQlist.Add(HighQlist = new List<GameObject>());
ASQlist.Add(IntermediateQlist = new List<GameObject>());
ASQlist.Add(LowQlist = new List<GameObject>());
ASQlist.Add(CityQlist = new List<GameObject>());
ASQlist.Add(CityBuildingQlist = new List<GameObject>());
ASQlist.Add(NormalBuildingQlist = new List<GameObject>());
}
//선택 큐 초기화에 쓰이는 함수
private void DeleteSQ(List<GameObject> SQlist)
{
foreach (GameObject sq in SQlist)
{
Destroy(sq);
}
SQlist.Clear();
}
public void MakeProductionQ()
{
List<GameObject> tempList = new List<GameObject>();
//Debug.Log("ProductionList startMaking");
foreach (GameObject pq in PQlist)
{
Destroy(pq);
}
PQlist.Clear();
mProduction = GameManager.Instance.Game.PlayerInTurn.Production;
//Debug.Log("ProList : " + mProduction.Count);
//Debug.Log("ProductionList Updated");
foreach (Production prod in mProduction)
{
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
PPrefab.transform.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(PPrefab.GetComponent<ProductionPrefab>().MakeItem(prod));
}
if (mProduction.Count == 0)
{
//Debug.Log("ProductionList null");
var PPrefab = Instantiate(proPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
PPrefab.transform.SetParent(proQueue.transform);
PPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
PPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
PPrefab.GetComponent<ProductionPrefab>().MakeItem();
tempList.Add(PPrefab);
}
PQlist = tempList;
foreach (GameObject pq in PQlist)
{
pq.GetComponent<ProductionPrefab>().SetButton(PQlist.IndexOf(pq));
}
}
public void MakeDeploymentQ()
{
List<GameObject> tempList = new List<GameObject>();
//Debug.Log("DeploymentList startMaking");
foreach (GameObject dq in DQlist)
{
Destroy(dq);
}
DQlist.Clear();
mDeployment = GameManager.Instance.Game.PlayerInTurn.Deployment;
//Debug.Log("DepList : " + mDeployment.Count);
//Debug.Log("DeploymentList Updated");
foreach (Production prod in mDeployment)
{
var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
DPrefab.transform.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(DPrefab.GetComponent<DeployPrefab>().MakeItem(prod));
}
if (mDeployment.Count == 0)
{
//Debug.Log("DeploymentList null");
var DPrefab = Instantiate(depPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity);
DPrefab.transform.SetParent(depQueue.transform);
DPrefab.transform.localScale = new Vector3(1f, 1f, 1f);
DPrefab.transform.localPosition = new Vector3(0f, 0f, 0f);
tempList.Add(DPrefab.GetComponent<DeployPrefab>().MakeItem());
tempList.Add(DPrefab);
}
DQlist = tempList;
foreach (GameObject dq in DQlist)
{
dq.GetComponent<DeployPrefab>().SetButton(DQlist.IndexOf(dq));
}
} }
public static ManagementController GetManagementController() public static ManagementController GetManagementController()
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using System.Linq;
public class ManagementUIController : MonoBehaviour
{
private static ManagementUIController managementUIController;
public Canvas managementUI;
private LinkedList<Production> mProduction;
private LinkedList<Production> mDeployment;
private IReadOnlyList<IProductionFactory> facList;
private GameObject gameManagerObject;
private GameManager gameManager;
private Game game;
private List<GameObject> PQlist; //생산 큐
private List<GameObject> DQlist; //배치 큐
private List<GameObject> EpicQlist, HighQlist, IntermediateQlist, LowQlist; // Unit production
private List<GameObject> CityQlist, CityBuildingQlist, NormalBuildingQlist; // Building production
private List<List<GameObject>> ASQlist;
public GameObject EpicQueue, HighQueue, IntermediateQueue, LowQueue; // Unit production
public GameObject CityQueue, CityBuildingQueue, NormalBuildingQueue; // Building production
public static ManagementUIController GetManagementUIController()
{
if (managementUIController == null)
{
throw new MissingComponentException();
}
return managementUIController;
}
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
\ No newline at end of file
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class DeployPrefab : MonoBehaviour
{
public static GameObject DeployingObject;
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
// Use this for initialization
private bool _inDepState = false;
public bool DepState { get { return _inDepState; } }
private Production _deployment;
public Production Deployment { get { return _deployment; } }
void Awake()
{
//Debug.Log("call DepPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
void Start()
{
}
public GameObject MakeItem(Production prod)
{
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = nameofProduction;
break;
case "NumberOfUnits":
txt.text = "X 1";
break;
}
}
return this.gameObject;
}
public GameObject MakeItem()
{
unitPrt.enabled = false;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = "비었음";
break;
case "NumberOfUnits":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
// Update is called once per frame
void Update()
{
}
public void SetButton(int i)
{
if (i == -1)
{
foreach (Button but in buttons)
{
but.enabled = false;
}
}
else
{
LinkedListNode<Production> dep = GameManager.Instance.Game.PlayerInTurn.Deployment.First;
for (int k = 0; k < i; k++)
{
dep = dep.Next;
}
foreach (Button but in buttons)
{
switch (but.name)
{
case "Deploy":
but.onClick.AddListener(delegate () { DeployItem(dep.Value); DeployingObject = this.gameObject; });
break;
}
}
}
}
public void DeployItem(Production dep)
{
if (dep.IsCompleted)
{
DepStateEnter(dep);
UIManager.Instance.mapUI.SetActive(true);
UIManager.Instance.managementUI.SetActive(false);
UIManager.Instance.questUI.SetActive(false);
}
else
{
//Debug.Log("Error : not finished product");
throw new AccessViolationException();
}
}
public void DepStateEnter(Production dep)
{
// State change
if (dep == null || _inDepState) return;
_inDepState = true;
_deployment = dep;
// Select deploy tile
CivModel.Terrain terrain = GameManager.Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
if (dep.IsPlacable(point))
{
GameManager.Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().FlickerBlue();
}
}
}
}
void DepStateExit()
{
_inDepState = false;
_deployment = null;
CivModel.Terrain terrain = GameManager.Instance.Game.Terrain;
for (int i = 0; i < terrain.Width; i++)
{
for (int j = 0; j < terrain.Height; j++)
{
CivModel.Terrain.Point point = terrain.GetPoint(i, j);
GameManager.Instance.Tiles[point.Position.X, point.Position.Y].GetComponent<HexTile>().StopFlickering();
}
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
using System.Linq;
public class ProductablePrefab : MonoBehaviour {
private static ManagementController uicontroller;
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
void Awake()
{
//Debug.Log("call SelPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
// Use this for initialization
void Start()
{
uicontroller = ManagementController.GetManagementController();
}
// Update is called once per frame
void Update()
{
}
public GameObject MakeItem(IProductionFactory fact)
{
//Debug.Log("Selection Queue Item Made");
string nameofFactory = ProductionFactoryTraits.GetFactoryName(fact);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(fact)).ToLower()), typeof(Sprite)) as Sprite;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = nameofFactory;
