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Popup UI �ݴ� ��ư�� OnClick_Close ���ε� + // 3. ItemList�� ItemPropertyType �����ؼ� ������ ������� ItemGroup subitem ����� �� �� + // 4. ������ ��, ItemGroup�� SetInfo�� ItemPropertyType �Ҵ��ؼ� ���� �Ѱ��� �� + public override void Init() + { + base.Init(); + + Bind(typeof(Objects)); + + GameObject close = GetUIComponent((int)Objects.Close); + close.BindEvent(OnClick_Close); + + + } + + // 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/3.31/Inventory.cs.meta b/Assets/Scripts/3.31/Inventory.cs.meta new file mode 100644 index 0000000..89889dc --- /dev/null +++ b/Assets/Scripts/3.31/Inventory.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3fdd094a19ebd4742a516a19c37abbf8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/3.31/Item.cs b/Assets/Scripts/3.31/Item.cs new file mode 100644 index 0000000..b906c3b --- /dev/null +++ b/Assets/Scripts/3.31/Item.cs @@ -0,0 +1,83 @@ +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 Images { Image } + + private string _itemName; + + private void Start() + { + Init(); + } + + // 2. Item Button�� OnClick_ItemUse Bind + public override void Init() + { + Bind(typeof(Images)); + GameObject image = GetUIComponent((int)Images.Image); + image.BindEvent(OnClick_ItemUse); + } + + /// + /// 3. OnClick_ItemUse + /// 1) ItemProperty.GetItemProperty�� _itemName �̿��ؼ� ItemProperty ���� + /// 2) ���� �ش� ������ ������ 0���� ũ�ٸ� + /// 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) Heal�̶�� �����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; + } +} diff --git a/Assets/Scripts/3.31/Item.cs.meta b/Assets/Scripts/3.31/Item.cs.meta new file mode 100644 index 0000000..e82ba1a --- /dev/null +++ b/Assets/Scripts/3.31/Item.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4cb7f365b84463a40aca10ed879fe58c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/3.31/ItemGroup.cs b/Assets/Scripts/3.31/ItemGroup.cs new file mode 100644 index 0000000..5657809 --- /dev/null +++ b/Assets/Scripts/3.31/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. �ؽ�Ʈ UI�� _itemGroupName���� update + // 3. ���� �Ҵ�� Ÿ�Կ� �ش��ϴ� �����۵���(Item) subtiem���� ������ �� + // 4. ������ ��, Item�� SetInfo�� _itemName �Ҵ��ؼ� ���� �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; + + } +} diff --git a/Assets/Scripts/3.31/ItemGroup.cs.meta b/Assets/Scripts/3.31/ItemGroup.cs.meta new file mode 100644 index 0000000..11ae01c --- /dev/null +++ b/Assets/Scripts/3.31/ItemGroup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2bef0ffe863fed441add0afe340c4b4b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/3.31/ItemList.cs b/Assets/Scripts/3.31/ItemList.cs new file mode 100644 index 0000000..9ced403 --- /dev/null +++ b/Assets/Scripts/3.31/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, "HealStoneItem", 4, 20f); + + + public static ItemProperty[] ItemProperties = new ItemProperty[] + { + DamageItem_Flame, DamageItem_FireSpear, + HealItem_HealStone + }; + + // �̸����� ItemProperties �ȿ� �ش� �̸��� ItemProperty�� �ִ��� ������ ������ �ν��Ͻ� ��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���� ���� +} diff --git a/Assets/Scripts/3.31/ItemList.cs.meta b/Assets/Scripts/3.31/ItemList.cs.meta new file mode 100644 index 0000000..767705d --- /dev/null +++ b/Assets/Scripts/3.31/ItemList.