Browse Source

Transportmenü Part 1

bolt_update
laurids 3 years ago
parent
commit
3c6d68ea50
47 changed files with 13172 additions and 86 deletions
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Assets/GWConquest/Prefabs/UI/TransportUIElement.prefab.meta View File

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+ 1
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Assets/GWConquest/Prefabs/Unit.prefab View File

@ -58,7 +58,7 @@ MonoBehaviour:
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+ 10518
- 23
Assets/GWConquest/Scenes/GalaxyMap.unity
File diff suppressed because it is too large
View File


+ 56
- 0
Assets/GWConquest/Scripts/District.cs View File

@ -16,6 +16,20 @@ namespace GWConquest
public Zone Zone { get; private set; }
private Planet planet;
public Inventory Inventory;
public int StorageCapacity {
get => state.StorageCapacity;
set => state.StorageCapacity = value;
}
public override void Attached()
{
StorageCapacity = GameManager.Instance.DefaultStorageCapacity;
Inventory = new Inventory(state, "Inventory");
Inventory.StorageCapacity = StorageCapacity;
}
public void Initialize(Planet _planet)
{
planet = _planet;
@ -38,6 +52,48 @@ namespace GWConquest
return planet.PlanetData?.Description;
}
public string ProducingItem {
get {
string producingItem = null;
if (DistrictType == DistrictType.Food)
{
producingItem = "Food";
}
else if (DistrictType == DistrictType.Factory && GetComponent<DistrictFactory>() != null)
{
FactoryType ftype = GetComponent<DistrictFactory>().FactoryType;
if (ftype == FactoryType.Supplies)
{
producingItem = "Supplies";
}
else if (ftype == FactoryType.Fuel)
{
producingItem = "Fuel";
}
}
return producingItem;
}
}
public override void SimulateOwner()
{
string producingItem = ProducingItem;
if(producingItem != null) {
if(state.ItemProductionCooldown <= 0f)
{
Inventory.AddItem(producingItem, 1);
float cooldown = GameManager.Instance.DefaultProductionCooldown;
state.ItemProductionCooldown = cooldown;
}
else {
state.ItemProductionCooldown -= BoltNetwork.FrameDeltaTime;
}
}
}
#if UNITY_EDITOR
public void SetDefaultSprite()


+ 5
- 0
Assets/GWConquest/Scripts/Formation.cs View File

@ -71,6 +71,11 @@ namespace GWConquest
get => Array.ConvertAll(UnitEntities.ToArray(), e => e.GetComponent<Unit>());
}
public IEnumerable<ItemStack> AllItems
{
get => Units.SelectMany(u => u.Inventory);
}
public ZoneList PathQueue;
public GameObject fleetIcon;


+ 4
- 0
Assets/GWConquest/Scripts/GameManager.cs View File

@ -19,6 +19,10 @@ namespace GWConquest
public float MoveToReserveCooldown;
public float UnitDeathCooldown;
public int DefaultStorageCapacity;
public float DefaultProductionCooldown;
public bool SpawnAIPlayer;
private static GameManager _instance;