break;
case "NumberOfUnits":
txt.text = "X 1";
break;
}
}
return this.gameObject;
}
public GameObject MakeItem()
{
unitPrt.enabled = false;
//Debug.Log("NULL Selection Queue");
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "UnitName":
txt.text = "생산 가능 유닛 없음";
txt.fontSize = Screen.height / 40;
break;
case "NumberOfUnits":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
public void SetButton(IProductionFactory fac)
{
foreach (Button but in buttons)
{
switch (but.name)
{
case "Deploy":
but.onClick.AddListener(delegate () { ProduceItem(fac); });
break;
}
}
}
private void ProduceItem(IProductionFactory fac)
{
GameManager.Instance.Game.PlayerInTurn.Production.AddLast(fac.Create(GameManager.Instance.Game.PlayerInTurn));
//Debug.Log(i + " inputed");
uicontroller.MakeProductionQ();
uicontroller.MakeDeploymentQ();
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using CivModel;
using CivModel.Common;
public class ProductionPrefab : MonoBehaviour {
private Text[] textarguments;
private Image unitPrt;
private Button[] buttons;
// Use this for initialization
void Awake()
{
//Debug.Log("call ProPre");
textarguments = gameObject.GetComponentsInChildren<Text>();
foreach (Image unt in gameObject.GetComponentsInChildren<Image>())
{
if (unt.name == "Portrait")
{
unitPrt = unt;
}
}
buttons = gameObject.GetComponentsInChildren<Button>();
}
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public GameObject MakeItem(Production prod)
{
string nameofProduction = ProductionFactoryTraits.GetFactoryName(prod.Factory);
unitPrt.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetFacPortName(prod.Factory)).ToLower()), typeof(Sprite)) as Sprite;
//남은 턴 계산하는 중
Double leftturn;
string resultturn;
if (prod.EstimatedGoldInputing == 0 || prod.EstimatedLaborInputing == 0)
{
//Debug.Log(prod.EstimatedGoldInputing + " : " + prod.EstimatedLaborInputing + " : " + prod.TotalGoldCost + " : " + prod.GoldInputed + " : " + prod.TotalLaborCost + " : " + prod.LaborInputed);
if ((prod.TotalGoldCost - prod.GoldInputed) == 0 && (prod.TotalLaborCost - prod.LaborInputed) == 0)
{
leftturn = -1f;
}
else
{
if ((prod.TotalGoldCost - prod.GoldInputed) == 0)
leftturn = (prod.TotalLaborCost - prod.LaborInputed) / prod.EstimatedLaborInputing;
else if ((prod.TotalLaborCost - prod.LaborInputed) == 0)
leftturn = (prod.TotalGoldCost - prod.GoldInputed) / prod.EstimatedGoldInputing;
else
leftturn = -1f;
}
}
else
{
leftturn = Math.Max(((prod.TotalGoldCost - prod.GoldInputed) / prod.EstimatedGoldInputing), ((prod.TotalLaborCost - prod.LaborInputed) / prod.EstimatedLaborInputing));
}
if (leftturn == -1 || Double.IsInfinity(leftturn))
resultturn = "?";
else
{
//Debug.Log(leftturn);
resultturn = Convert.ToInt32(leftturn).ToString();
}
//텍스트 표시
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "TurnsLeft":
txt.text = resultturn + "턴 이후 배치 가능.";
break;
case "UnitName":
txt.text = nameofProduction + " ";
break;
case "Required Resource":
txt.text = "금 : 턴당 " + Convert.ToInt32(prod.EstimatedGoldInputing) + " (" + Convert.ToInt32(prod.GoldInputed) + "/" + Convert.ToInt32(prod.TotalGoldCost).ToString() + ")"
+ "\n노동력 : 턴당 " + Convert.ToInt32(prod.EstimatedLaborInputing) + " (" + Convert.ToInt32(prod.LaborInputed).ToString() + "/" + Convert.ToInt32(prod.TotalLaborCost).ToString() + ")";
break;
}
}
return this.gameObject;
}
//production이 비었을 때 블랭크 아이템 만들기
public GameObject MakeItem()
{
unitPrt.enabled = false;
foreach (Text txt in textarguments)
{
switch (txt.name)
{
case "TurnsLeft":
txt.text = "생산 중인 유닛/건물이 없습니다\n오른쪽 탭에서 생산을 선택하세요";
txt.fontSize = Screen.height / 20;
break;
case "UnitName":
txt.text = "";
break;
case "Required Resource":
txt.text = "";
break;
}
}
foreach (Button but in buttons)
{
but.gameObject.SetActive(false);
}
return this.gameObject;
}
//버튼 기능 붙이는 함수
public void SetButton(int i)
{
if (i == -1)
{
foreach (Button but in buttons)
{
but.enabled = false;
}
}
else
{
LinkedListNode<Production> prod = GameManager.Instance.Game.PlayerInTurn.Production.First;
for (int k = 0; k < i; k++)
{
prod = prod.Next;
}
foreach (Button but in buttons)
{
switch (but.name)
{
case "Delete":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod);
ManagementController.GetManagementController().MakeProductionQ();
});
break;
case "Top":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod);
GameManager.Instance.Game.PlayerInTurn.Production.AddFirst(prod);
ManagementController.GetManagementController().MakeProductionQ();
});
if (GameManager.Instance.Game.PlayerInTurn.Production.First == prod)
but.enabled = false;
break;
case "Up":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Previous;
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod);
GameManager.Instance.Game.PlayerInTurn.Production.AddBefore(temprod, prod);
ManagementController.GetManagementController().MakeProductionQ();
});
if (GameManager.Instance.Game.PlayerInTurn.Production.First == prod)
but.enabled = false;
break;
case "Bottom":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Next;
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod);
GameManager.Instance.Game.PlayerInTurn.Production.AddLast(prod);
ManagementController.GetManagementController().MakeProductionQ();
});
if (GameManager.Instance.Game.PlayerInTurn.Production.Last == prod)
but.enabled = false;
break;
case "Down":
but.onClick.AddListener(delegate () {
//Debug.Log(but.name);
LinkedListNode<Production> temprod = prod.Next;
GameManager.Instance.Game.PlayerInTurn.Production.Remove(prod);
GameManager.Instance.Game.PlayerInTurn.Production.AddAfter(temprod, prod);
ManagementController.GetManagementController().MakeProductionQ();
});
if (GameManager.Instance.Game.PlayerInTurn.Production.Last == prod)
but.enabled = false;
break;
}
}
}
}
}
fileFormatVersion: 2
guid: 229847c52330f71479fed791ed28a67e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
...@@ -137,7 +137,7 @@ public class Quests : MonoBehaviour { ...@@ -137,7 +137,7 @@ public class Quests : MonoBehaviour {
but.onClick.AddListener(delegate () { AcceptItem(quest); }); but.onClick.AddListener(delegate () { AcceptItem(quest); });
break; break;
case "DQuest": case "DQuest":
but.onClick.AddListener(delegate () { ShowInfoofQuest(quest); }); but.onClick.AddListener(delegate () { ShowInfoofQuest(quest, 1); });
break; break;
default: default:
Debug.Log("Undefined Button: " + but.name); Debug.Log("Undefined Button: " + but.name);
...@@ -245,7 +245,7 @@ public class Quests : MonoBehaviour { ...@@ -245,7 +245,7 @@ public class Quests : MonoBehaviour {
switch (but.name) switch (but.name)
{ {
case "AQuest": case "AQuest":
but.onClick.AddListener(delegate () { ShowInfoofQuest(quest); }); but.onClick.AddListener(delegate () { ShowInfoofQuest(quest, 2); });
break; break;
default: default:
Debug.Log("Undefined Button: " + but.name); Debug.Log("Undefined Button: " + but.name);
...@@ -345,7 +345,7 @@ public class Quests : MonoBehaviour { ...@@ -345,7 +345,7 @@ public class Quests : MonoBehaviour {
switch (but.name) switch (but.name)
{ {
case "CQuest": case "CQuest":
but.onClick.AddListener(delegate () { ShowInfoofQuest(quest); }); but.onClick.AddListener(delegate () { ShowInfoofQuest(quest, 3); });