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bb8f54f389002243b307f49a4180316 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/3.31/SceneUI.cs b/Assets/Scripts/3.31/SceneUI.cs new file mode 100644 index 0000000..8c1beb1 --- /dev/null +++ b/Assets/Scripts/3.31/SceneUI.cs @@ -0,0 +1,153 @@ +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 UIS + { + Inven, + Attack, + Player, + Enemy, + 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, "Heal", true); + (_enemy as Enemy)._healUI.SetActive(false); + + // 1. ������ ���: AddUI(this); + GameManager.Instance().AddUI(this); + // 1. Game Ending ���� �� �ߴ� UI ��Ȱ��ȭ + GameObject end = GetUIComponent((int)UIS.GameEnd); + end.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(UIS)); + + GameObject AttackButton = GetUIComponent((int)UIS.Attack); + AttackButton.BindEvent(OnClick_AttackButton); + + GameObject InventoryButton = GetUIComponent((int)UIS.Inven); + InventoryButton.BindEvent(OnClick_InventoryButton); + } + + /// + /// 3. OnClick_AttackButton + /// 1) �ִϸ��̼� ���� ���� �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 == false) + { + _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, "GameRound", 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, "PlayerHp", true); + _playerHpSlider.value = _playerHp; + Slider _enemyHpSlider = UIUtils.FindUIChild(gameObject, "EnemyHp", true); + _enemyHpSlider.value = _enemyHp; + } + + /// + /// 7. GameEnd: + /// 1) ������ �����ٸ�, + /// 2) GameEnd UI Ȱ��ȭ + /// 3) �̱� ij���� �̸� Text ������Ʈ + /// + public void GameEnd() + { + if (_isEnd) + { + GameObject gameEnd = GetUIComponent((int)UIS.GameEnd); + gameEnd.SetActive(true); + Text _gameRoundText = UIUtils.FindUIChild(gameObject, "GameRound", true); + _gameRoundText.text = $"GameOver!!\n{_whoseTurn} Win!!"; + } + } + + // 7. GetDamageCoroutine: �� ij���͵��� ����/�ǰ� �ִϸ��̼ǿ� ���߾� 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; + } +} diff --git a/Assets/Scripts/3.31/SceneUI.cs.meta b/Assets/Scripts/3.31/SceneUI.cs.meta new file mode 100644 index 0000000..26fb4bf --- /dev/null +++ b/Assets/Scripts/3.31/SceneUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5d02cbf3f535ecb4ca4d59e8da91d0a1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Character.cs b/Assets/Scripts/Character.cs index 20e73df..9d2056a 100644 --- a/Assets/Scripts/Character.cs +++ b/Assets/Scripts/Character.cs @@ -12,60 +12,70 @@ public class Character : MonoBehaviour, Observer { public string _myName; public float _myHp; + // 1. 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) { - +<<<<<<< HEAD + this._gameRound = round; + this._whoseTurn = turn; +======= + _gameRound = round; + _whoseTurn = turn; +>>>>>>> 067d66f7be68ffe936c82a1071b28b66ead05353 } - // 2. FinishUpdate: _isFinished update public void FinishUpdate(bool isFinish) { - +<<<<<<< HEAD + this._isFinished = isFinish; +======= + _isFinished = isFinish; +>>>>>>> 067d66f7be68ffe936c82a1071b28b66ead05353 } - /// - /// 3. Attack: ���ݽ� ����� ���� �� Player�� Enemy �������� ����� ��� �ۼ� - /// ���� �� class���� �������̵��ؼ� �ۼ� - /// 1) ������ ������ �ʾҰ� �ڽ��� _myName�� _whoseTurn�� ��ġ�Ѵٸ�, - /// 2) AttackMotion() ȣ���ؼ� �ִϸ��̼� ���� - /// 3) ������ GetHit()�� �ڽ��� _myDamage �Ѱܼ� ȣ�� - /// + public virtual void Attack() { - + if(_isFinished == false) + { + if(_myName == _whoseTurn) + { + AttackMotion(); + } + ////// I don't know how to search another charcter + GetHit(_myDamage); + ///��������? ���� ij����Ŭ���� �������� ������ ���� �� ���µ� + //��������? ����? �׷��ٰ� gameobject is enemy || gamebobject is player�̷��ɷ� �ٿ� ij�������� �� �� ������ �ʴµ�... + //���� �� �ڵ�Ƹ޹ٴ� �׳� ���� �̰��ϰ� ¥�°�����. + } } - /// - /// 4. GetHit: �ǰݽ� ����� ���� 3���� �����ϰ� ����Ǵ� ��� �ۼ� - /// ���� �� class���� �������̵��ؼ� �ۼ� - /// 1) �Ѱ� ���� damage��ŭ _myHp ���� - /// 2) ���� _myHp�� 0���� �۰ų� ���ٸ�, DeadMotion() ȣ���ؼ� �ִϸ��̼� ���� - /// + Subject�� EndNotify() ȣ�� - /// 3) ���� ����ִٸ�, GetHitMotion() ȣ���ؼ� �ִϸ��̼� ���� - /// + Debug.Log($"{_myName} HP: {_myHp}"); �߰� - /// public virtual void GetHit(float damage) { - + _myHp -= damage; +<<<<<<< HEAD + if (_myHp <= 0) + { + DeadMotion(); + GameManager.Instance().EndNotify(); + } +======= + if (_myHp < 0) DeadMotion(); +>>>>>>> 067d66f7be68ffe936c82a1071b28b66ead05353 + else + { + GetHitMotion(); + Debug.Log($"{_myName} HP: {_myHp}"); + } } - /// - /// �� �����δ� animation ���� code, ������ �ʿ� ���� (������ ���ǿ��� �� ��) - /// ������ �Ʒ�ó�� ���� �޼ҵ带 ���� �ʿ䵵 ������ ����� ���� �����̱� ������ - /// ����� ���Ǹ� ���� 4���� �޼ҵ带 �ۼ��Ͽ���. - /// ���� Attack, GetHit �������̵���, �Ʒ��� �޼ҵ常 ȣ���ϸ� animation ����� - /// 1. AttackMotion() - /// 2. SpecialAttackMotion() - /// 3. DeadMotion() - /// 4. GetHitMotion() - /// protected Animator _animator; protected virtual void Init() @@ -102,4 +112,4 @@ 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..b32080e 100644 --- a/Assets/Scripts/Enemy.cs +++ b/Assets/Scripts/Enemy.cs @@ -1,22 +1,28 @@ 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: �ʱ�ȭ ��� - /// 1) Subject�� Observer�� ��� - /// 2) _myName, _myHp, _myDamage �ʱ�ȭ - /// 3) _myName�� ������ "Enemy"�� �� �� - /// 4) _myHp, _myDamage�� 100, 10���� ���� �ʱ�ȭ (���� ����) - /// protected override void Init() { base.Init(); + _myName = "Enemy"; +<<<<<<< HEAD + _myHpMax = 100; + _myHp = _myHpMax; + _myDamage = 15; + GameManager.Instance().AddCharacter(this.GetComponent()); +======= + _myHp = 100; + _myDamage = 20; +>>>>>>> 067d66f7be68ffe936c82a1071b28b66ead05353 } private void Awake() @@ -24,34 +30,74 @@ private void Awake() Init(); } - /// - /// 1) _player�� �Ҵ��� �ȵƴٸ�, - /// 2) GameObject.FindWithTag �̿��ؼ� _player �Ҵ� - /// - private void Start() + public override void Attack() { - +<<<<<<< HEAD + 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); +======= + if (_player == null) + { + _player = GameObject.FindWithTag("Player").AddComponent(); +>>>>>>> 067d66f7be68ffe936c82a1071b28b66ead05353 + } } - /// - /// Attack: - /// 1) _gameRound�� ���������� ������ 3�� ���� - /// 2) _gameRound�� 10�� �Ǹ� ������ Player�� ���̵��� ������ ���� - /// - public override void Attack() + public override void GetHit(float damage) { +<<<<<<< HEAD + base.GetHit(damage); + if (_myHp > 0) + { + _randomHeal = Random.Range(0, 10); + if (_randomHeal < 5) // 50% Ȯ���� Heal + { + StartCoroutine(HealCoroutine()); + } + } +======= + _myDamage = _gameRound < 10 ? 10 + _gameRound * 3 : 10000; + _player.GetHit(_myDamage); +>>>>>>> 067d66f7be68ffe936c82a1071b28b66ead05353 } /// - /// 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��� ó���ż� �ǰ� �ϰ� Heal �ϴ� UI �ݿ��� ����� �̷������ ����. /// - public override void GetHit(float damage) + /// + IEnumerator HealCoroutine() { +<<<<<<< HEAD + yield return new WaitForSeconds(2.0f); + _myHp += 10; + Debug.Log($"{_myName} Heal!"); + _healUI.SetActive(true); + yield return new WaitForSeconds(1.5f); + _healUI.SetActive(false); +======= + _myHp -= damage; + _randomHeal = Random.Range(0, 10); + if(_randomHeal < 3.0f) + { + _myHp += 10; + Debug.Log($"{_myName} Heal!"); + } + if (_myHp < 