+ 91
- 1
Assets/GWConquest/Scripts/Inventory.cs View File

@ -1,11 +1,12 @@
using UdpKit;
using Bolt;
using System.Linq;
using UnityEngine;
namespace GWConquest
{
[System.Serializable]
public class ItemStack
public class ItemStack : IIconObject
{
public const int MaxStackSize = 50;
@ -15,6 +16,30 @@ namespace GWConquest
public bool Stackable;
public int Amount;
public Sprite Icon {
get {
if(IsUnit)
{
return Unit.Icon;
}
else {
return ItemRegistry.Instance.GetEntry(ItemName).Icon;
}
}
}
public Color IconColor {
get {
if(IsUnit)
{
return Color.white;
}
else {
return ItemRegistry.Instance.GetEntry(ItemName).Color;
}
}
}
public override string ToString()
{
if(IsUnit)
@ -83,5 +108,70 @@ namespace GWConquest
public int StorageCapacity = int.MaxValue;
public int GetItemAmount(string item)
{
int amount = 0;
foreach(var stack in this)
{
if(!stack.IsUnit && stack.ItemName == item)
{
amount += stack.Amount;
}
}
return amount;
}
public int GetItemStackAmount(string item)
{
return this.Count(stack => !stack.IsUnit && stack.ItemName == item);
}
public bool DoesItemFit(string item, int amount)
{
int currentAmount = GetItemAmount(item);
int currentStacks = GetItemStackAmount(item);
int restAmount = amount - (ItemStack.MaxStackSize * currentStacks - currentAmount);
if(restAmount <= 0)
{
return true;
}
int neededStacks = Mathf.CeilToInt((float) restAmount / ItemStack.MaxStackSize);
return Count + neededStacks <= StorageCapacity;
}
public bool AddItem(string item, int amount)
{
if(DoesItemFit(item, amount)) {
foreach(var stack in this)
{
if(!stack.IsUnit && stack.ItemName == item)
{
int remainingRoom = ItemStack.MaxStackSize - stack.Amount;
if(remainingRoom >= amount)
{
stack.Amount += amount;
return true;
}
else {
amount -= remainingRoom;
stack.Amount = ItemStack.MaxStackSize;
}
}
}
while(amount > 0)
{
int amountToAdd = Mathf.Min(amount, ItemStack.MaxStackSize);
Add(ItemStack.FromItem(item, amountToAdd));
amount -= amountToAdd;
}
return true;
}
else {
return false;
}
}
}
}

+ 10
- 15
Assets/GWConquest/Scripts/Planet.cs View File

@ -191,6 +191,7 @@ namespace GWConquest
UnityEditor.Undo.RecordObject(this, "Setting up zones");
var facotryPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/GWConquest/Prefabs/Factory.prefab");
var districtPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/GWConquest/Prefabs/District.prefab");
var data = PlanetData;
@ -236,21 +237,15 @@ namespace GWConquest
else
{
isNewZone = true;
if (dataHasFactory)
{
var go = UnityEditor.PrefabUtility.InstantiatePrefab(facotryPrefab) as GameObject;
zone = go.GetComponent<Zone>();
go.name = districtData.Name;
go.transform.SetParent(transform);
go.transform.localPosition = Vector3.zero;
go.transform.localRotation = Quaternion.identity;
go.transform.localScale = Vector3.one;
}
else
{
zone = CreateZone(districtData.Name);
zone.gameObject.AddComponent<District>();
}
var prefab = dataHasFactory ? facotryPrefab : districtPrefab;
var go = UnityEditor.PrefabUtility.InstantiatePrefab(prefab) as GameObject;
zone = go.GetComponent<Zone>();
go.name = districtData.Name;
go.transform.SetParent(transform);
go.transform.localPosition = Vector3.zero;
go.transform.localRotation = Quaternion.identity;
go.transform.localScale = Vector3.one;
}
if(isNewZone)


+ 112
- 0
Assets/GWConquest/Scripts/UI/ChildrenSizeFit.cs View File

@ -0,0 +1,112 @@
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
namespace GWConquest
{
[ExecuteAlways]
[RequireComponent(typeof(RectTransform))]
public class ChildrenSizeFit : UIBehaviour, ILayoutSelfController
{
public float Padding;
private DrivenRectTransformTracker Tracker;
[System.NonSerialized] private RectTransform _rt;
private RectTransform rt
{
get
{
if (_rt == null)
_rt = GetComponent<RectTransform>();
return _rt;
}
}
public void SetDirty()
{
if (!IsActive())
return;
LayoutRebuilder.MarkLayoutForRebuild(rt);
}
protected override void OnEnable()
{
base.OnEnable();
SetDirty();
}
protected override void OnDisable()
{
Tracker.Clear();
LayoutRebuilder.MarkLayoutForRebuild(rt);
base.OnDisable();
}
protected override void OnRectTransformDimensionsChange()
{
SetDirty();
}
#if UNITY_EDITOR
protected override void OnValidate()
{
SetDirty();
}
#endif
public void SetLayoutHorizontal()
{
}
public void SetLayoutVertical()
{
Tracker.Clear();
float minY = 0f;
float maxY = 0f;
for(int i = 0; i < rt.childCount; i++)
{
RectTransform child = rt.GetChild(i) as RectTransform;
//Rect rect = child.rect;
//float childHeight = LayoutUtility.GetPreferredHeight(child);
float childHeight = child.sizeDelta.y;
if(childHeight <= 0)
{
continue;
}
if(maxY - minY == 0f)
{
minY = child.localPosition.y - childHeight;
maxY = child.localPosition.y;
}
else {
minY = Mathf.Min(child.localPosition.y - childHeight, minY);
maxY = Mathf.Max(child.localPosition.y, maxY);
}
Debug.LogFormat("Child: {0}, Height: {1}, Miny: {2}, Maxy: {3}", child, childHeight, minY, maxY);
}
float height = Mathf.Max(maxY - minY, 0f) + Padding;
Tracker.Add(this, rt, DrivenTransformProperties.SizeDeltaY);
Debug.LogFormat("Setting height to {0}", height);
rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, height);
}
}
}