break; break;
default: default:
Debug.Log("Undefined Button: " + but.name); Debug.Log("Undefined Button: " + but.name);
...@@ -355,9 +355,9 @@ public class Quests : MonoBehaviour { ...@@ -355,9 +355,9 @@ public class Quests : MonoBehaviour {
} }
} }
public void ShowInfoofQuest(Quest quest) public void ShowInfoofQuest(Quest quest, int type)
{ {
UIController.GetUIController().SetQuestInfo(quest); UIController.GetUIController().SetQuestInfo(quest, type);
return; return;
} }
} }
\ No newline at end of file
...@@ -25,46 +25,52 @@ public class ProductionFactoryTraits : MonoBehaviour { ...@@ -25,46 +25,52 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "개척자"; result = "개척자";
break; break;
case "JediKnightProductionFactory": case "JediKnightProductionFactory":
result = "제다이 기사"; result = "제다이 기사";
break; break;
case "FakeKnightProductionFactory": case "FakeKnightProductionFactory":
result = "가짜 기사(테스팅)"; result = "가짜 기사(테스팅)";
break; break;
case "BrainwashedEMUKnightProductionFactory": case "BrainwashedEMUKnightProductionFactory":
result = "세뇌된 에뮤 기사"; result = "세뇌된 EMU 기사";
break; break;
case "DecentralizedMilitaryProductionFactory": case "DecentralizedMilitaryProductionFactory":
result = "탈중앙화된 군인"; result = "탈중앙화된 군인";
break; break;
case "JackieChanProductionFactory": case "JackieChanProductionFactory":
result = "재키 찬"; result = "Jackie Chan";
break; break;
case "LEOSpaceArmadaProductionFactory": case "LEOSpaceArmadaProductionFactory":
result = "저궤도 우주 함대"; result = "저궤도 우주 함대";
break; break;
case "ProtoNinjaProductionFactory": case "ProtoNinjaProductionFactory":
result = "프로토-닌자"; result = "프로토 닌자";
break; break;
case "UnicornOrderProductionFactory": case "UnicornOrderProductionFactory":
result = "유니콘 기사단"; result = "유니콘 기사단";
break; break;
case "preternaturalityProductionFactory":
result = "불가사의";
break;
case "PreternaturalityProductionFactory":
result = "불가사의";
break;
case "SpyProductionFactory": case "SpyProductionFactory":
result = "스파이"; result = "스파이";
break; break;
case "AncientSorcererProductionFactory": case "AncientSorcererProductionFactory":
result = "고대 소서러"; result = "소서러";
break; break;
case "AutismBeamDroneFactory": case "AutismBeamDroneFactory":
result = "O-ti-ism 빔 드론"; result = "Autism Beam Drone";
break; break;
case "ElephantCavalryProductionFactory": case "ElephantCavalryProductionFactory":
result = "코끼리 병"; result = "코끼리 장갑병";
break; break;
case "EMUHorseArcherProductionFactory": case "EMUHorseArcherProductionFactory":
result = "에뮤 궁기병"; result = "EMU 궁기병";
break; break;
case "GenghisKhanProductionFactory": case "GenghisKhanProductionFactory":
result = "징기즈 칸"; result = "Genghis Khan";
break; break;
case "ArmedDivisionProductionFactory": case "ArmedDivisionProductionFactory":
result = "기갑사단"; result = "기갑사단";
...@@ -85,34 +91,46 @@ public class ProductionFactoryTraits : MonoBehaviour { ...@@ -85,34 +91,46 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "환 제국 도시"; result = "환 제국 도시";
break; break;
case "HwanEmpireFIRFortressProductionFactory": case "HwanEmpireFIRFortressProductionFactory":
result = "환 제국 4차 산업 요새"; result = "5차 산업혁명 요새";
break; break;
case "HwanEmpireCityCentralLabProductionFactory": case "HwanEmpireCityCentralLabProductionFactory":
result = "환 제국 도시 연구소"; result = "환 제국 도시 연구소";
break; break;
case "HwanEmpireFIRFactoryProductionFactory": case "HwanEmpireFIRFactoryProductionFactory":
result = "환 제국 4차 산업 공장"; result = "5차 산업혁명 공장";
break; break;
case "HwanEmpireIbizaProductionFactory": case "HwanEmpireIbizaProductionFactory":
result = "환 제국 이비자"; result = "이비자";
break; break;
case "HwanEmpireKimchiFactoryProductionFactory": case "HwanEmpireKimchiFactoryProductionFactory":
result = "환 제국 김치 군수공장"; result = "Kimchi Factory";
break; break;
case "HwanEmpireLatifundiumProductionFactory": case "HwanEmpireLatifundiumProductionFactory":
result = "환 제국 라티푼디움"; result = "라티푼디움";
break;
case "HwanEmpireSungsimdangProductionFactory":
result = "성심당";
break;
case "HwanEmpireVigilantProductionFactory":
result = "자경단";
break;
case "AnciencFinnoVigilantProductionFactory":
result = "자경단";
break;
case "AnciencFinnoXylitolProductionFactory":
result = "자일리톨 생산지";
break; break;
case "AncientFinnoFineDustFactoryProductionFactory": case "AncientFinnoFineDustFactoryProductionFactory":
result = "고대 수오미 제국 미세먼지 공장"; result = "미세먼지 공장";
break; break;
case "AncientFinnoFIRFortressProductionFactory": case "AncientFinnoFIRFortressProductionFactory":
result = "고대 수오미 제국 4차 산업 요새"; result = "5차 산업혁명 요새";
break; break;
case "AncientFinnoGermaniumMineProductionFactory": case "AncientFinnoGermaniumMineProductionFactory":
result = "고대 수오미 제국 게르마늄 광산"; result = "게르마늄 광산";
break; break;
case "AncientFinnoOctagonProductionFactory": case "AncientFinnoOctagonProductionFactory":
result = "고대 수오미 제국 옥타곤"; result = "옥타곤";
break; break;
case "FinnoEmpireCityProductionFactory": case "FinnoEmpireCityProductionFactory":
result = "고대 수오미 제국 도시"; result = "고대 수오미 제국 도시";
...@@ -121,7 +139,7 @@ public class ProductionFactoryTraits : MonoBehaviour { ...@@ -121,7 +139,7 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "카지노"; result = "카지노";
break; break;
case "FIRFortressProductionFactory": case "FIRFortressProductionFactory":
result = "4차 산업 요새"; result = "5차 산업혁명 요새";
break; break;
case "ZapFactoryBuildingProductionFactory": case "ZapFactoryBuildingProductionFactory":
result = "공장"; result = "공장";
...@@ -133,7 +151,7 @@ public class ProductionFactoryTraits : MonoBehaviour { ...@@ -133,7 +151,7 @@ public class ProductionFactoryTraits : MonoBehaviour {
result = "연구소"; result = "연구소";
break; break;
default: default:
result = "unknown : " + name; result = "Unknown: " + name;
break; break;
} }
return result; return result;
...@@ -311,59 +329,56 @@ public class ProductionFactoryTraits : MonoBehaviour { ...@@ -311,59 +329,56 @@ public class ProductionFactoryTraits : MonoBehaviour {
string result; string result;
switch (name) switch (name)
{ {
case "Pioneer": case "Pioneery":
result = "개척자"; result = "개척자";
break; break;
case "JediKnight": case "JediKnight":
result = "제다이 기사"; result = "제다이 기사단";
break;
case "CityCenter":
result = "도심부";
break; break;
case "FakeKnight": case "FakeKnight":
result = "가짜 기사(테스팅)"; result = "가짜 기사(테스팅)";
break; break;
case "FactoryBuilding":
result = "공장";
break;
case "LaboratoryBuilding":
result = "연구소";
break;
case "BrainwashedEMUKnight": case "BrainwashedEMUKnight":
result = "세뇌된 에뮤 기사"; result = "세뇌된 EMU 기사";
break; break;
case "DecentralizedMilitary": case "DecentralizedMilitary":
result = "탈중앙화된 군인"; result = "탈중앙화된 군인";
break; break;
case "JackieChan": case "JackieChan":
result = "재키 찬"; result = "Jackie Chan";
break; break;
case "LEOSpaceArmada": case "LEOSpaceArmada":
result = "저궤도 우주 함대"; result = "저궤도 우주 함대";
break; break;
case "ProtoNinja": case "ProtoNinja":
result = "프로토-닌자"; result = "프로토 닌자";
break; break;
case "UnicornOrder": case "UnicornOrder":
result = "유니콘 기사단"; result = "유니콘 기사단";
break; break;
case "preternaturality":
result = "불가사의";
break;
case "Preternaturality":
result = "불가사의";
break;
case "Spy": case "Spy":
result = "스파이"; result = "스파이";
break; break;