0) DeadMotion(); + else + { + GetHitMotion(); + Debug.Log($"{_myName} HP: {_myHp}"); + } +>>>>>>> 067d66f7be68ffe936c82a1071b28b66ead05353 } -} - +} \ No newline at end of file diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index 0707dc6..c97c02d 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -4,53 +4,146 @@ public class GameManager : MonoBehaviour, Subject { - // 1. Singleton Pattern: Instance() method private static GameManager _instance; + public static GameManager Instance() + { + return _instance; + } + + private void Awake() + { + if (_instance == null) + { + _instance = this; + DontDestroyOnLoad(this.gameObject); + } + else + { + if (this != _instance) + { + Destroy(this.gameObject); + } + } + } - // �ʱ�ȭ ���� �ٲ��� �� �� private int _gameRound = 0; private string _whoseTurn = "Enemy"; private bool _isEnd = false; +<<<<<<< HEAD + // 1. SceneUI�� GameManager ���� �� �� �ֵ��� ij���� ��ųʸ� ���� + private Dictionary _characterList = new Dictionary(); + + private delegate void TurnHandler(int round, string turn); + private TurnHandler _turnHandler; + private delegate void FinishHandler(bool isFinish); + private FinishHandler _finishHandler; + // 2. UIHandler ���� (�̹����� round, turn, isFinish ��� �޴´�) + private delegate void UIHandler(int round, string turn, bool isFinish); + private UIHandler _uiHandler; +======= + //List _observers = new List(); + // delegate: TurnHandler, FinishHandler ���� + delegate void TurnHandler(); + delegate void FinishHandler(); + + TurnHandler _turnHandler; + FinishHandler _finishHandler; +>>>>>>> 067d66f7be68ffe936c82a1071b28b66ead05353 - /// - /// 2. RoundNotify: - /// 1) ���� ���� Enemy�̸� ���� gameRound�� - /// + Debug.Log($"GameManager: Round {gameRound}."); - /// 2) TurnNotify() ȣ�� - /// public void RoundNotify() { - +<<<<<<< HEAD + if (!_isEnd) + { + if (_whoseTurn == "Enemy") + { + _gameRound++; + Debug.Log($"GameManager: Round {_gameRound}."); + } + TurnNotify(); + } +======= + if(_whoseTurn == "Enemy") + { + _gameRound++; + } + Debug.Log($"GameManager: Round {_gameRound}"); + TurnNotify(); +>>>>>>> 067d66f7be68ffe936c82a1071b28b66ead05353 } - /// - /// 3. TurnNotify: - /// 1) whoseTurn update - /// + Debug.Log($"GameManager: {_whoseTurn} turn."); - /// 2) _turnHandler ȣ�� - /// public void TurnNotify() { - +<<<<<<< HEAD + _whoseTurn = _whoseTurn == "Enemy" ? "Player" : "Enemy"; + Debug.Log($"GameManager: {_whoseTurn} turn."); + _turnHandler(_gameRound, _whoseTurn); + // 2. _uiHandler ȣ�� + _uiHandler(_gameRound, _whoseTurn, _isEnd); +======= + if(_whoseTurn=="Enemy") + { + _whoseTurn = "Player"; + } + else + { + _whoseTurn = "Enemy"; + } + Debug.Log($"GameManager : {_whoseTurn} turn."); +>>>>>>> 067d66f7be68ffe936c82a1071b28b66ead05353 } - /// - /// 4. EndNotify: - /// 1) isEnd update - /// + Debug.Log("GameManager: The End"); - /// + Debug.Log($"GameManager: {_whoseTurn} is Win!"); - /// 2) _finishHandler ȣ�� - /// public void EndNotify() { - + _isEnd = true; +<<<<<<< HEAD + _finishHandler(_isEnd); + // 2. _uiHandler ȣ�� + _uiHandler(_gameRound, _whoseTurn, _isEnd); + Debug.Log("GameManager: The End"); + Debug.Log($"GameManager: {_whoseTurn} is Win!"); +======= + Debug.Log("GameManager: The End"); + Debug.Log($"GameManager: {_whoseTurn} is Win!"); + _finishHandler(); +>>>>>>> 067d66f7be68ffe936c82a1071b28b66ead05353 } - // 5. AddCharacter: _turnHandler, _finishHandler ������ �޼ҵ� �߰� public void AddCharacter(Character character) { + _turnHandler += new TurnHandler(character.TurnUpdate); + _finishHandler += new FinishHandler(character.FinishUpdate); + // 1. _characterList�� �߰� + _characterList.Add(character._myName, character); + } + +<<<<<<< HEAD + // 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 ��ȸ�ϸ� + /// 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; +======= +>>>>>>> 067d66f7be68ffe936c82a1071b28b66ead05353 } -} +} \ No newline at end of file diff --git a/Assets/Scripts/Player.cs b/Assets/Scripts/Player.cs index 1b38df1..745a00b 100644 --- a/Assets/Scripts/Player.cs +++ b/Assets/Scripts/Player.cs @@ -17,6 +17,12 @@ public class Player : Character protected override void Init() { base.Init(); +// Observer obj = new Observer(); + _myName = "Player"; + _myHp = 100; + _myDamage = 20; + + } private void Awake() @@ -30,7 +36,10 @@ private void Awake() /// private void Start() { - + if(_enemy == null) + { + _enemy = GameObject.FindWithTag("Enemy").AddComponent(); + } } /// @@ -45,11 +54,27 @@ private void Start() /// public override void Attack() { - + _randomAttack = Random.Range(0, 10); + if(_randomAttack < 3.0f) + { + _enemy.GetHit(_myDamage + 10); + SpecialAttackMotion(); + } + else + { + _enemy.GetHit(_myDamage); + AttackMotion(); + } } public override void GetHit(float damage) { - + _myHp -= damage; + if (_myHp < 0) DeadMotion(); + else + { + GetHitMotion(); + Debug.Log($"{_myName} HP: {_myHp}"); + } } } diff --git a/Assets/Scripts/UI.meta b/Assets/Scripts/UI.meta new file mode 100644 index 0000000..9905b8d --- /dev/null +++ b/Assets/Scripts/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 86ed46c7401bdcf46b5d10e4e1254f57 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/UIBase.cs b/Assets/Scripts/UI/UIBase.cs new file mode 100644 index 0000000..3b1f1ed --- /dev/null +++ b/Assets/Scripts/UI/UIBase.cs @@ -0,0 +1,88 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; +// all UI canvases should derive from this. + +namespace XReal.XTown.UI +{ + public abstract class UIBase : MonoBehaviour + { + // storage for UIelements, type refers to enum + protected Dictionary _objects = new Dictionary(); + public abstract void Init(); + + // T must contain an enum definition for UI element names. + protected void Bind(Type type) where T : UnityEngine.Object + { + string[] names = Enum.GetNames(type); + UnityEngine.Object[] objects = new UnityEngine.Object[names.Length]; + _objects.Add(typeof(T), objects); + + for (int i = 0; i < names.Length; ++i) + { + if (typeof(T) == typeof(GameObject)) + { // if T is a gameObject + objects[i] = UIUtils.FindUIChild(gameObject, names[i], true); + } + else + { // if T is a component (Button, Image etc) + objects[i] = UIUtils.FindUIChild(gameObject, names[i], true); + } + } + } + + // idx is usually an ENUM casted to int. don't worry about memorizing numbers.. + // T is UIStuff,, like Button,Image,, etc. + // similar to GetComponent, except we give extra search ENUM idx. + protected T GetUIComponent(int idx) where T : UnityEngine.Object + { + UnityEngine.Object[] objects = null; + if (!_objects.TryGetValue(typeof(T), out objects)) + { + Debug.LogError($"UIBase/ Cannot find component of type {typeof(T)}"); + return null; + } + + return objects[idx] as T; + } + + protected GameObject GetObject(int idx) { return GetUIComponent(idx); } // ������Ʈ�μ� �������� + protected Text GetText(int idx) { return GetUIComponent(idx); } // Text�μ� �������� + protected Button GetButton(int idx) { return GetUIComponent