+ 11
- 0
Assets/GWConquest/Scripts/UI/ChildrenSizeFit.cs.meta View File

@ -0,0 +1,11 @@
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+ 17
- 10
Assets/GWConquest/Scripts/UI/GarrisonUI.cs View File

@ -20,12 +20,12 @@ namespace GWConquest
private Zone zone;
private Dictionary<Formation, RectTransform> ArmyGroupMap = new Dictionary<Formation, RectTransform>();
private Dictionary<Unit, UnitMapEntry> UnitIconMap = new Dictionary<Unit, UnitMapEntry>();
private Dictionary<IIconObject, UnitMapEntry> UnitIconMap = new Dictionary<IIconObject, UnitMapEntry>();
private float unitWidth;
private Formation selectedFormation;
private Unit selectedUnit;
private IIconObject selectedUnit;
public class UnitMapEntry
{
@ -74,22 +74,24 @@ namespace GWConquest
float armyGroupWidth = Content.rect.width - ArmyGroupOffsetX;
var units = f.Units;
var icons = new List<IIconObject>();
icons.AddRange(f.Units);
icons.AddRange(f.AllItems);
int unitsPerRow = Mathf.FloorToInt(armyGroupWidth / (unitWidth + IconOffset));
int rowCount = Mathf.CeilToInt((float)units.Length / unitsPerRow);
int rowCount = Mathf.CeilToInt((float)icons.Count / unitsPerRow);
Debug.LogFormat("Unit count: {0}, Units per row: {1}, Row count: {2} Army Group Rect: {3}", units.Length, unitsPerRow, rowCount, armyGroupWidth);
Debug.LogFormat("Unit count: {0}, Units per row: {1}, Row count: {2} Army Group Rect: {3}", icons.Count, unitsPerRow, rowCount, armyGroupWidth);
for (int i = 0; i < rowCount; i++)
{
int maxInd = Mathf.Min(units.Length - i * unitsPerRow, unitsPerRow);
int maxInd = Mathf.Min(icons.Count - i * unitsPerRow, unitsPerRow);
float iconX = IconOffset;
for (int j = 0; j < maxInd; j++)
{
Unit u = units[j + i * unitsPerRow];
IIconObject u = icons[j + i * unitsPerRow];
GameObject unitGO = Instantiate(UnitIconPrefab);
RectTransform unitRT = unitGO.GetComponent<RectTransform>();
@ -98,7 +100,7 @@ namespace GWConquest
unitRT.localRotation = Quaternion.identity;
unitRT.localScale = Vector3.one;
unitGO.GetComponentInChildren<Image>().sprite = u.Class.Sprite;
unitGO.GetComponentInChildren<Image>().sprite = u.Icon;
unitGO.GetComponent<Button>().onClick.AddListener(() =>
{
@ -137,7 +139,7 @@ namespace GWConquest
Populate();
}
public void SelectFormation(Formation f, Unit u)
public void SelectFormation(Formation f, IIconObject u)
{
if(selectedFormation != null)
{
@ -172,7 +174,7 @@ namespace GWConquest
{
foreach (Unit unit in selectedFormation.Units)
{
if (unit != selectedUnit && UnitIconMap.ContainsKey(unit))
if (unit != (object)selectedUnit && UnitIconMap.ContainsKey(unit))
{
UnitIconMap[unit].unitRT.GetComponentInChildren<Image>().color = GreyedOutColor;
}
@ -215,5 +217,10 @@ namespace GWConquest
}
}
public void OpenTransportUI()
{
GetComponentInParent<PlanetViewUI>().ShowTransportUI();
}
}
}

