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@@ -72,3 +72,7 @@ crashlytics-build.properties
|
||||
/[Aa]ssets/[Ss]treamingAssets/aa.meta
|
||||
/[Aa]ssets/[Ss]treamingAssets/aa/*
|
||||
|
||||
# Сборки APK (Tools -> Bogatyri -> Собрать APK) и служебные папки сборки
|
||||
/Builds/
|
||||
/build/
|
||||
/MVP1_BurstDebugInformation_DoNotShip/
|
||||
|
||||
@@ -0,0 +1,61 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Text.RegularExpressions;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Android;
|
||||
using UnityEngine;
|
||||
|
||||
// Починка сборки Android на этом компьютере (05.11):
|
||||
// 1. Имя пользователя Windows с русскими буквами (C:\Users\Вальдемар). Gradle хранит свои файлы в
|
||||
// C:\Users\<имя>\.gradle, и одна из его программ (prefab) не понимает такой путь -- сборка падает.
|
||||
// Перед сборкой переносим папку Gradle в C:\gradle (переменная GRADLE_USER_HOME для процесса Unity,
|
||||
// сборщик её наследует). Ничего в Windows менять не нужно.
|
||||
// 2. Два Kotlin в зависимостях (1.8 у Unity и 1.6 у одного из пакетов) -- "Duplicate class kotlin...".
|
||||
// В сгенерированный проект Gradle дописываем правило: все kotlin-stdlib -- одной версии 1.8.22.
|
||||
[InitializeOnLoad]
|
||||
public class AndroidBuildFixes : IPostGenerateGradleAndroidProject
|
||||
{
|
||||
const string GradleHome = @"C:\gradle";
|
||||
const string Marker = "// Bogatyri: kotlin-stdlib одной версии";
|
||||
|
||||
static AndroidBuildFixes() { EnsureAsciiGradleHome(); }
|
||||
|
||||
public static void EnsureAsciiGradleHome()
|
||||
{
|
||||
string current = Environment.GetEnvironmentVariable("GRADLE_USER_HOME");
|
||||
if (!string.IsNullOrEmpty(current) && IsAscii(current)) return;
|
||||
if (IsAscii(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile))) return; // путь и так латиницей
|
||||
try
|
||||
{
|
||||
Directory.CreateDirectory(GradleHome);
|
||||
Environment.SetEnvironmentVariable("GRADLE_USER_HOME", GradleHome, EnvironmentVariableTarget.Process);
|
||||
Debug.Log("[СБОРКА] Папка Gradle: " + GradleHome + " (в пути пользователя есть русские буквы)");
|
||||
}
|
||||
catch (Exception e) { Debug.LogWarning("[СБОРКА] Не удалось задать GRADLE_USER_HOME: " + e.Message); }
|
||||
}
|
||||
|
||||
static bool IsAscii(string s) => !Regex.IsMatch(s ?? "", @"[^\u0000-\u007F]");
|
||||
|
||||
public int callbackOrder => 999;
|
||||
|
||||
// path -- папка unityLibrary сгенерированного проекта
|
||||
public void OnPostGenerateGradleAndroidProject(string path)
|
||||
{
|
||||
string root = Directory.GetParent(path).FullName;
|
||||
foreach (var file in new[] { Path.Combine(root, "launcher", "build.gradle"), Path.Combine(path, "build.gradle") })
|
||||
{
|
||||
if (!File.Exists(file)) continue;
|
||||
string text = File.ReadAllText(file);
|
||||
if (text.Contains(Marker)) continue;
|
||||
text += "\n" + Marker + "\n" +
|
||||
"configurations.all {\n" +
|
||||
" resolutionStrategy.eachDependency { details ->\n" +
|
||||
" if (details.requested.group == 'org.jetbrains.kotlin' && details.requested.name.startsWith('kotlin-stdlib')) {\n" +
|
||||
" details.useVersion('1.8.22')\n" +
|
||||
" }\n" +
|
||||
" }\n" +
|
||||
"}\n";
|
||||
File.WriteAllText(file, text);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 030e644cb052c0f4d959e499015370fd
|
||||
@@ -0,0 +1,102 @@
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Build.Reporting;
|
||||
|
||||
// Сборка APK одной кнопкой (05.11): Tools -> Bogatyri -> Собрать APK.
|
||||
// Файл: C:\MVP1\Builds\Bogatyri_<ветка>_v<версия>_<дата>.apk; сцены -- из списка сборки (первая -- стартовая).
