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Hp UI bar HpMax ߰ + public float _myHpMax; public float _myDamage; protected int _gameRound; - protected int _whoseTurn; + protected string _whoseTurn; protected bool _isFinished; - // 1. TurnUpdate: _gameRound, _whoseTurn update public void TurnUpdate(int round, string turn) { - + this._gameRound = round; + this._whoseTurn = turn; } - // 2. FinishUpdate: _isFinished update public void FinishUpdate(bool isFinish) { - + this._isFinished = isFinish; } - /// - /// 3. Attack: ݽ Player Enemy ۼ - /// class ̵ؼ ۼ - /// 1) ʾҰ ڽ _myName _whoseTurn ġѴٸ, - /// 2) AttackMotion() ȣؼ ִϸ̼ - /// 3) GetHit() ڽ _myDamage Ѱܼ ȣ - /// + public virtual void Attack() { } - /// - /// 4. GetHit: ǰݽ 3 ϰ Ǵ ۼ - /// class ̵ؼ ۼ - /// 1) Ѱ damageŭ _myHp - /// 2) _myHp 0 ۰ų ٸ, DeadMotion() ȣؼ ִϸ̼ - /// + Subject EndNotify() ȣ - /// 3) ִٸ, GetHitMotion() ȣؼ ִϸ̼ - /// + Debug.Log($"{_myName} HP: {_myHp}"); ߰ - /// public virtual void GetHit(float damage) { - + _myHp -= damage; + if (_myHp <= 0) + { + DeadMotion(); + GameManager.Instance().EndNotify(); + } + else + { + GetHitMotion(); + Debug.Log($"{_myName} HP: {_myHp}"); + } } - /// - /// δ animation code, ʿ ( ǿ ) - /// Ʒó ޼ҵ带 ʿ䵵 ̱ - /// Ǹ 4 ޼ҵ带 ۼϿ. - /// Attack, GetHit ̵, Ʒ ޼ҵ常 ȣϸ animation - /// 1. AttackMotion() - /// 2. SpecialAttackMotion() - /// 3. DeadMotion() - /// 4. GetHitMotion() - /// protected Animator _animator; protected virtual void Init() @@ -102,4 +88,4 @@ IEnumerator DeadCoroutine() yield return new WaitForSeconds(1f); _animator.SetTrigger(AnimatorParameters.IsDead.ToString()); } -} +} \ No newline at end of file diff --git a/Assets/Scripts/Enemy.cs b/Assets/Scripts/Enemy.cs index 3a1636d..86d3e74 100644 --- a/Assets/Scripts/Enemy.cs +++ b/Assets/Scripts/Enemy.cs @@ -1,22 +1,23 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.UI; public class Enemy : Character { - private Player _player; + // 1. _player -> GetCharacter + //private Player _player; private float _randomHeal; + public GameObject _healUI; - /// - /// 1. Init: ʱȭ - /// 1) Subject Observer - /// 2) _myName, _myHp, _myDamage ʱȭ - /// 3) _myName "Enemy" - /// 4) _myHp, _myDamage 100, 10 ʱȭ ( ) - /// protected override void Init() { base.Init(); + _myName = "Enemy"; + _myHpMax = 100; + _myHp = _myHpMax; + _myDamage = 15; + GameManager.Instance().AddCharacter(this.GetComponent()); } private void Awake() @@ -24,34 +25,45 @@ private void Awake() Init(); } - /// - /// 1) _player Ҵ ȵƴٸ, - /// 2) GameObject.FindWithTag ̿ؼ _player Ҵ - /// - private void Start() + public override void Attack() { - + if (_myName.Equals(_whoseTurn) && !_isFinished) + { + _myDamage += 3; + // 1. GetCharacter Player + if (_gameRound >= 10) _myDamage = GameManager.Instance().GetCharacter("Player")._myHp; + AttackMotion(); + GameManager.Instance().GetCharacter("Player").GetHit(_myDamage); + } } - /// - /// Attack: - /// 1) _gameRound 3 - /// 2) _gameRound 10 Ǹ Player ̵ - /// - public override void Attack() + public override void GetHit(float damage) { - + base.GetHit(damage); + if (_myHp > 0) + { + _randomHeal = Random.Range(0, 10); + if (_randomHeal < 5) // 50% Ȯ Heal + { + StartCoroutine(HealCoroutine()); + } + } } /// - /// GetHit: - /// 1) Player _randomAttack - /// 2) 30% Ȯ ǰݽ 10 ü - /// + Debug.Log($"{_myName} Heal!"); ߰ + /// HealCoroutine: + /// 1) Player Enemy -> Hp -> UI ݿ + /// 2) Enemy Ȯ ȸ -> Hp -> UI ݿ + /// 3) ߰ yield return ѹ óż ǰ ϰ Heal ϴ UI ݿ ̷ . /// - public override void GetHit(float damage) + /// + IEnumerator HealCoroutine() { - + yield return new WaitForSeconds(2.0f); + _myHp += 10; + Debug.Log($"{_myName} Heal!"); + _healUI.SetActive(true); + yield return new WaitForSeconds(1.5f); + _healUI.SetActive(false); } -} - +} \ No newline at end of file diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs deleted file mode 100644 index 0707dc6..0000000 --- a/Assets/Scripts/GameManager.cs +++ /dev/null @@ -1,56 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class GameManager : MonoBehaviour, Subject -{ - // 1. Singleton Pattern: Instance() method - private static GameManager _instance; - - // ʱȭ ٲ - private int _gameRound = 0; - private string _whoseTurn = "Enemy"; - private bool _isEnd = false; - - // delegate: TurnHandler, FinishHandler - - /// - /// 2. RoundNotify: - /// 1) Enemy̸ gameRound - /// + Debug.Log($"GameManager: Round {gameRound}."); - /// 2) TurnNotify() ȣ - /// - public void RoundNotify() - { - - } - - /// - /// 3. TurnNotify: - /// 1) whoseTurn update - /// + Debug.Log($"GameManager: {_whoseTurn} turn."); - /// 2) _turnHandler ȣ - /// - public void TurnNotify() - { - - } - - /// - /// 4. EndNotify: - /// 1) isEnd update - /// + Debug.Log("GameManager: The End"); - /// + Debug.Log($"GameManager: {_whoseTurn} is Win!"); - /// 2) _finishHandler ȣ - /// - public void EndNotify() - { - - } - - // 5. AddCharacter: _turnHandler, _finishHandler ޼ҵ ߰ - public void AddCharacter(Character character) - { - - } -} diff --git a/Assets/Scripts/Managers.meta b/Assets/Scripts/Managers.meta new file mode 100644 index 0000000..2342b12 --- /dev/null +++ b/Assets/Scripts/Managers.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9f276d90e3e49f746b201854c0f2851d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs new file mode 100644 index 0000000..d67489d --- /dev/null +++ b/Assets/Scripts/Managers/GameManager.cs @@ -0,0 +1,107 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class GameManager : MonoBehaviour, Subject +{ + private static GameManager _instance; + public static GameManager Instance() + { + return _instance; + } + + private void Awake() + { + if (_instance == null) + { + _instance = this; + DontDestroyOnLoad(this.gameObject); + } + else + { + if (this != _instance) + { + Destroy(this.gameObject); + } + } + } + + private int _gameRound = 0; + private string _whoseTurn = "Enemy"; + private bool _isEnd = false; + + // 1. SceneUI GameManager ֵ ij ųʸ + private Dictionary _characterList = new Dictionary(); + + private delegate void TurnHandler(int round, string turn); + private TurnHandler _turnHandler; + private delegate void FinishHandler(bool isFinish); + private FinishHandler _finishHandler; + // 2. UIHandler (̹ round, turn, isFinish ޴´) + private delegate void UIHandler(int round, string turn, bool isFinish); + private UIHandler _uiHandler; + + public void RoundNotify() + { + if (!_isEnd) + { + if (_whoseTurn == "Enemy") + { + _gameRound++; + Debug.Log($"GameManager: Round {_gameRound}."); + } + TurnNotify(); + } + } + + public void TurnNotify() + { + _whoseTurn = _whoseTurn == "Enemy" ? "Player" : "Enemy"; + Debug.Log($"GameManager: {_whoseTurn} turn."); + _turnHandler(_gameRound, _whoseTurn); + // 2. _uiHandler ȣ + _uiHandler(_gameRound, _whoseTurn, _isEnd); + } + + public void EndNotify() + { + _isEnd = true; + _finishHandler(_isEnd); + // 2. _uiHandler ȣ + _uiHandler(_gameRound, _whoseTurn, _isEnd); + Debug.Log("GameManager: The End"); + Debug.Log($"GameManager: {_whoseTurn} is Win!"); + } + + public void AddCharacter(Character character) + { + _turnHandler += new TurnHandler(character.TurnUpdate); + _finishHandler += new FinishHandler(character.FinishUpdate); + // 1. _characterList ߰ + _characterList.Add(character._myName, character); + } + + // 3. AddUI: SceneUI + public void AddUI(SceneUI ui) + { + _uiHandler -= ui.UIUpdate; + _uiHandler += ui.UIUpdate; + } + + /// + /// 4. GetChracter: Ѱ name Character ִٸ ش ij ȯ + /// 1) _characterList ȸϸ + /// 2) if ContainsKey(name) ̿ + /// 3) ٸ null ȯ + /// + public Character GetCharacter(string name) + { + if (_characterList.ContainsKey(name)) + { + Character _character; + _characterList.TryGetValue(name, out _character); + return _character; + } + return null; + } +} \ No newline at end of file diff --git a/Assets/Scripts/GameManager.cs.meta b/Assets/Scripts/Managers/GameManager.cs.meta similarity index 100% rename from Assets/Scripts/GameManager.cs.meta rename to Assets/Scripts/Managers/GameManager.cs.meta diff --git a/Assets/Scripts/Managers/UIManager.cs b/Assets/Scripts/Managers/UIManager.cs new file mode 100644 index 0000000..5535408 --- /dev/null +++ b/Assets/Scripts/Managers/UIManager.cs @@ -0,0 +1,155 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +namespace XReal.XTown.UI +{ + public class UIManager : MonoBehaviour + { + // singleton, and UIManager must persist across scenes. right? I guess... + static UIManager _UIManager; + public static UIManager UI + { + get => _UIManager; + } + void Awake() + { + if (_UIManager == null) + { + _UIManager = this; + } + else if (_UIManager != this) + { + Destroy(gameObject); + } + + DontDestroyOnLoad(gameObject); + + ShowSceneUI("SceneUI"); + } + + // sorting order + int _order = 10; + + // references to the two types of UI. + Stack _popupStack = new Stack(); + public UIScene _sceneUI = null; + + // used for sorting order of UI. + public GameObject Root + { + get + { + GameObject root = GameObject.Find("@UI_Root"); + if (root == null) root = new GameObject { name = "@UI_Root" }; + + return root; + } + } + + // displaying UIcanvas 'go'. + public void ShowCanvas(GameObject go, bool sort = true) + { + Canvas canvas = go.GetComponent(); + if (canvas is null) + { + Debug.LogError("SetCanvas's first argument requires component canvas but is missing!"); + return; + } + + canvas.overrideSorting = true; + // set the sorting order of UI canvas. + if (sort) + { + canvas.sortingOrder = _order++; + } + else + { + canvas.sortingOrder = 0; + } + } + + // prefab UI instantiation. path: Resources/UI/(Scene or Popup)/name + public string UIPathPrefix = "UI/"; + // SceneUI: full screen + public T ShowSceneUI(string name = null) where T : UIScene + { + if (string.IsNullOrEmpty(name)) name = typeof(T).Name; + GameObject go = Instantiate(Resources.Load(UIPathPrefix + $"Scene/{name}")); + T sceneUI = go.GetComponent(); + if (sceneUI is null) + { + Debug.LogError("UIManager/ failed to show canvas: check if script is attached"); + return null; + } + // set current sceneUI to active one. + _sceneUI = sceneUI; + // set hierarchy. + go.transform.SetParent(Root.transform); + return sceneUI; + } + + // popup UIs. They need closing methods as well. + public T ShowPopupUI(string name = null) where T : UIPopup + { + if (string.IsNullOrEmpty(name)) name = typeof(T).Name; + GameObject go = Instantiate(Resources.Load(UIPathPrefix + $"Popup/{name}")); + T popup = go.GetComponent(); + if (popup is null) + { + Debug.LogError("UIManager/ failed to open popup: check if script is attached."); + return null; + } + Debug.Log($"show popup: {name}"); + + // add active popup to stack + _popupStack.Push(popup); + // set hierarchy. + go.transform.SetParent(Root.transform); + return popup; + } + + public T MakeSubItem(Transform parent = null, string name = null) where T : UIBase + { + if (string.IsNullOrEmpty(name)) name = typeof(T).Name; + + GameObject go = Instantiate(Resources.Load(UIPathPrefix + $"SubItem/{name}")); + + if (parent is null) + { + Debug.LogError("UIManager/ failed to open subitem: check if script is attached."); + return null; + } + if (parent != null) go.transform.SetParent(parent); + + return