Browse Source

Galaxy Planet UI, Fleet Icons, etc

bolt_update
Laurids Jeppe 3 years ago
parent
commit
ec43a28e40
60 changed files with 6566 additions and 2594 deletions
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      Assets/GWConquest/Materials/Farbverlauf.mat
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      Assets/GWConquest/Prefabs/UI/FleetIcon.prefab
  4. +7
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      Assets/GWConquest/Prefabs/UI/FleetIcon.prefab.meta
  5. +1896
    -2490
      Assets/GWConquest/Scenes/GalaxyMap.unity
  6. +35
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      Assets/GWConquest/Scripts/Formation.cs
  7. +80
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      Assets/GWConquest/Scripts/FormationCategories.cs
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      Assets/GWConquest/Scripts/FormationCategories.cs.meta
  9. +1
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      Assets/GWConquest/Scripts/Player.cs
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      Assets/GWConquest/Scripts/UI/BattleArmyPanel.cs
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      Assets/GWConquest/Scripts/UI/BattleFormationUI.cs
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      Assets/GWConquest/Scripts/UI/BattleUI.cs
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      Assets/GWConquest/Scripts/UI/FormationIcon.cs
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      Assets/GWConquest/Scripts/UI/FormationIcon.cs.meta
  15. +44
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      Assets/GWConquest/Scripts/UI/GalaxyMapUI.cs
  16. +2
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      Assets/GWConquest/Scripts/UI/IngameUI.cs
  17. +28
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      Assets/GWConquest/Scripts/UI/PlanetViewUI.cs
  18. +12
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      Assets/GWConquest/Scripts/Util.cs
  19. +2
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      Assets/GWConquest/Scripts/Zone.cs
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+ 115
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Assets/GWConquest/Prefabs/UI/FleetIcon.prefab
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Assets/GWConquest/Prefabs/UI/FleetIcon.prefab.meta View File

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Assets/GWConquest/Scenes/GalaxyMap.unity
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- 19
Assets/GWConquest/Scripts/Formation.cs View File

@ -478,33 +478,47 @@ namespace GWConquest
return true; return true;
} }
public FormationCategory Category
{
get {
var units = Units;
float totalUnits = units.Count();
if(ZoneType == ZoneType.Space)
{
return FormationCategory.FleetBattle;
}
else {
if(units.Count(u => u.Class.UnitType == UnitType.Vehicle) / totalUnits >= 0.3)
{
return FormationCategory.ArmyArmoured;
}
else if(units.Count(u => u.Class.UnitType == UnitType.Cannon) / totalUnits >= 0.3)
{
return FormationCategory.ArmyArtillery;
}
else if(units.Count(u => u.Class.UnitType == UnitType.Infantry) / totalUnits >= 0.5)
{
return FormationCategory.ArmyInfantry;
}
else
{
return FormationCategory.ArmyCombined;
}
}
}
}
public void ConstructName() public void ConstructName()
{ {
string name = Util.GetOrdinalString(formationNumber) + " "; string name = Util.GetOrdinalString(formationNumber) + " ";
name += FormationCategories.Instance.GetCategoryEntry(Category).Name + " ";
var units = Units; var units = Units;
float totalUnits = units.Count(); float totalUnits = units.Count();
if(units.Count(u => u.Class.ZoneType == ZoneType.Ground) / totalUnits >= 0.5)
if(ZoneType == ZoneType.Ground)
{ {
if(units.Count(u => u.Class.UnitType == UnitType.Vehicle) / totalUnits >= 0.3)
{
name += "Armoured";
}
else if(units.Count(u => u.Class.UnitType == UnitType.Cannon) / totalUnits >= 0.3)
{
name += "Artillery";
}
else if(units.Count(u => u.Class.UnitType == UnitType.Infantry) / totalUnits >= 0.5)
{
name += "Infantry";
}
else
{
name += "Combined";
}
name += " ";
if(totalUnits < 5) if(totalUnits < 5)
{ {
name += "Company"; name += "Company";
@ -558,5 +572,7 @@ namespace GWConquest
public enum FormationState { public enum FormationState {
Idle, PreparingMovement, FinishingMovement, Moving Idle, PreparingMovement, FinishingMovement, Moving
} }
} }

+ 80
- 0
Assets/GWConquest/Scripts/FormationCategories.cs View File

@ -0,0 +1,80 @@
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace GWConquest {
public class FormationCategories : MonoBehaviour {
private static FormationCategories _instance;
public static FormationCategories Instance {
get {
if(_instance == null)
{
_instance = FindObjectOfType<FormationCategories>();
}
return _instance;
}
}
[System.Serializable]
public class CategoryEntry
{
public FormationCategory Category;
public string Name;
public Sprite Icon;
}
[System.Serializable]
public class SizeEntry
{
public int Size;
public ZoneType ZoneType;
public string Name;
public int MinSize;
}
public CategoryEntry[] Entries;
public SizeEntry[] GroundSizeEntries;
public SizeEntry[] SpaceSizeEntries;
private Dictionary<FormationCategory, CategoryEntry> CategoryMap = new Dictionary<FormationCategory, CategoryEntry>();
void Awake() {
foreach(var entry in Entries)
{
CategoryMap.Add(entry.Category, entry);
}
}
public CategoryEntry GetCategoryEntry(FormationCategory category)
{
if(CategoryMap.ContainsKey(category))
{
return CategoryMap[category];
}
else return null;
}
public SizeEntry GetSizeForUnitCount(Formation f)
{
var entries = f.ZoneType == ZoneType.Space ? SpaceSizeEntries : GroundSizeEntries;
var unitCount = f.Units.Count();
for(int i = entries.Length - 1; i >= 0; i--)
{
if(unitCount >= entries[i].MinSize)
{
return entries[i];
}
}
return entries[0];
}
}
public enum FormationCategory {
ArmyArmoured, ArmyArtillery, ArmyInfantry, ArmyRecon, ArmyMotorized, ArmyMechanized, ArmySupport, ArmyCombined,
FleetLine, FleetRecon, FleetSupport, FleetBattle
}
}

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Assets/GWConquest/Scripts/FormationCategories.cs.meta View File

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+ 1
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Assets/GWConquest/Scripts/Player.cs View File

@ -99,6 +99,7 @@ namespace GWConquest
{ {
public Color FactionColor; public Color FactionColor;
public string FactionName; public string FactionName;
public string ShortName;
public Sprite FactionLogo; public Sprite FactionLogo;
public Planet[] StartingPlanets; public Planet[] StartingPlanets;


+ 1
- 0
Assets/GWConquest/Scripts/UI/BattleArmyPanel.cs View File

@ -71,6 +71,7 @@ namespace GWConquest {
foreach(var f in formations){ foreach(var f in formations){
var go = Instantiate(FormationUIPrefab); var go = Instantiate(FormationUIPrefab);
go.transform.SetParent(FormationsTransform); go.transform.SetParent(FormationsTransform);
go.transform.localScale = Vector3.one;
var fui = go.GetComponent<BattleFormationUI>(); var fui = go.GetComponent<BattleFormationUI>();
FormationUIList.Add(fui); FormationUIList.Add(fui);
fui.Init(f); fui.Init(f);


+ 1
- 0
Assets/GWConquest/Scripts/UI/BattleFormationUI.cs View File

@ -75,6 +75,7 @@ namespace GWConquest {
foreach(var u in units){ foreach(var u in units){
var go = Instantiate(IconPrefab); var go = Instantiate(IconPrefab);
go.transform.SetParent(IconTransform); go.transform.SetParent(IconTransform);
go.transform.localScale = Vector3.one;
var fui = go.GetComponent<BattleUnitIcon>(); var fui = go.GetComponent<BattleUnitIcon>();
IconList.Add(fui); IconList.Add(fui);
fui.Init(u); fui.Init(u);