|
||||
// Итог сборки (успех, размер, первые ошибки) пишется в Builds\last_build.txt.
|
||||
// Сборку можно запустить и файлом-запросом Builds\build_request.txt (так её запускает Claude): Unity заметит
|
||||
// его в течение пары секунд, удалит и начнёт сборку.
|
||||
[InitializeOnLoad]
|
||||
public static class ApkBuilder
|
||||
{
|
||||
const string Folder = "Builds";
|
||||
const string RequestFile = "Builds/build_request.txt";
|
||||
const string ResultFile = "Builds/last_build.txt";
|
||||
static double nextCheck;
|
||||
|
||||
static ApkBuilder()
|
||||
{
|
||||
EditorApplication.update += Poll;
|
||||
}
|
||||
|
||||
static void Poll()
|
||||
{
|
||||
if (EditorApplication.timeSinceStartup < nextCheck) return;
|
||||
nextCheck = EditorApplication.timeSinceStartup + 2;
|
||||
if (!File.Exists(RequestFile) || BuildPipeline.isBuildingPlayer || EditorApplication.isCompiling || EditorApplication.isPlaying) return;
|
||||
File.Delete(RequestFile);
|
||||
EditorApplication.delayCall += Build;
|
||||
}
|
||||
|
||||
[MenuItem("Tools/Bogatyri/Собрать APK")]
|
||||
public static void Build()
|
||||
{
|
||||
AndroidBuildFixes.EnsureAsciiGradleHome();
|
||||
Directory.CreateDirectory(Folder);
|
||||
string branch = Git("rev-parse --abbrev-ref HEAD").Replace('/', '-');
|
||||
if (branch.Length == 0) branch = "local";
|
||||
string file = $"{Folder}/Bogatyri_{branch}_v{PlayerSettings.bundleVersion}_{DateTime.Now:yyyyMMdd_HHmm}.apk";
|
||||
var scenes = EditorBuildSettings.scenes.Where(s => s.enabled).Select(s => s.path).ToArray();
|
||||
|
||||
File.WriteAllText(ResultFile, $"Сборка идёт: {DateTime.Now:dd.MM.yyyy HH:mm}\n{file}\n");
|
||||
BuildReport report;
|
||||
try
|
||||
{
|
||||
EditorUserBuildSettings.buildAppBundle = false; // обычный APK
|
||||
report = BuildPipeline.BuildPlayer(new BuildPlayerOptions
|
||||
{
|
||||
scenes = scenes,
|
||||
locationPathName = file,
|
||||
target = BuildTarget.Android,
|
||||
options = BuildOptions.None
|
||||
});
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
File.WriteAllText(ResultFile, $"ОШИБКА {DateTime.Now:dd.MM.yyyy HH:mm}\n{e}\n");
|
||||
throw;
|
||||
}
|
||||
|
||||
var s = report.summary;
|
||||
var text = new StringBuilder();
|
||||
text.AppendLine($"{(s.result == BuildResult.Succeeded ? "ГОТОВО" : "ОШИБКА")} {DateTime.Now:dd.MM.yyyy HH:mm} результат: {s.result}");
|
||||
text.AppendLine($"Файл: {Path.GetFullPath(file)}");
|
||||
if (s.result == BuildResult.Succeeded && File.Exists(file)) text.AppendLine($"Размер: {new FileInfo(file).Length / 1048576.0:0.0} МБ");
|
||||
text.AppendLine($"Версия: {PlayerSettings.bundleVersion}, код {PlayerSettings.Android.bundleVersionCode}, ветка {branch} {Git("rev-parse --short HEAD")}");
|
||||
text.AppendLine($"Сцены: {string.Join(", ", scenes)}");
|
||||
text.AppendLine($"Время: {s.totalTime}, ошибок: {s.totalErrors}, предупреждений: {s.totalWarnings}");
|
||||
int shown = 0;
|
||||
foreach (var step in report.steps)
|
||||
foreach (var m in step.messages)
|
||||
if (m.type == UnityEngine.LogType.Error || m.type == UnityEngine.LogType.Exception)
|
||||
{
|
||||
if (shown++ >= 15) break;
|
||||
string msg = m.content.Length > 1500 ? m.content.Substring(0, 1500) + " ..." : m.content;
|
||||
text.AppendLine("--- " + msg);
|
||||
}
|
||||
File.WriteAllText(ResultFile, text.ToString());
|
||||
UnityEngine.Debug.Log("[СБОРКА] " + text.ToString().Split('\n')[0] + " -> " + file);
|
||||
if (s.result == BuildResult.Succeeded) EditorUtility.RevealInFinder(file);
|
||||
}
|
||||
|
||||
static string Git(string args)
|
||||
{
|
||||
try
|
||||
{
|
||||
var p = Process.Start(new ProcessStartInfo("git", args)
|
||||
{
|
||||
RedirectStandardOutput = true, UseShellExecute = false, CreateNoWindow = true,
|
||||
WorkingDirectory = Directory.GetCurrentDirectory()
|
||||
});
|
||||
string o = p.StandardOutput.ReadToEnd().Trim();
|
||||
p.WaitForExit(5000);
|
||||
return o;
|
||||
}
|
||||
catch { return ""; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 904233d7647ed024d920bdbbd4058aba
|
||||
@@ -0,0 +1,51 @@
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Build;
|
||||
using UnityEditor.Build.Reporting;
|
||||
|
||||
// Перед каждым билдом записывает в Assets/Resources/BuildInfo.txt: ветку, коммит и дату сборки (05.11).