UIUtils.GetOrAddComponent(go); + } + + public void ClosePopupUI() + { + if (_popupStack.Count == 0) return; + UIPopup popup = _popupStack.Pop(); + Destroy(popup.gameObject); + _order--; + } + + + // safety: specify popup to close + public void ClosePopupUI(UIPopup popup) + { + if (_popupStack.Count == 0) return; + if (_popupStack.Peek() != popup) + { + Debug.LogError("UIManager/ Close popup failed!"); + return; + } + ClosePopupUI(); + } + + + // close all + public void CloseAllPopupUI() + { + while (_popupStack.Count > 0) ClosePopupUI(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Managers/UIManager.cs.meta b/Assets/Scripts/Managers/UIManager.cs.meta new file mode 100644 index 0000000..fbb62c6 --- /dev/null +++ b/Assets/Scripts/Managers/UIManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 888f11e13f180984cb91f7e645d97eb6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ObserverSubject.cs b/Assets/Scripts/ObserverSubject.cs index dd40338..1d37dab 100644 --- a/Assets/Scripts/ObserverSubject.cs +++ b/Assets/Scripts/ObserverSubject.cs @@ -8,4 +8,4 @@ public interface Observer { void TurnUpdate(int round, string turn); void FinishUpdate(bool isFinish); -} +} \ No newline at end of file diff --git a/Assets/Scripts/Player.cs b/Assets/Scripts/Player.cs index 1b38df1..3117565 100644 --- a/Assets/Scripts/Player.cs +++ b/Assets/Scripts/Player.cs @@ -4,19 +4,18 @@ public class Player : Character { - private Enemy _enemy; + // 1. _enemy -> GetCharacter + //private Enemy _enemy; private float _randomAttack; - - /// - /// 1. Init: ʱȭ - /// 1) Subject Observer - /// 2) _myName, _myHp, _myDamage ʱȭ - /// 3) _myName "Player" - /// 4) _myHp, _myDamage 100, 20 ʱȭ ( ) - /// + public Stack _itemStack; protected override void Init() { base.Init(); + _myName = "Player"; + _myHpMax = 100; + _myHp = _myHpMax; + _myDamage = 20; + GameManager.Instance().AddCharacter(this.GetComponent()); } private void Awake() @@ -24,32 +23,28 @@ private void Awake() Init(); } - /// - /// 1) _enemy Ҵ ȵƴٸ, - /// 2) GameObject.FindWithTag ̿ؼ _enemy Ҵ - /// - private void Start() - { - - } - - /// - /// Attack: - /// 1) Player 30% Ȯ ݷ - /// 2) _randomAttack = Random.Range(0,10); - /// -> 0~9 ϳ Ҵ. - /// 3) _randomAttack ̿ؼ 30% Ȯ ݷº 10 - /// 4) ̶ AttackMotion() SpecialAttackMotion() ȣ - /// + Debug.Log($"{_myName} Special Attack!"); ߰ - /// 5) 70% Ȯ ϴ Ϲ Character ִ ּ - /// public override void Attack() { - + if (_myName.Equals(_whoseTurn) && !_isFinished) + { + _randomAttack = Random.Range(0, 10); + if (_randomAttack < 7) + { + AttackMotion(); + // 1. GetCharacter Enemy + GameManager.Instance().GetCharacter("Enemy").GetHit(_myDamage); + } + else + { + SpecialAttackMotion(); + Debug.Log($"{_myName} Special Attack!"); + GameManager.Instance().GetCharacter("Enemy").GetHit(_myDamage + 10); + } + } } public override void GetHit(float damage) { - + base.GetHit(damage); } -} +} \ No newline at end of file diff --git a/Assets/Scripts/UI.meta b/Assets/Scripts/UI.meta new file mode 100644 index 0000000..a0f2229 --- /dev/null +++ b/Assets/Scripts/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: aef8207eb75c1a245a8d5faec667ae48 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/UI Popup.meta b/Assets/Scripts/UI/UI Popup.meta new file mode 100644 index 0000000..2719d66 --- /dev/null +++ b/Assets/Scripts/UI/UI Popup.