+ 1
- 0
Assets/GWConquest/Scripts/UI/BattleUI.cs View File

@ -75,6 +75,7 @@ namespace GWConquest {
var uiRT = go.GetComponent<RectTransform>(); var uiRT = go.GetComponent<RectTransform>();
uiRT.SetParent(FlankPanel); uiRT.SetParent(FlankPanel);
uiRT.localScale = Vector3.one;
var ui = go.GetComponent<BattleFlankUI>(); var ui = go.GetComponent<BattleFlankUI>();
ui.Init(Battle.GetFlank(i)); ui.Init(Battle.GetFlank(i));


+ 77
- 0
Assets/GWConquest/Scripts/UI/FormationIcon.cs View File

@ -0,0 +1,77 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace GWConquest {
public class FormationIcon : DragDropElement, IUpdatable<Formation>
{
public Image FormationImage;
public Text FormationNumberText;
public Text FormationNumberEnding;
public GameObject[] StrengthGameObjects;
[System.NonSerialized]
public Formation CurrentFormation;
public Formation GetObject()
{
return CurrentFormation;
}
public void UpdateDisplay(Formation f)
{
CurrentFormation = f;
if(CurrentFormation != null)
{
var category = FormationCategories.Instance.GetCategoryEntry(f.Category);
var size = FormationCategories.Instance.GetSizeForUnitCount(f);
FormationImage.sprite = category.Icon;
FormationNumberText.text = f.formationNumber.ToString();
FormationNumberEnding.text = Util.GetOrdinalEnding(f.formationNumber);
for(int i = 0; i < StrengthGameObjects.Length; i++)
{
if(i == size.Size)
{
StrengthGameObjects[i].SetActive(true);
}
else {
StrengthGameObjects[i].SetActive(false);
}
}
var color = f.Player.Faction.FactionColor;
foreach(Graphic g in GetComponentsInChildren<Graphic>())
{
g.color = Util.UpdateColorRGB(g.color, color);
}
}
}
public override bool OnDragFinished()
{
PhysicsRaycaster pr = FindObjectOfType<PhysicsRaycaster>();
List<RaycastResult> list = pr.RaycastFromMousePosition();
foreach (RaycastResult result in list)
{
Planet planet = result.gameObject.GetComponentInParent<Planet>();
if (planet != null)
{
CurrentFormation.TryMoveToPlanet(planet);
BoltLog.Info("Moving formation {0} to planet {1}", CurrentFormation.name, planet.name);
break;
}
}
return true;
}
}
}

+ 11
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Assets/GWConquest/Scripts/UI/FormationIcon.cs.meta View File

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+ 44
- 73
Assets/GWConquest/Scripts/UI/GalaxyMapUI.cs View File