case "AncientSorcerer": case "AncientSorcerer":
result = "고대 소서러"; result = "소서러";
break; break;
case "AutismBeamDrone": case "AutismBeamDrone":
result = "O-ti-ism 빔 드론"; result = "Autism Beam Drone";
break; break;
case "ElephantCavalry": case "ElephantCavalry":
result = "코끼리 병"; result = "코끼리 장갑병";
break; break;
case "EMUHorseArcher": case "EMUHorseArcher":
result = "에뮤 궁기병"; result = "EMU 궁기병";
break; break;
case "GenghisKhan": case "GenghisKhan":
result = "징기즈 칸"; result = "Genghis Khan";
break; break;
case "ArmedDivision": case "ArmedDivision":
result = "기갑사단"; result = "기갑사단";
...@@ -377,8 +392,74 @@ public class ProductionFactoryTraits : MonoBehaviour { ...@@ -377,8 +392,74 @@ public class ProductionFactoryTraits : MonoBehaviour {
case "ZapNinja": case "ZapNinja":
result = "닌자"; result = "닌자";
break; break;
case "CityCenter":
result = "도심부";
break;
case "HwanEmpireCity":
result = "환 제국 도시";
break;
case "HwanEmpireFIRFortress":
result = "5차 산업혁명 요새";
break;
case "HwanEmpireCityCentralLab":
result = "환 제국 도시 연구소";
break;
case "HwanEmpireFIRFactory":
result = "5차 산업혁명 공장";
break;
case "HwanEmpireIbiza":
result = "이비자";
break;
case "HwanEmpireKimchiFactory":
result = "Kimchi Factory";
break;
case "HwanEmpireLatifundium":
result = "라티푼디움";
break;
case "HwanEmpireSungsimdang":
result = "성심당";
break;
case "HwanEmpireVigilant":
result = "자경단";
break;
case "AnciencFinnoVigilant":
result = "자경단";
break;
case "AnciencFinnoXylitol":
result = "자일리톨 생산지";
break;
case "AncientFinnoFineDustFactory":
result = "미세먼지 공장";
break;
case "AncientFinnoFIRFortress":
result = "5차 산업혁명 요새";
break;
case "AncientFinnoGermaniumMine":
result = "게르마늄 광산";
break;
case "AncientFinnoOctagon":
result = "옥타곤";
break;
case "FinnoEmpireCity":
result = "고대 수오미 제국 도시";
break;
case "Casino":
result = "카지노";
break;
case "FIRFortress":
result = "5차 산업혁명 요새";
break;
case "ZapFactoryBuilding":
result = "공장";
break;
case "FactoryBuilding":
result = "공장";
break;
case "LaboratoryBuilding":
result = "연구소";
break;
default: default:
result = "unknown : " + name; result = "Unknown: " + name;
break; break;
} }
return result; return result;
......
...@@ -161,7 +161,7 @@ public class UIController : MonoBehaviour { ...@@ -161,7 +161,7 @@ public class UIController : MonoBehaviour {
} }
} }
public void SetQuestInfo(Quest qst) public void SetQuestInfo(Quest qst, int type)
{ {
if (qst == null) if (qst == null)
{ {
...@@ -191,12 +191,13 @@ public class UIController : MonoBehaviour { ...@@ -191,12 +191,13 @@ public class UIController : MonoBehaviour {
txt.text = "게시된 턴: 턴 1"; txt.text = "게시된 턴: 턴 1";
break; break;
case "AvailableTurnText": case "AvailableTurnText":
txt.text = "게시 기한: " + qst.LeftTurn + "턴 동안"; if (type == 1) txt.text = "게시 기한: " + qst.LeftTurn + "턴 동안";
else txt.text = "남은 기간: " + qst.LeftTurn + "턴 동안";
if (qst.LimitTurn == -1) if (qst.LimitTurn == -1)
txt.text = "게시 기한 : 영구히"; txt.text = "게시 기한 : 영구히";
break; break;
case "DeadlineText": case "DeadlineText":
txt.text = "제한 기한: " + qst.LimitTurn + " 턴까지"; txt.text = "제한 기한: " + qst.LimitTurn + "턴 이내";
if (qst.LimitTurn == -1) if (qst.LimitTurn == -1)
txt.text = "제한 기한: 없음"; txt.text = "제한 기한: 없음";
break; break;
......
...@@ -8,29 +8,65 @@ using CivModel.Common; ...@@ -8,29 +8,65 @@ using CivModel.Common;
public class UIManager : MonoBehaviour public class UIManager : MonoBehaviour
{ {
GameObject mapUI; public GameObject mapUI;
GameObject managementUI; public GameObject managementUI;
GameObject questUI; public GameObject questUI;
GameObject selectedActor; public GameObject selectedActor;
GameObject SpecialSpec; public GameObject SpecialSpec;
public GameObject UnitSelTab;
public GameObject BuildingSelTab;
public GameObject EpicTab, HighTab, IntermediateTab, LowTab; // Unit production
public GameObject CityTab, CityBuildingTab, NormalBuildingTab; // Building production
GameObject skillSet; GameObject skillSet;
GameObject unitInfo; GameObject unitInfo;
GameObject Actions;
GameObject moveBtn;
GameObject attackBtn;
GameObject skipBtn;
GameObject skillBtn;
public Image UnitPortrait; public Image UnitPortrait;
public Ray ray; public Ray ray;
public RaycastHit hit; public RaycastHit hit;
// Use this for initialization private static UIManager _manager = null;
void Start() { public static UIManager Instance { get { return _manager; } }
private void Awake()
{
if (_manager != null)
{
Destroy(gameObject);
return;
}
else
{
_manager = this;
}
}
// Use this for initialization
void Start()
{
mapUI = GameObject.Find("MapUI"); mapUI = GameObject.Find("MapUI");
managementUI = GameObject.Find("ManagementUI"); managementUI = GameObject.Find("ManagementUI");
questUI = GameObject.Find("QuestUI"); questUI = GameObject.Find("QuestUI");
SpecialSpec = GameObject.Find("SpecialSpec"); SpecialSpec = GameObject.Find("SpecialSpec");
skillSet = GameObject.Find("Skill Set"); skillSet = GameObject.Find("Skill Set");
unitInfo = GameObject.Find("UnitInfo"); unitInfo = GameObject.Find("UnitInfo");
UnitPortrait = GameObject.Find("Portrait").GetComponent<Image>(); UnitPortrait = GameObject.Find("Portrait").GetComponent<Image>();
Actions = GameObject.Find("Actions");
moveBtn = GameObject.Find("Move");
attackBtn = GameObject.Find("Attact");
skipBtn = GameObject.Find("Wait");
skillBtn = GameObject.Find("Skill");
Actions.SetActive(false);
managementUI.SetActive(false); managementUI.SetActive(false);
questUI.SetActive(false); questUI.SetActive(false);
SpecialSpec.SetActive(false); SpecialSpec.SetActive(false);
...@@ -38,34 +74,42 @@ public class UIManager : MonoBehaviour ...@@ -38,34 +74,42 @@ public class UIManager : MonoBehaviour
} }
// Update is called once per frame // Update is called once per frame
void Update() { void Update()
{
ray = Camera.main.ScreenPointToRay(Input.mousePosition); ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (!EventSystem.current.IsPointerOverGameObject() && Input.GetMouseButtonDown(0)) { if (!EventSystem.current.IsPointerOverGameObject() && Input.GetMouseButtonDown(0))
if(Physics.Raycast(ray, out hit)){ {
if (Physics.Raycast(ray, out hit))
{
selectedActor = hit.transform.gameObject; selectedActor = hit.transform.gameObject;
Debug.Log(selectedActor.name); //Debug.Log(selectedActor.name);
HexTile tile = selectedActor.GetComponent<HexTile>(); HexTile tile = selectedActor.GetComponent<HexTile>();
GameManager.Instance.selectedTile = tile; GameManager.Instance.selectedTile = tile;
GameManager.Instance.selectedPoint = tile.point; GameManager.Instance.selectedPoint = tile.point;
IEnumerator _tileCoroutine = FlickerSelectedTile(tile);
StartCoroutine(_tileCoroutine);
if (tile.point.Unit != null && tile.point.TileBuilding != null) { if (tile.point.Unit != null && tile.point.TileBuilding != null)
if(tile.isFirstClick) { {
if (tile.isFirstClick)
{
GameManager.Instance.selectedActor = tile.point.Unit; GameManager.Instance.selectedActor = tile.point.Unit;
tile.isFirstClick = false; tile.isFirstClick = false;
GameManager.Instance.selectedGameObject = GameManager.GetUnitGameObject(tile.point); GameManager.Instance.selectedGameObject = GameManager.GetUnitGameObject(tile.point);
} else { }
else
{
GameManager.Instance.selectedActor = tile.point.TileBuilding; GameManager.Instance.selectedActor = tile.point.TileBuilding;