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5d6e8f36680a37c4a87d29700931b73b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/UI Popup/Inventory.cs b/Assets/Scripts/UI/UI Popup/Inventory.cs new file mode 100644 index 0000000..cc09aee --- /dev/null +++ b/Assets/Scripts/UI/UI Popup/Inventory.cs @@ -0,0 +1,51 @@ +using System.Collections; +using System.Collections.Generic; +using System; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; +using XReal.XTown.UI; + +public class Inventory : UIPopup +{ + // 1. enum Ӱ + enum GameObjects{ + Blocker, + Background, + CloseButton + } + private void Start() + { + Init(); + } + + // 2. Popup UI ݴ ư OnClick_Close ε + // 3. ItemList ItemPropertyType ؼ ItemGroup subitem + // 4. , ItemGroup SetInfo ItemPropertyType Ҵؼ Ѱ + public override void Init() + { + base.Init(); + + Bind(typeof(GameObjects)); + + GameObject CloseButton = GetUIComponent((int)GameObjects.CloseButton); + CloseButton.BindEvent(OnClick_Close); + + // ŸԺ itemGroup itemcontentPanelؿ + //1) itemŸԺ itemGroup instentiate + //2) item item Group ֱ + GameObject contentPanel = UIUtils.FindUIChild(gameObject, "ContentPanel", true); + foreach (string typeName in Enum.GetNames(typeof(ItemPropertyType))){ + ItemGroup _itemGroup = UIManager.UI.MakeSubItem(contentPanel.transform, "ItemGroup"); + _itemGroup.SetInfo(typeName); + } + + + } + + // 5. OnClick_Close: Popup ݱ + public void OnClick_Close(PointerEventData data) + { + UIManager.UI.ClosePopupUI(); + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/UI Popup/Inventory.cs.meta b/Assets/Scripts/UI/UI Popup/Inventory.cs.meta new file mode 100644 index 0000000..c886bd6 --- /dev/null +++ b/Assets/Scripts/UI/UI Popup/Inventory.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 43e9488319440d14582dd14c3749aa3c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/UI Popup/Item.cs b/Assets/Scripts/UI/UI Popup/Item.cs new file mode 100644 index 0000000..2abf006 --- /dev/null +++ b/Assets/Scripts/UI/UI Popup/Item.cs @@ -0,0 +1,82 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; +using XReal.XTown.UI; + +public class Item : UIBase +{ + // 1. enum Ӱ + enum GameObjects { Image } + private string _itemName; + + private void Start() + { + Init(); + } + + // 2. Item Button OnClick_ItemUse Bind + public override void Init() + { + Bind(typeof(GameObjects)); + GameObject image = GetUIComponent((int)GameObjects.Image); + image.BindEvent(OnClick_ItemUse); + } + + /// + /// 3. OnClick_ItemUse + /// 1) ItemProperty.GetItemProperty _itemName ̿ؼ ItemProperty + /// 2) ش 0 ũٸ + /// 3) -1 & ü ı + /// 4) ItemAction(); + /// + public void OnClick_ItemUse(PointerEventData data) + { + ItemProperty itemProperty = ItemProperty.GetItemProperty(_itemName); + if (itemProperty.ItemNumber > 0) + itemProperty.ItemNumber--; + Destroy(gameObject); + ItemAction(); + } + + /// + /// 4. ItemAction: + /// 1) switch itemProperty.PropertyType μ ް + /// 2) ItemProperty.GetItemProperty _itemName ̿ؼ ItemProperty ؼ + /// 3) Damage, GameManager.Instance().GetCharacter("Player") ÷̾ ؼ ߰ + /// 4) Heal̶ ϰ ؼ ü ߰ + SceneUI CharacterHP() ȣ + /// + public void ItemAction() + { + Character Player = GameManager.Instance().GetCharacter("Player"); + System.Random rand = new System.Random(); + switch (_itemName) + { + case "HealItem": + if(Player._myHp < Player._myHpMax) + { + Player._myHp += (Player._myHpMax- Player._myHp)<10? (Player._myHpMax - Player._myHp): 10; + } + UIManager.UI._sceneUI.GetComponent().CharacterHp(); + break; + case "FireSpearItem": // player damage up by random + if (rand.Next(0,10) < 5) + { + Player._myDamage += 3; + } + break; + case "FlameItem":// player damage up + Player._myDamage += 1; + break; + default: + break; + } + } + + // 5. SetInfo: itemName _itemName Ҵ + public void SetInfo(string itemName) + { + _itemName = itemName; + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/UI Popup/Item.cs.meta b/Assets/Scripts/UI/UI Popup/Item.cs.meta new file mode 100644 index 0000000..a762643 --- /dev/null +++ b/Assets/Scripts/UI/UI Popup/Item.