@ -8,32 +8,29 @@ namespace GWConquest
public class GalaxyMapUI : MonoBehaviour public class GalaxyMapUI : MonoBehaviour
{ {
public Text PlanetNameText; public Text PlanetNameText;
public GameObject PlayerFleetPanel;
public GameObject EnemyFleetPanel;
public Text PlanetFactionText;
public GameObject PlanetSelection; public GameObject PlanetSelection;
public Color NeutralSelectionColor; public Color NeutralSelectionColor;
public GameObject FormationIconPrefab;
public GameObject PlayerFleetPanel;
public Text PlayerFleetText;
public RectTransform PlayerFleetTransform;
public List<FormationIcon> PlayerFormationIcons = new List<FormationIcon>();
private Planet SelectedPlanet; private Planet SelectedPlanet;
public StrengthIndicator PlayerIndicator;
public StrengthIndicator EnemyIndicator;
public void SelectPlanet(Planet planet) public void SelectPlanet(Planet planet)
{ {
if(planet != SelectedPlanet) if(planet != SelectedPlanet)
{ {
if(SelectedPlanet != null)
{
SelectedPlanet.FormationsChanged -= PlanetFormationsChanged;
}
SelectedPlanet = planet; SelectedPlanet = planet;
if (SelectedPlanet != null) if (SelectedPlanet != null)
{ {
gameObject.SetActive(true); gameObject.SetActive(true);
PlanetSelection.SetActive(true); PlanetSelection.SetActive(true);
PlanetSelection.transform.SetParent(planet.transform, false); PlanetSelection.transform.SetParent(planet.transform, false);
@ -43,91 +40,65 @@ namespace GWConquest
r.material.color = r.material.color.UpdateColorRGB(playerColor); r.material.color = r.material.color.UpdateColorRGB(playerColor);
PlanetNameText.text = SelectedPlanet.planetName; PlanetNameText.text = SelectedPlanet.planetName;
UpdateIndicator();
SelectedPlanet.FormationsChanged += PlanetFormationsChanged;
if(PlayerFleetPanel.activeSelf)
var controllingPlayer = SelectedPlanet.ControllingPlayer;
if(controllingPlayer != null)
{ {
ShowPlayerFleetPanel();
PlanetFactionText.text = controllingPlayer.Faction.FactionName;
PlanetFactionText.color = Util.UpdateColorRGB(PlanetFactionText.color, controllingPlayer.Faction.FactionColor);
} }
if (EnemyFleetPanel.activeSelf)
{
ShowEnemyFleetPanel();
else {
PlanetFactionText.text = "";
} }
} }
else else
{ {
PlanetSelection.SetActive(false); PlanetSelection.SetActive(false);
EnemyFleetPanel.SetActive(false);
PlayerFleetPanel.SetActive(false);
gameObject.SetActive(false); gameObject.SetActive(false);
} }
} }
} }
public void PlanetFormationsChanged()
{
UpdateIndicator();
if (PlayerFleetPanel.activeInHierarchy)
{
ShowPlayerFleetPanel();
}
if(EnemyFleetPanel.activeInHierarchy)
private void FixedUpdate() {
if(SelectedPlanet != null)
{ {
ShowEnemyFleetPanel();
}
}
var formations = SelectedPlanet.GetMainZone(ZoneType.Space).Formations;
public void BuildFleet(string unitClass)
{
if (SelectedPlanet != null)
{
BuildUnitEvent ev = BuildUnitEvent.Create(Bolt.GlobalTargets.OnlyServer);
ev.Player = Player.CurrentPlayer.entity;
ev.Zone = Zone.GetZoneId(SelectedPlanet.GetMainZone(ZoneType.Space));
ev.UnitClass = unitClass;
ev.Send();
var playerFormations = formations.Where(f => f.Player == Player.CurrentPlayer).ToList();
}
GWLayout.UpdateGameObjects(PlayerFormationIcons, playerFormations, f => {
var itemIconGO = Instantiate(FormationIconPrefab);
}
GWLayout.InitRectTransform(itemIconGO.GetComponent<RectTransform>(), PlayerFleetTransform);
public void ShowPlayerFleetPanel()
{
PlayerFleetPanel.SetActive(true);
IEnumerable<Formation> formations = SelectedPlanet
.GetAllFormations(ZoneType.Space)
.Where(f => f.Player == Player.CurrentPlayer);
PlayerFleetPanel.GetComponent<FleetPanelUI>().SetFormations(formations.ToArray());
var itemIconComp = itemIconGO.GetComponent<FormationIcon>();
itemIconComp.UpdateDisplay(f);
return itemIconComp;
});
if(playerFormations.Count > 0)
{
PlayerFleetPanel.SetActive(true);
PlayerFleetText.text = Player.CurrentPlayer.Faction.ShortName + " Fleets";
}
else {
PlayerFleetPanel.SetActive(false);
}
}
} }
public void ShowEnemyFleetPanel()
{
EnemyFleetPanel.SetActive(true);
IEnumerable<Formation> formations = SelectedPlanet
.GetAllFormations(ZoneType.Space)
.Where(f => f.Player != Player.CurrentPlayer);
EnemyFleetPanel.GetComponent<FleetPanelUI>().SetFormations(formations.ToArray());
private void Update() {
GWLayout.UpdateLayout(PlayerFleetTransform);
} }
public void UpdateIndicator()
public void GoToPlanetView()
{ {
if(SelectedPlanet != null)
{
IEnumerable<Formation> formations = SelectedPlanet.GetAllFormations(ZoneType.Space);
float playerStrength = formations.Sum(f => f.Player == Player.CurrentPlayer ? f.GetFormationStrength() : 0f);
float enemyStrength = formations.Sum(f => f.Player != Player.CurrentPlayer ? f.GetFormationStrength() : 0f);
Player EnemyPlayer = formations.FirstOrDefault(f => f.Player != Player.CurrentPlayer)?.Player;
PlayerIndicator.UpdateWithBars(playerStrength, Player.CurrentPlayer?.Color);
EnemyIndicator.UpdateWithBars(enemyStrength, EnemyPlayer?.Color);
}
GetComponentInParent<IngameUI>().EnablePlanetView(SelectedPlanet);
} }
} }
} }