+ 4
- 0
Assets/GWConquest/Scripts/UI/IngameUI.cs View File

@ -77,6 +77,10 @@ namespace GWConquest
{
PlanetView.HideBattleUI();
}
else if(PlanetView.TransportUI.isActiveAndEnabled)
{
PlanetView.HideTransportUI();
}
else {
DisablePlanetView();
}


+ 2
- 9
Assets/GWConquest/Scripts/UI/PlanetIndicatorUI.cs View File

@ -35,19 +35,12 @@ namespace GWConquest
float playerStrength = formations.Sum(f => f.Player == Player.CurrentPlayer ? f.GetFormationStrength() : 0f);
float enemyStrength = formations.Sum(f => f.Player != Player.CurrentPlayer ? f.GetFormationStrength() : 0f);
if(playerStrength > 0f)
if(playerStrength > 0f || enemyStrength > 0f)
{
PlayerIndicator.SetActive(true);
PlayerIndicatorBar.fillAmount = Mathf.Clamp01(playerStrength / MaxFormationStrength) * MaxFillAmount;
PlayerIndicatorBar.color = PlayerIndicatorBar.color.UpdateColorRGB(Player.CurrentPlayer.Color);
}
else
{
PlayerIndicator.SetActive(false);
}
if (enemyStrength > 0f)
{
EnemyIndicator.SetActive(true);
EnemyIndicatorBar.fillAmount = Mathf.Clamp01(enemyStrength / MaxFormationStrength) * MaxFillAmount;
Player enemyPlayer = formations.FirstOrDefault(f => f.Player != Player.CurrentPlayer)?.Player;
@ -55,10 +48,10 @@ namespace GWConquest
{
EnemyIndicatorBar.color = EnemyIndicatorBar.color.UpdateColorRGB(enemyPlayer.Color);
}
}
else
{
PlayerIndicator.SetActive(false);
EnemyIndicator.SetActive(false);
}
}


+ 41
- 0
Assets/GWConquest/Scripts/UI/PlanetViewUI.cs View File

@ -32,6 +32,8 @@ namespace GWConquest
public BattleUI BattleUI;
public TransportUI TransportUI;
//public FleetPanelUI GroundPlayerFleetPanel;
//public FleetPanelUI GroundEnemyFleetPanel;
@ -266,6 +268,41 @@ namespace GWConquest
GroundIndicatorPanel.SetActive(true);
}
public void ShowTransportUI()
{
GroundPanel.Clear();
GroundPanel.gameObject.SetActive(false);
ZonePanel.gameObject.SetActive(false);
FleetIcons.gameObject.SetActive(false);
SpaceIndicatorPanel.SetActive(false);
GroundIndicatorPanel.SetActive(false);
DistrictIcons.gameObject.SetActive(false);
DistrictLines.gameObject.SetActive(false);
PlanetName.gameObject.SetActive(false);
TransportUI.gameObject.SetActive(true);
TransportUI.Show(selectedPlanet);
SoundEffects.Instance.PlayEffect("Open");
}
public void HideTransportUI()
{
TransportUI.gameObject.SetActive(false);
DistrictIcons.gameObject.SetActive(true);
DistrictLines.gameObject.SetActive(true);
PlanetName.gameObject.SetActive(true);
FleetIcons.gameObject.SetActive(true);
SpaceIndicatorPanel.SetActive(true);
GroundIndicatorPanel.SetActive(true);
}
public void ShowZonePanel()
{
//GroundIndicatorPanel.SetActive(false);
@ -312,6 +349,10 @@ namespace GWConquest
{
HideBattleUI();
}
if(TransportUI.gameObject.activeSelf)
{
HideTransportUI();
}
}
}