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9eec7e3880cca1f4b82fe0debed85f36 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/UI Popup/ItemGroup.cs b/Assets/Scripts/UI/UI Popup/ItemGroup.cs new file mode 100644 index 0000000..80c4983 --- /dev/null +++ b/Assets/Scripts/UI/UI Popup/ItemGroup.cs @@ -0,0 +1,48 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; +using XReal.XTown.UI; +using System; + +public class ItemGroup : UIBase +{ + // 1. enum Ӱ + + private string _itemGroupName; + + private void Start() + { + Init(); + } + + // 2. ؽƮ UI _itemGroupName update + // 3. Ҵ ŸԿ شϴ ۵(Item) subtiem + // 4. , Item SetInfo _itemName Ҵؼ Ѱ + public override void Init() + { + Text _typeText = UIUtils.FindUIChild(gameObject, "ItemTypeText", true); + _typeText.text = _itemGroupName; + Transform itemPanel = UIUtils.FindUIChild(gameObject, "ItemPanel"); + foreach(ItemProperty itemProperty in ItemProperty.ItemProperties) + { + if(itemProperty.PropertyType == _itemGroupName) + { + for (int i = 0; i < itemProperty.ItemNumber; i++) + { + Item item = UIManager.UI.MakeSubItem(itemPanel, itemProperty.ItemName); + item.SetInfo(itemProperty.ItemName); + } + } + + } + + } + + // 5. SetInfo: itemtype _itemGroupName Ҵ + public void SetInfo(string itemtype) + { + _itemGroupName = itemtype; + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/UI Popup/ItemGroup.cs.meta b/Assets/Scripts/UI/UI Popup/ItemGroup.cs.meta new file mode 100644 index 0000000..c5f05b0 --- /dev/null +++ b/Assets/Scripts/UI/UI Popup/ItemGroup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 05c36009e32da494fa5fb1e2db16f69a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/UI Popup/ItemList.cs b/Assets/Scripts/UI/UI Popup/ItemList.cs new file mode 100644 index 0000000..946e712 --- /dev/null +++ b/Assets/Scripts/UI/UI Popup/ItemList.cs @@ -0,0 +1,48 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public enum ItemPropertyType +{ + Damage, Heal +} + +public class ItemProperty +{ + public static ItemProperty DamageItem_Flame = new ItemProperty(ItemPropertyType.Damage, "FlameItem", 4, 5f); + public static ItemProperty DamageItem_FireSpear = new ItemProperty(ItemPropertyType.Damage, "FireSpearItem", 3, 10f); + public static ItemProperty HealItem_HealStone = new ItemProperty(ItemPropertyType.Heal, "HealItem", 4, 20f); + + + public static ItemProperty[] ItemProperties = new ItemProperty[] + { + DamageItem_Flame, DamageItem_FireSpear, + HealItem_HealStone + }; + + // ̸ ItemProperties ȿ ش ̸ ItemProperty ִ νϽ ȯ + public static ItemProperty GetItemProperty(string name) + { + foreach (ItemProperty item in ItemProperties) + { + if (item.ItemName.Equals(name)) + { + return item; + } + } + return null; + } + + private ItemProperty(ItemPropertyType type, string name, int num, float action) + { + this.PropertyType = type.ToString(); + this.ItemName = name; + this.ItemNumber = num; + this.ItemAction = action; + } + + public string PropertyType; // + public string ItemName; // ̸ + public int ItemNumber; // + public float ItemAction; // Ŭ Ȱ +} \ No newline at end of file diff --git a/Assets/Scripts/UI/UI Popup/ItemList.cs.meta b/Assets/Scripts/UI/UI Popup/ItemList.cs.meta new file mode 100644 index 0000000..a4314b7 --- /dev/null +++ b/Assets/Scripts/UI/UI Popup/ItemList.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f191fef82e620914ebb8149911121a7b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/UI Popup/UIPopup.cs b/Assets/Scripts/UI/UI Popup/UIPopup.cs new file mode 100644 index 0000000..8d9a4ec --- /dev/null +++ b/Assets/Scripts/UI/UI Popup/UIPopup.