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

@ -221,7 +221,7 @@ namespace GWConquest
} }
private void EnablePlanetView(Planet planet)
public void EnablePlanetView(Planet planet)
{ {
if(!PlanetViewEnabled && planet.planetCameraTransform != null) if(!PlanetViewEnabled && planet.planetCameraTransform != null)
{ {
@ -259,7 +259,7 @@ namespace GWConquest
} }
} }
private void DisablePlanetView()
public void DisablePlanetView()
{ {
PlanetView.HideUI(); PlanetView.HideUI();


+ 28
- 0
Assets/GWConquest/Scripts/UI/PlanetViewUI.cs View File

@ -378,5 +378,33 @@ namespace GWConquest
} }
} }
public void SwitchPlanet(int dir)
{
BoltLog.Info("Switching planets...");
var player = Player.CurrentPlayer;
var planets = Planet.AllPlanets.Where(p => {
return p.ControllingPlayer == player ||
p.GetAllFormations(ZoneType.Space).Count(f => f.Player == player) > 0 ||
p.GetAllFormations(ZoneType.Ground).Count(f => f.Player == player) > 0;
}).ToList();
var currentInd = planets.IndexOf(selectedPlanet);
var nextInd = currentInd + dir;
if(nextInd < 0)
{
nextInd += planets.Count;
}
else if(nextInd >= planets.Count)
{
nextInd -= planets.Count;
}
BoltLog.Info("Switching to planet {0}", planets[nextInd].planetName);
var ingameUI = GetComponentInParent<IngameUI>();
ingameUI.DisablePlanetView();
ingameUI.EnablePlanetView(planets[nextInd]);
}
} }
} }

+ 12
- 5
Assets/GWConquest/Scripts/Util.cs View File

@ -208,25 +208,32 @@ namespace GWConquest
public static string GetOrdinalString(int number) public static string GetOrdinalString(int number)
{ {
string str = number.ToString(); string str = number.ToString();
str += GetOrdinalEnding(number);
return str;
}
public static string GetOrdinalEnding(int number)
{
string str;
if(number >= 11 && number <= 13) if(number >= 11 && number <= 13)
{ {
str += "th";
str = "th";
} }
else if(number % 10 == 1) else if(number % 10 == 1)
{ {
str += "st";
str = "st";
} }
else if(number % 10 == 2) else if(number % 10 == 2)
{ {
str += "nd";
str = "nd";
} }
else if(number % 10 == 3) else if(number % 10 == 3)
{ {
str += "rd";
str = "rd";
} }
else else
{ {
str += "th";
str = "th";
} }
return str; return str;


+ 2
- 5
Assets/GWConquest/Scripts/Zone.cs View File

@ -23,12 +23,9 @@ namespace GWConquest
private List<Formation> formations = new List<Formation>(); private List<Formation> formations = new List<Formation>();
public IReadOnlyList<Formation> Formations
public List<Formation> Formations
{ {
get
{
return formations.AsReadOnly();
}
get => formations;
} }
private static Dictionary<int, Zone> zoneDict = new Dictionary<int, Zone>(); private static Dictionary<int, Zone> zoneDict = new Dictionary<int, Zone>();


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