tile.isFirstClick = true; tile.isFirstClick = true;
GameManager.Instance.selectedGameObject = selectedActor; GameManager.Instance.selectedGameObject = selectedActor;
} }
} else if (tile.point.TileBuilding != null) { }
else if (tile.point.TileBuilding != null)
{
GameManager.Instance.selectedActor = tile.point.TileBuilding; GameManager.Instance.selectedActor = tile.point.TileBuilding;
tile.isFirstClick = true; tile.isFirstClick = true;
GameManager.Instance.selectedGameObject = selectedActor; GameManager.Instance.selectedGameObject = selectedActor;
} else if (tile.point.Unit != null) { }
else if (tile.point.Unit != null)
{
GameManager.Instance.selectedActor = tile.point.Unit; GameManager.Instance.selectedActor = tile.point.Unit;
tile.isFirstClick = false; tile.isFirstClick = false;
GameManager.Instance.selectedGameObject = GameManager.GetUnitGameObject(tile.point); GameManager.Instance.selectedGameObject = GameManager.GetUnitGameObject(tile.point);
...@@ -74,14 +118,21 @@ public class UIManager : MonoBehaviour ...@@ -74,14 +118,21 @@ public class UIManager : MonoBehaviour
{ {
GameManager.Instance.selectedActor = null; GameManager.Instance.selectedActor = null;
} }
ButtonInteractChange();
IEnumerator _tileCoroutine = FlickerSelectedTile(tile);
StartCoroutine(_tileCoroutine);
} }
} }
if (GameManager.Instance.selectedActor != null) if (GameManager.Instance.selectedActor != null)
{ {
unitInfo.SetActive(true); unitInfo.SetActive(true);
UnitPortrait.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetPortName(GameManager.Instance.selectedActor)).ToLower()), typeof(Sprite)) as Sprite; UnitPortrait.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetPortName(GameManager.Instance.selectedActor)).ToLower()), typeof(Sprite)) as Sprite;
GameObject.Find("UnitName").GetComponent<Text>().text = ProductionFactoryTraits.GetName(GameManager.Instance.selectedActor); if(GameManager.Instance.selectedActor is CivModel.Unit) {
GameObject.Find("UnitName").GetComponent<Text>().text = ProductionFactoryTraits.GetName(GameManager.Instance.selectedActor);
} else if(GameManager.Instance.selectedActor is CivModel.CityBase) {
GameObject.Find("UnitName").GetComponent<Text>().text = GameManager.Instance.selectedActor.Name;
}
GameObject.Find("UnitAttack").GetComponent<Text>().text = GameManager.Instance.selectedActor.AttackPower.ToString(); GameObject.Find("UnitAttack").GetComponent<Text>().text = GameManager.Instance.selectedActor.AttackPower.ToString();
GameObject.Find("UnitDefence").GetComponent<Text>().text = GameManager.Instance.selectedActor.DefencePower.ToString(); GameObject.Find("UnitDefence").GetComponent<Text>().text = GameManager.Instance.selectedActor.DefencePower.ToString();
GameObject.Find("UnitEffect").GetComponent<Text>().text = GameManager.Instance.selectedActor.RemainHP.ToString() + "/" + GameManager.Instance.selectedActor.MaxHP; GameObject.Find("UnitEffect").GetComponent<Text>().text = GameManager.Instance.selectedActor.RemainHP.ToString() + "/" + GameManager.Instance.selectedActor.MaxHP;
...@@ -92,32 +143,55 @@ public class UIManager : MonoBehaviour ...@@ -92,32 +143,55 @@ public class UIManager : MonoBehaviour
if (SpecialSpec.activeSelf == true) if (SpecialSpec.activeSelf == true)
{ {
string specialText = "Sample"; string specialText = "";
// Queue about specialities needed
GameObject.Find("SpecialSpecText").GetComponent<Text>().text = specialText; GameObject.Find("SpecialSpecText").GetComponent<Text>().text = specialText;
} }
} }
IEnumerator FlickerSelectedTile(HexTile prevTile) { IEnumerator FlickerSelectedTile(HexTile prevTile)
while (true) { {
if (prevTile != GameManager.Instance.selectedTile) { while (true)
prevTile.StopFlickering(); {
GameManager.Instance.selectedTile.FlickerCyan(); if (prevTile != GameManager.Instance.selectedTile)
break; {
} prevTile.StopFlickering();
yield return null; if(GameManager.Instance.selectedActor == null)
} {
} GameManager.Instance.selectedTile.FlickerWhite();
}
else
{
GameManager.Instance.selectedTile.FlickerCyan();
}
break;
}
yield return null;
}
}
public void onClick(GameObject go) public void onClick(GameObject go)
{ {
if (GameManager.Instance.selectedGameObject != null)
{
if (GameManager.Instance.selectedGameObject.GetComponent<Unit>() != null)
{
if (GameManager.Instance.selectedGameObject.GetComponent<Unit>().MoveState)
GameManager.Instance.selectedGameObject.GetComponent<Unit>().MoveStateExit();
if (GameManager.Instance.selectedGameObject.GetComponent<Unit>().AttackState)
GameManager.Instance.selectedGameObject.GetComponent<Unit>().AttackStateExit();
if (GameManager.Instance.selectedGameObject.GetComponent<Unit>().SkillState)
GameManager.Instance.selectedGameObject.GetComponent<Unit>().SkillStateExit(GameManager.Instance.selectedActor);
}
}
if (go.activeSelf == false) if (go.activeSelf == false)
{ {
go.SetActive(true); go.SetActive(true);
if (go != mapUI) mapUI.SetActive(false); if (go != mapUI) mapUI.SetActive(false);
if (go != managementUI) managementUI.SetActive(false); if (go != managementUI) managementUI.SetActive(false);
if (go != questUI) questUI.SetActive(false); if (go != questUI) questUI.SetActive(false);
} }
else else
{ {
go.SetActive(false); go.SetActive(false);
...@@ -125,27 +199,45 @@ public class UIManager : MonoBehaviour ...@@ -125,27 +199,45 @@ public class UIManager : MonoBehaviour
} }
} }
public void onClickMove() {
if (GameManager.Instance.selectedActor is CivModel.Unit) {
public void onClickMove()
{
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
GameManager.Instance.selectedGameObject.GetComponent<Unit>().MoveStateEnter(); GameManager.Instance.selectedGameObject.GetComponent<Unit>().MoveStateEnter();
} }
} }
public void onClickAttack() { public void onClickAttack()
if (GameManager.Instance.selectedActor is CivModel.Unit) { {
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
GameManager.Instance.selectedGameObject.GetComponent<Unit>().AttackStateEnter(); GameManager.Instance.selectedGameObject.GetComponent<Unit>().AttackStateEnter();
} }
} }
public void onClickSkill() { public void onClickSkill()
{
if (skillSet.activeSelf == false) if (skillSet.activeSelf == false)
skillSet.SetActive(true); skillSet.SetActive(true);
else skillSet.SetActive(false); else skillSet.SetActive(false);
} }
public void onClickSkillBtn(int idx) { public void onClickSkillBtn(int idx)
if (GameManager.Instance.selectedActor is CivModel.Unit) { {
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
GameManager.Instance.selectedGameObject.GetComponent<Unit>().SkillStateEnter(idx); GameManager.Instance.selectedGameObject.GetComponent<Unit>().SkillStateEnter(idx);
} }
} }
public void onClickSkip()
{
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
GameManager.Instance.selectedActor.SkipFlag = true;
}
ButtonInteractChange();
}
public void SpecialMouseOver() public void SpecialMouseOver()
{ {
SpecialSpec.SetActive(true); SpecialSpec.SetActive(true);
...@@ -154,4 +246,140 @@ public class UIManager : MonoBehaviour ...@@ -154,4 +246,140 @@ public class UIManager : MonoBehaviour
{ {
SpecialSpec.SetActive(false); SpecialSpec.SetActive(false);
} }
//// Management UI (Production Selection) ////