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace XReal.XTown.UI +{ + public class UIPopup : UIBase + { + public override void Init() + { + UIManager.UI.ShowCanvas(gameObject, true); + } + + public virtual void ClosePopup() + { + UIManager.UI.ClosePopupUI(this); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/UI Popup/UIPopup.cs.meta b/Assets/Scripts/UI/UI Popup/UIPopup.cs.meta new file mode 100644 index 0000000..fd035bf --- /dev/null +++ b/Assets/Scripts/UI/UI Popup/UIPopup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d341715e887236540958cc5652df1415 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/UI Scene.meta b/Assets/Scripts/UI/UI Scene.meta new file mode 100644 index 0000000..f9b4d47 --- /dev/null +++ b/Assets/Scripts/UI/UI Scene.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6d3fbe428d7f6e648a10d78c35d0f669 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/UI Scene/SceneUI.cs b/Assets/Scripts/UI/UI Scene/SceneUI.cs new file mode 100644 index 0000000..6c1a3e4 --- /dev/null +++ b/Assets/Scripts/UI/UI Scene/SceneUI.cs @@ -0,0 +1,151 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; +using XReal.XTown.UI; + +public class SceneUI : UIScene +{ + // 1. enum Ӱ + enum GameObjects { + InventoryButton, + AttackButton, + PlayerHp, + EnemyHp, + GameEnd + } + + // Ʈ Ѱܹ + private bool _isEnd; + private int _gameRound; + private string _whoseTurn; + private Character _player; + private Character _enemy; + + // Attack ư Ŭ bool + private bool _isClicked = false; + + + private void Start() + { + Init(); + _player = GameManager.Instance().GetCharacter("Player"); + _enemy = GameManager.Instance().GetCharacter("Enemy"); + + (_enemy as Enemy)._healUI = UIUtils.FindUIChild(gameObject, "HealImage", true); + (_enemy as Enemy)._healUI.SetActive(false); + // 1. : AddUI(this); + GameManager.Instance().AddUI(this); + // 1. Game Ending ߴ UI Ȱȭ + GameObject gameEnd = GetUIComponent((int)GameObjects.GameEnd); + gameEnd.SetActive(false); + } + + /// + /// 2. Init: ҿ Լ ε + /// 1) Attack Button OnClick_AttackButton Bind + /// 2) κ丮 â ư OnClick_InventoryButton Bind + /// + public override void Init() + { + base.Init(); + Bind(typeof(GameObjects)); + + GameObject AttackButton = GetUIComponent((int)GameObjects.AttackButton); + AttackButton.BindEvent(OnClick_AttackButton); + + GameObject InventoryButton = GetUIComponent((int)GameObjects.InventoryButton); + InventoryButton.BindEvent(OnClick_InventoryButton); + } + + /// + /// 3. OnClick_AttackButton + /// 1) ִϸ̼ ƴ϶(!_isClicked) + /// 2) Ʈ RoundNotify 鿡 ̺Ʈ + /// 3) GameRoundText(); + /// 4) ÷̾ (_player.Attack) + /// 5) (_enemy.Attack) + /// 6) StartCoroutine(GetDamageCoroutine()); + /// + public void OnClick_AttackButton(PointerEventData data) + { + if (!_isClicked) + { + _isClicked = true; + GameManager.Instance().RoundNotify(); + GameRoundText(); + _player.Attack(); + _enemy.Attack(); + StartCoroutine(GetDamageCoroutine()); + } + } + + /// + /// 4. OnClick_InventoryButton: + /// 1) Player ̶ + /// 2) Inventory UIPopup (ShowPopupUI) + /// + public void OnClick_InventoryButton(PointerEventData data) + { + if(_whoseTurn == _enemy._myName) + { + UIManager.UI.ShowPopupUI("Inventory"); + } + } + + // 5. GameRoundText: GameRound UI text Ʈ + public void GameRoundText() + { + Text _gameRoundText = UIUtils.FindUIChild(gameObject, "GameRoundText", true); + _gameRoundText.text = $"GameRound{_gameRound}"; + } + + // 6. CharacterHp: CharacterHp UI Ʈ -> fillAmount ̿ + public void CharacterHp() + { + float _playerHp = _player._myHp / _player._myHpMax; + float _enemyHp = _enemy._myHp / _enemy._myHpMax; + Slider _playerHpSlider = UIUtils.FindUIChild(gameObject, "PlayerHpBar", true); + _playerHpSlider.value = _playerHp; + Slider _enemyHpSlider = UIUtils.FindUIChild(gameObject, "EnemyHpBar", true); + _enemyHpSlider.value = _enemyHp; + } + + /// + /// 7. GameEnd: + /// 1) ٸ, + /// 2) GameEnd UI Ȱȭ + /// 3) ̱ ij ̸ Text Ʈ + /// + public void GameEnd() + { + if (_isEnd) + { + GameObject gameEnd = GetUIComponent((int)GameObjects.GameEnd); + gameEnd.SetActive(true); + Text _gameRoundText = UIUtils.FindUIChild(gameObject, "GameRoundText", true); + _gameRoundText.text = $"GameOver!!