+ 59
- 0
Assets/GWConquest/Scripts/UI/TransportUI.cs View File

@ -0,0 +1,59 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace GWConquest
{
public class TransportUI : MonoBehaviour
{
[System.Serializable]
public class TransportUIPanel {
public RectTransform ContentTransform;
public Text PlanetNameText;
}
public TransportUIPanel GroundPanel;
public TransportUIPanel SpacePanel;
public GameObject ElementPrefab;
private Planet CurrentPlanet;
public void Show(Planet planet)
{
CurrentPlanet = planet;
RebuildGroundPanel();
}
public void RebuildGroundPanel()
{
Util.DestroyAllChildren(GroundPanel.ContentTransform);
foreach(Zone z in CurrentPlanet.groundZones)
{
District d = z.GetComponent<District>();
if(d != null)
{
var elementGO = Instantiate(ElementPrefab);
elementGO.GetComponent<RectTransform>().SetParent(GroundPanel.ContentTransform);
var elementComp = elementGO.GetComponent<TransportUIElement>();
elementComp.IsDistrict = true;
elementComp.District = d;
elementComp.Rebuild();
}
}
LayoutRebuilder.MarkLayoutForRebuild(GroundPanel.ContentTransform);
//LayoutRebuilder.ForceRebuildLayoutImmediate(GroundPanel.ContentTransform);
}
}
}

+ 11
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+ 86
- 0
Assets/GWConquest/Scripts/UI/TransportUIElement.cs View File

@ -0,0 +1,86 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace GWConquest
{
public class TransportUIElement : MonoBehaviour
{
public Image SpriteImage;
public Text NameText;
public RectTransform ChildrenTransform;
public RectTransform ItemIconsTransform;
public GameObject ItemIconPrefab;
private List<TransportUIElement> ChildrenList = new List<TransportUIElement>();
[System.NonSerialized]
public bool IsDistrict;
[System.NonSerialized]
public District District;
[System.NonSerialized]
public Formation Formation;
private IEnumerable<ItemStack> GetAllItems()
{
if(IsDistrict)
{
return District.Inventory;
}
else {
return Formation.AllItems;
}
}
public void Rebuild()
{
foreach(var child in ChildrenList)
{
Destroy(child.gameObject);
}
ChildrenList.Clear();
Util.DestroyAllChildren(ItemIconsTransform);
var AllItems = GetAllItems();
foreach(ItemStack stack in AllItems)
{
var itemIconGO = Instantiate(ItemIconPrefab);
itemIconGO.GetComponentInChildren<Image>().sprite = stack.Icon;
itemIconGO.GetComponentInChildren<Image>().color = stack.IconColor;
itemIconGO.GetComponentInChildren<Text>().text = stack.Amount.ToString();
itemIconGO.GetComponent<RectTransform>().SetParent(ItemIconsTransform);
}
LayoutRebuilder.MarkLayoutForRebuild(ItemIconsTransform);
if(IsDistrict)
{
SpriteImage.sprite = District.GetCurrentSprite();
NameText.text = District.GetDistrictName();
}
else {
}
LayoutRebuilder.MarkLayoutForRebuild(GetComponent<RectTransform>());
}
}
}

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Assets/GWConquest/Scripts/Unit.cs View File

@ -3,7 +3,11 @@ using UnityEngine;
namespace GWConquest
{
public class Unit : Bolt.EntityEventListener<IUnitState>
public interface IIconObject {
Sprite Icon {get;}
}
public class Unit : Bolt.EntityEventListener<IUnitState>, IIconObject
{
public UnitClass Class
{
@ -20,6 +24,10 @@ namespace GWConquest
}
}
public Sprite Icon {
get => Class.Sprite;
}
public Formation Formation
{
get => state.Formation.GetComponent<Formation>();
@ -97,8 +105,13 @@ namespace GWConquest
get => Formation.currentZone.CurrentBattle;
}
public Inventory Inventory;
public override void Attached()
{
Inventory = new Inventory(state, "Inventory");
Inventory.StorageCapacity = 1; //TODO storage capacity
state.AddCallback("Formation", () =>
{
if(Formation != null)


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