public void UnitSelTabActive()
{
UnitSelTab.SetActive(true);
BuildingSelTab.SetActive(false);
}
public void BuildingSelTabActive()
{
UnitSelTab.SetActive(false);
BuildingSelTab.SetActive(true);
}
public void EpicTabActive() // Unit production
{
EpicTab.SetActive(true);
HighTab.SetActive(false);
IntermediateTab.SetActive(false);
LowTab.SetActive(false);
}
public void HighTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(true);
IntermediateTab.SetActive(false);
LowTab.SetActive(false);
}
public void IntermediateTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(false);
IntermediateTab.SetActive(true);
LowTab.SetActive(false);
}
public void LowTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(false);
IntermediateTab.SetActive(false);
LowTab.SetActive(true);
}
public void CityTabActive() // Building production
{
CityTab.SetActive(true);
CityBuildingTab.SetActive(false);
NormalBuildingTab.SetActive(false);
}
public void CityBuildingTabActive()
{
CityTab.SetActive(false);
CityBuildingTab.SetActive(true);
NormalBuildingTab.SetActive(false);
}
public void NormalBuildingTabActive()
{
CityTab.SetActive(false);
CityBuildingTab.SetActive(false);
NormalBuildingTab.SetActive(true);
}
private void ButtonInteractChange()
{
// Hide Actions Tab
if(GameManager.Instance.selectedActor == null || GameManager.Instance.selectedActor.Owner != GameManager.Instance.Game.PlayerInTurn)
{
Actions.SetActive(false);
} else
{
Actions.SetActive(true);
}
// Move Button
if(GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
moveBtn.GetComponent<Button>().interactable = true;
} else
{
moveBtn.GetComponent<Button>().interactable = false;
}
// Attack Button
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
attackBtn.GetComponent<Button>().interactable = true;
}
else
{
attackBtn.GetComponent<Button>().interactable = false;
}
// SkipButton
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
if (GameManager.Instance.selectedActor.SkipFlag == false)
{
skipBtn.GetComponent<Button>().interactable = true;
} else
{
skipBtn.GetComponent<Button>().interactable = false;
}
} else
{
skipBtn.GetComponent<Button>().interactable = false;
}
// SkillButton
if (GameManager.Instance.selectedActor is CivModel.Actor && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
if (GameManager.Instance.selectedActor.SpecialActs != null)
{
skillBtn.GetComponent<Button>().interactable = true;
Button[] skillsBtn = skillSet.GetComponentsInChildren<Button>();
foreach (var skill in skillsBtn) {
skill.interactable = false;
}
int skillIdx = 0;
foreach(var skill in GameManager.Instance.selectedActor.SpecialActs) {
skillsBtn[skillIdx].interactable = true;
skillsBtn[skillIdx].GetComponentInChildren<Text>().text = GameManager.Instance.selectedActor.SpecialActs[skillIdx].Owner.Name;
skillIdx++;
}
}
else
{
skillBtn.GetComponent<Button>().interactable = false;
}
}
else
{
skillBtn.GetComponent<Button>().interactable = false;
}
}
} }
\ No newline at end of file
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ViewFieldSquareControl : MonoBehaviour {
Vector3 Scaler;
int zoom_counter;
// Use this for initialization
void Start () {
Scaler = new Vector3(0.22f, 0.22f, 0.22f);
zoom_counter = 2;
}
// Update is called once per frame
void Update () {
if(Input.GetAxis("Mouse ScrollWheel") < 0 && zoom_counter < 2)
{
GetComponent<Transform>().localScale += Scaler;
zoom_counter++;
}
if (Input.GetAxis("Mouse ScrollWheel") > 0 && zoom_counter > 0)
{
GetComponent<Transform>().localScale -= Scaler;
zoom_counter--;
}
}
}
fileFormatVersion: 2
guid: a58fefc2741fd9b4e9b00642042de10b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
...@@ -127,9 +127,9 @@ public class Unit : MonoBehaviour { ...@@ -127,9 +127,9 @@ public class Unit : MonoBehaviour {
return; return;
} }
// If GameManager.Instance.SelectedActor cannot attack // If GameManager.Instance.SelectedActor cannot attack
if (GameManager.Instance.selectedActor.MovingAttackAct == null) if (GameManager.Instance.selectedActor.HoldingAttackAct == null)
{ {
Debug.Log("Selected Actor can not act moving attack"); Debug.Log("Selected Actor can not act holding attack");
return; return;
} }
...@@ -139,7 +139,7 @@ public class Unit : MonoBehaviour { ...@@ -139,7 +139,7 @@ public class Unit : MonoBehaviour {
_parameterPoints = GameManager.Instance.selectedActor.PlacedPoint.Value.Adjacents(); _parameterPoints = GameManager.Instance.selectedActor.PlacedPoint.Value.Adjacents();
for (int i = 0; i < _parameterPoints.Length; i++) for (int i = 0; i < _parameterPoints.Length; i++)
{ {
if (GameManager.Instance.selectedActor.MovingAttackAct.IsActable(_parameterPoints[i])) if (GameManager.Instance.selectedActor.HoldingAttackAct.IsActable(_parameterPoints[i]))
{ {
CivModel.Position pos = _parameterPoints[i].Value.Position; CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().FlickerRed(); GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().FlickerRed();
...@@ -151,11 +151,58 @@ public class Unit : MonoBehaviour { ...@@ -151,11 +151,58 @@ public class Unit : MonoBehaviour {
Debug.Log("Cannot Attack to (" + pos.X + ", " + pos.Y + ")"); Debug.Log("Cannot Attack to (" + pos.X + ", " + pos.Y + ")");
} }
} }
IEnumerator _coroutine = MoveUnit(GameManager.Instance.selectedActor); IEnumerator _coroutine = AttackUnit(GameManager.Instance.selectedActor);
StartCoroutine(_coroutine); StartCoroutine(_coroutine);
} }
} }
IEnumerator AttackUnit(CivModel.Actor unitToMove)
{
while (true)
{
CivModel.Terrain.Point destPoint = GameManager.Instance.selectedPoint;
// 새로운 Point 을 선택했을 때
if (unitToMove.PlacedPoint.Value != destPoint)
{
// Flicker하고 있는 Tile을 선택했을 때
if (GameManager.Instance.selectedTile.isFlickering)
{
if (unitToMove.HoldingAttackAct != null && unitToMove.HoldingAttackAct.IsActable(destPoint))
{
unitToMove.HoldingAttackAct.Act(destPoint);
AttackStateExit();
GameManager.Instance.UpdateUnit();
break;
}
}
// Flicker 하지 않는 타일 선택
else
{
AttackStateExit();
}
}
yield return null;
}
}
public void AttackStateExit()
{
_inAttackState = false;
if (_parameterPoints == null)
return;
for (int i = 0; i < _parameterPoints.Length; i++)
{
if (_parameterPoints[i] != null)
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().StopFlickering();
}
}
_parameterPoints = null;
}
IEnumerator MoveUnit(CivModel.Actor unitToMove) { IEnumerator MoveUnit(CivModel.Actor unitToMove) {
while (true) { while (true) {
CivModel.Terrain.Point destPoint = GameManager.Instance.selectedPoint; CivModel.Terrain.Point destPoint = GameManager.Instance.selectedPoint;
...@@ -185,7 +232,7 @@ public class Unit : MonoBehaviour { ...@@ -185,7 +232,7 @@ public class Unit : MonoBehaviour {
} }
} }
void MoveStateExit() { public void MoveStateExit() {
if (_inMoveState) _inMoveState = false; if (_inMoveState) _inMoveState = false;
else if (_inAttackState) _inAttackState = false; else if (_inAttackState) _inAttackState = false;
...@@ -213,7 +260,6 @@ public class Unit : MonoBehaviour { ...@@ -213,7 +260,6 @@ public class Unit : MonoBehaviour {
// If SpecialActs[_currentSkill] is not parametered skill, this skill is immediately activated. // If SpecialActs[_currentSkill] is not parametered skill, this skill is immediately activated.