\n{_whoseTurn} Win!!"; + } + } + + // 7. GetDamageCoroutine: ij͵ /ǰ ִϸ̼ǿ ߾ UI ǥ ڿ ֵ + IEnumerator GetDamageCoroutine() + { + yield return new WaitForSeconds(1.2f); + CharacterHp(); + yield return new WaitForSeconds(1.2f); + GameEnd(); + CharacterHp(); + // 7. ٽ ư ֵ _isClicked + _isClicked = false; + } + + // 8. UIUpdate: Ʈ Ʈ ϵ Ʈ Լ -> Ʈ + public void UIUpdate(int round, string turn, bool isFinish) + { + _gameRound = round; + _whoseTurn = turn; + _isEnd = isFinish; + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/UI Scene/SceneUI.cs.meta b/Assets/Scripts/UI/UI Scene/SceneUI.cs.meta new file mode 100644 index 0000000..4c4032b --- /dev/null +++ b/Assets/Scripts/UI/UI Scene/SceneUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 93b71dd4b3810ff4ea5d4694b260df8a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/UI Scene/UIScene.cs b/Assets/Scripts/UI/UI Scene/UIScene.cs new file mode 100644 index 0000000..e6e9436 --- /dev/null +++ b/Assets/Scripts/UI/UI Scene/UIScene.cs @@ -0,0 +1,16 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace XReal.XTown.UI +{ + public class UIScene : UIBase + { + //implement UIBase + public override void Init() + { + // scene canvas is not sorted(sorting order default 0). (sorting = false) + UIManager.UI.ShowCanvas(gameObject, false); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/UI Scene/UIScene.cs.meta b/Assets/Scripts/UI/UI Scene/UIScene.cs.meta new file mode 100644 index 0000000..ea634a4 --- /dev/null +++ b/Assets/Scripts/UI/UI Scene/UIScene.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5a16fcd9b10ba464e831202188aab629 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/UIBase.cs b/Assets/Scripts/UI/UIBase.cs new file mode 100644 index 0000000..3b1f1ed --- /dev/null +++ b/Assets/Scripts/UI/UIBase.cs @@ -0,0 +1,88 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; +// all UI canvases should derive from this. + +namespace XReal.XTown.UI +{ + public abstract class UIBase : MonoBehaviour + { + // storage for UIelements, type refers to enum + protected Dictionary _objects = new Dictionary(); + public abstract void Init(); + + // T must contain an enum definition for UI element names. + protected void Bind(Type type) where T : UnityEngine.Object + { + string[] names = Enum.GetNames(type); + UnityEngine.Object[] objects = new UnityEngine.Object[names.Length]; + _objects.Add(typeof(T), objects); + + for (int i = 0; i < names.Length; ++i) + { + if (typeof(T) == typeof(GameObject)) + { // if T is a gameObject + objects[i] = UIUtils.FindUIChild(gameObject, names[i], true); + } + else + { // if T is a component (Button, Image etc) + objects[i] = UIUtils.FindUIChild(gameObject, names[i], true); + } + } + } + + // idx is usually an ENUM casted to int. don't worry about memorizing numbers.. + // T is UIStuff,, like Button,Image,, etc. + // similar to GetComponent, except we give extra search ENUM idx. + protected T GetUIComponent(int idx) where T : UnityEngine.Object + { + UnityEngine.Object[] objects = null; + if (!_objects.TryGetValue(typeof(T), out objects)) + { + Debug.LogError($"UIBase/ Cannot find component of type {typeof(T)}"); + return null; + } + + return objects[idx] as T; + } + + protected GameObject GetObject(int idx) { return GetUIComponent(idx); } // Ʈμ + protected Text GetText(int idx) { return GetUIComponent(idx); } // Textμ + protected Button GetButton(int idx) { return GetUIComponent