if (!GameManager.Instance.selectedActor.SpecialActs[_currentSkill].IsParametered) { if (!GameManager.Instance.selectedActor.SpecialActs[_currentSkill].IsParametered) {
GameManager.Instance.selectedActor.SpecialActs[_currentSkill].Act(null); GameManager.Instance.selectedActor.SpecialActs[_currentSkill].Act(null);
SkillStateExit(GameManager.Instance.selectedActor);
GameManager.Instance.UpdateUnit(); GameManager.Instance.UpdateUnit();
return; return;
} }
...@@ -263,22 +309,13 @@ public class Unit : MonoBehaviour { ...@@ -263,22 +309,13 @@ public class Unit : MonoBehaviour {
} }
void SkillStateExit(CivModel.Actor unitToSkill) { public void SkillStateExit(CivModel.Actor unitToSkill) {
int index = _currentSkill; foreach (CivModel.Terrain.Point pnt in _skillParameterPoints) {
_inSkillState = false; Debug.Log(pnt);
_currentSkill = -1; CivModel.Position pos = pnt.Position;
if (!unitToSkill.SpecialActs[index].IsParametered) { GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().StopFlickering();
return; }
} _skillParameterPoints.Clear();
else {
foreach (CivModel.Terrain.Point pnt in _skillParameterPoints) {
Debug.Log(pnt);
CivModel.Position pos = pnt.Position;
GameManager.Instance.Tiles[pos.X, pos.Y].GetComponent<HexTile>().StopFlickering();
}
_skillParameterPoints.Clear();
}
} }
//public void DepStateEnter(Production dep) //public void DepStateEnter(Production dep)
......
This source diff could not be displayed because it is too large. You can view the blob instead.
# ===========================
# Default Collab Ignore Rules
# ===========================
# OS Generated
# ============
.DS_Store
._*
.Spotlight-V100
.Trashes
Icon?
ehthumbs.db
[Tt]humbs.db
[Dd]esktop.ini
# Visual Studio / MonoDevelop generated
# =====================================
[Ee]xported[Oo]bj/
*.userprefs
*.csproj
*.pidb
*.suo
*.sln
*.user
*.unityproj
*.booproj
# Unity generated
# ===============
[Oo]bj/
[Bb]uild
sysinfo.txt
*.stackdump
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using CivModel;
using CivModel.Common;
public class UIManager : MonoBehaviour
{
public GameObject mapUI;
public GameObject managementUI;
public GameObject questUI;
public GameObject selectedActor;
public GameObject SpecialSpec;
public GameObject UnitSelTab;
public GameObject BuildingSelTab;
public GameObject EpicTab, HighTab, IntermediateTab, LowTab; // Unit production
public GameObject CityTab, CityBuildingTab, NormalBuildingTab; // Building production
GameObject skillSet;
GameObject unitInfo;
GameObject Actions;
GameObject moveBtn;
GameObject attackBtn;
GameObject skipBtn;
GameObject skillBtn;
public Image UnitPortrait;
public Ray ray;
public RaycastHit hit;
private static UIManager _manager = null;
public static UIManager Instance { get { return _manager; } }
private void Awake()
{
if (_manager != null)
{
Destroy(gameObject);
return;
}
else
{
_manager = this;
}
}
// Use this for initialization
void Start()
{
mapUI = GameObject.Find("MapUI");
managementUI = GameObject.Find("ManagementUI");
questUI = GameObject.Find("QuestUI");
SpecialSpec = GameObject.Find("SpecialSpec");
skillSet = GameObject.Find("Skill Set");
unitInfo = GameObject.Find("UnitInfo");
UnitPortrait = GameObject.Find("Portrait").GetComponent<Image>();
Actions = GameObject.Find("Actions");
moveBtn = GameObject.Find("Move");
attackBtn = GameObject.Find("Attact");
skipBtn = GameObject.Find("Wait");
skillBtn = GameObject.Find("Skill");
Actions.SetActive(false);
managementUI.SetActive(false);
questUI.SetActive(false);
SpecialSpec.SetActive(false);
skillSet.SetActive(false);
}
// Update is called once per frame
void Update()
{
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (!EventSystem.current.IsPointerOverGameObject() && Input.GetMouseButtonDown(0))
{
if (Physics.Raycast(ray, out hit))
{
selectedActor = hit.transform.gameObject;
//Debug.Log(selectedActor.name);
HexTile tile = selectedActor.GetComponent<HexTile>();
GameManager.Instance.selectedTile = tile;
GameManager.Instance.selectedPoint = tile.point;
if (tile.point.Unit != null && tile.point.TileBuilding != null)
{
if (tile.isFirstClick)
{
GameManager.Instance.selectedActor = tile.point.Unit;
tile.isFirstClick = false;
GameManager.Instance.selectedGameObject = GameManager.GetUnitGameObject(tile.point);
}
else
{
GameManager.Instance.selectedActor = tile.point.TileBuilding;
tile.isFirstClick = true;
GameManager.Instance.selectedGameObject = selectedActor;
}
}
else if (tile.point.TileBuilding != null)
{
GameManager.Instance.selectedActor = tile.point.TileBuilding;
tile.isFirstClick = true;
GameManager.Instance.selectedGameObject = selectedActor;
}
else if (tile.point.Unit != null)
{
GameManager.Instance.selectedActor = tile.point.Unit;
tile.isFirstClick = false;
GameManager.Instance.selectedGameObject = GameManager.GetUnitGameObject(tile.point);
}
else
{
GameManager.Instance.selectedActor = null;
}
ButtonInteractChange();
IEnumerator _tileCoroutine = FlickerSelectedTile(tile);
StartCoroutine(_tileCoroutine);
}
}
if (GameManager.Instance.selectedActor != null)
{
unitInfo.SetActive(true);
UnitPortrait.sprite = Resources.Load(("Portraits/" + (ProductionFactoryTraits.GetPortName(GameManager.Instance.selectedActor)).ToLower()), typeof(Sprite)) as Sprite;
if(GameManager.Instance.selectedActor is CivModel.Unit) {
GameObject.Find("UnitName").GetComponent<Text>().text = ProductionFactoryTraits.GetName(GameManager.Instance.selectedActor);
} else if(GameManager.Instance.selectedActor is CivModel.CityBase) {
GameObject.Find("UnitName").GetComponent<Text>().text = GameManager.Instance.selectedActor.Name;
}
GameObject.Find("UnitAttack").GetComponent<Text>().text = GameManager.Instance.selectedActor.AttackPower.ToString();
GameObject.Find("UnitDefence").GetComponent<Text>().text = GameManager.Instance.selectedActor.DefencePower.ToString();
GameObject.Find("UnitEffect").GetComponent<Text>().text = GameManager.Instance.selectedActor.RemainHP.ToString() + "/" + GameManager.Instance.selectedActor.MaxHP;
GameObject.Find("ActionPoint").GetComponent<Text>().text = GameManager.Instance.selectedActor.RemainAP.ToString() + "/" + GameManager.Instance.selectedActor.MaxAP;
GameObject.Find("HealthPoint").GetComponent<RectTransform>().sizeDelta = new Vector2(30, 280 * (float)GameManager.Instance.selectedActor.RemainHP / (float)GameManager.Instance.selectedActor.MaxHP);
}
else unitInfo.SetActive(false);
if (SpecialSpec.activeSelf == true)
{
string specialText = "";
GameObject.Find("SpecialSpecText").GetComponent<Text>().text = specialText;
}
}
IEnumerator FlickerSelectedTile(HexTile prevTile)
{
while (true)
{
if (prevTile != GameManager.Instance.selectedTile)
{
prevTile.StopFlickering();
if(GameManager.Instance.selectedActor == null)
{
GameManager.Instance.selectedTile.FlickerWhite();
}
else
{
GameManager.Instance.selectedTile.FlickerCyan();
}
break;
}
yield return null;
}
}
public void onClick(GameObject go)
{
if (GameManager.Instance.selectedGameObject != null)
{
if (GameManager.Instance.selectedGameObject.GetComponent<Unit>() != null)
{
if (GameManager.Instance.selectedGameObject.GetComponent<Unit>().MoveState)
GameManager.Instance.selectedGameObject.GetComponent<Unit>().MoveStateExit();
if (GameManager.Instance.selectedGameObject.GetComponent<Unit>().AttackState)
GameManager.Instance.selectedGameObject.GetComponent<Unit>().AttackStateExit();
if (GameManager.Instance.selectedGameObject.GetComponent<Unit>().SkillState)
GameManager.Instance.selectedGameObject.GetComponent<Unit>().SkillStateExit(GameManager.Instance.selectedActor);
}
}
if (go.activeSelf == false)
{
go.SetActive(true);
if (go != mapUI) mapUI.SetActive(false);
if (go != managementUI) managementUI.SetActive(false);
if (go != questUI) questUI.SetActive(false);
}
else
{
go.SetActive(false);
if (go != mapUI) mapUI.SetActive(true);
}
}
public void onClickMove()
{
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
GameManager.Instance.selectedGameObject.GetComponent<Unit>().MoveStateEnter();
}
}
public void onClickAttack()
{
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
GameManager.Instance.selectedGameObject.GetComponent<Unit>().AttackStateEnter();
}
}
public void onClickSkill()
{
if (skillSet.activeSelf == false)
skillSet.SetActive(true);
else skillSet.SetActive(false);
}
public void onClickSkillBtn(int idx)
{
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
GameManager.Instance.selectedGameObject.GetComponent<Unit>().SkillStateEnter(idx);
}
}
public void onClickSkip()
{
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
GameManager.Instance.selectedActor.SkipFlag = true;
}
ButtonInteractChange();
}
public void SpecialMouseOver()
{
SpecialSpec.SetActive(true);
}
public void SpecialMouseExit()
{
SpecialSpec.SetActive(false);
}
//// Management UI (Production Selection) ////
public void UnitSelTabActive()
{
UnitSelTab.SetActive(true);
BuildingSelTab.SetActive(false);
}
public void BuildingSelTabActive()
{
UnitSelTab.SetActive(false);
BuildingSelTab.SetActive(true);
}
public void EpicTabActive() // Unit production
{
EpicTab.SetActive(true);
HighTab.SetActive(false);
IntermediateTab.SetActive(false);
LowTab.SetActive(false);
}
public void HighTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(true);
IntermediateTab.SetActive(false);
LowTab.SetActive(false);
}
public void IntermediateTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(false);
IntermediateTab.SetActive(true);
LowTab.SetActive(false);
}
public void LowTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(false);
IntermediateTab.SetActive(false);
LowTab.SetActive(true);
}
public void CityTabActive() // Building production
{
CityTab.SetActive(true);
CityBuildingTab.SetActive(false);
NormalBuildingTab.SetActive(false);
}
public void CityBuildingTabActive()
{
CityTab.SetActive(false);
CityBuildingTab.SetActive(true);
NormalBuildingTab.SetActive(false);
}
public void NormalBuildingTabActive()
{
CityTab.SetActive(false);
CityBuildingTab.SetActive(false);
NormalBuildingTab.SetActive(true);
}
private void ButtonInteractChange()
{
// Hide Actions Tab
if(GameManager.Instance.selectedActor == null || GameManager.Instance.selectedActor.Owner != GameManager.Instance.Game.PlayerInTurn)
{
Actions.SetActive(false);
} else
{
Actions.SetActive(true);
}
// Move Button
if(GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
moveBtn.GetComponent<Button>().interactable = true;
} else
{
moveBtn.GetComponent<Button>().interactable = false;
}
// Attack Button
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
attackBtn.GetComponent<Button>().interactable = true;
}
else
{
attackBtn.GetComponent<Button>().interactable = false;
}
// SkipButton
if (GameManager.Instance.selectedActor is CivModel.Unit && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
if (GameManager.Instance.selectedActor.SkipFlag == false)
{
skipBtn.GetComponent<Button>().interactable = true;
} else
{
skipBtn.GetComponent<Button>().interactable = false;
}
} else
{
skipBtn.GetComponent<Button>().interactable = false;
}
// SkillButton
if (GameManager.Instance.selectedActor is CivModel.Actor && GameManager.Instance.selectedActor.Owner == GameManager.Instance.Game.PlayerInTurn)
{
if (GameManager.Instance.selectedActor.SpecialActs != null)
{
skillBtn.GetComponent<Button>().interactable = true;
Button[] skillsBtn = skillSet.GetComponentsInChildren<Button>();
foreach (var skill in skillsBtn) {
skill.interactable = false;
}
int skillIdx = 0;
foreach(var skill in GameManager.Instance.selectedActor.SpecialActs) {
skillsBtn[skillIdx].interactable = true;
skillsBtn[skillIdx].GetComponentInChildren<Text>().text = GameManager.Instance.selectedActor.SpecialActs[skillIdx].Owner.Name;
skillIdx++;
}
}
else
{
skillBtn.GetComponent<Button>().interactable = false;
}
}
else
{
skillBtn.GetComponent<Button>().interactable = false;
}
}
}
\ No newline at end of file
...@@ -13,14 +13,14 @@ MonoBehaviour: ...@@ -13,14 +13,14 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_PixelRect: m_PixelRect:
serializedVersion: 2 serializedVersion: 2
x: 61 x: 92
y: 96 y: 73
width: 1278 width: 1278
height: 688 height: 715
m_ShowMode: 4 m_ShowMode: 4
m_Title: m_Title:
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