|
||||
// Игра показывает это в углу экрана рядом с версией (App/GameVersionLabel). После билда файл удаляется,
|
||||
// чтобы не попадать в git.
|
||||
public class BuildInfoWriter : IPreprocessBuildWithReport, IPostprocessBuildWithReport
|
||||
{
|
||||
const string Path = "Assets/Resources/BuildInfo.txt";
|
||||
public int callbackOrder => 0;
|
||||
|
||||
public void OnPreprocessBuild(BuildReport report)
|
||||
{
|
||||
string branch = Or(Git("rev-parse --abbrev-ref HEAD")), commit = Or(Git("rev-parse --short HEAD"));
|
||||
bool dirty = Git("status --porcelain --untracked-files=no").Length > 0;
|
||||
string info = $"{branch} {commit}{(dirty ? "+" : "")} • {DateTime.Now:dd.MM.yyyy HH:mm}";
|
||||
Directory.CreateDirectory("Assets/Resources");
|
||||
File.WriteAllText(Path, info);
|
||||
AssetDatabase.ImportAsset(Path);
|
||||
UnityEngine.Debug.Log("[ВЕРСИЯ] Сборка: v" + PlayerSettings.bundleVersion + " • " + info);
|
||||
}
|
||||
|
||||
public void OnPostprocessBuild(BuildReport report)
|
||||
{
|
||||
AssetDatabase.DeleteAsset(Path);
|
||||
}
|
||||
|
||||
static string Git(string args)
|
||||
{
|
||||
try
|
||||
{
|
||||
var p = Process.Start(new ProcessStartInfo("git", args)
|
||||
{
|
||||
RedirectStandardOutput = true,
|
||||
UseShellExecute = false,
|
||||
CreateNoWindow = true,
|
||||
WorkingDirectory = Directory.GetCurrentDirectory()
|
||||
});
|
||||
string output = p.StandardOutput.ReadToEnd().Trim();
|
||||
p.WaitForExit(5000);
|
||||
return output;
|
||||
}
|
||||
catch { return ""; }
|
||||
}
|
||||
|
||||
static string Or(string s) => string.IsNullOrEmpty(s) ? "?" : s;
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1218c67fef1faaf448c6623df897ac12
|
||||
@@ -1,27 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
|
||||
// Tools -> Fix Camera & HUD: один раз исправить сцену и сохранить.
|
||||
// - HUD_Canvas -> Screen Space Overlay, отвязан от камеры
|
||||
// - с камеры убраны CameraZoom / CameraController / FlyCamera, добавлена CityCamera
|
||||
// - удалены компоненты с "Missing script" (скрипты, которых в проекте уже нет)
|
||||
public static class CameraHUDFixer
|
||||
{
|
||||
// [MenuItem("Tools/Fix Camera & HUD")] -- отключено, см. RestoreOldCamera
|
||||
public static void Fix()
|
||||
{
|
||||
int missing = 0;
|
||||
var hud = GameObject.Find("HUD_Canvas");
|
||||
if (hud != null) missing += GameObjectUtility.RemoveMonoBehavioursWithMissingScript(hud);
|
||||
if (Camera.main != null) missing += GameObjectUtility.RemoveMonoBehavioursWithMissingScript(Camera.main.gameObject);
|
||||
|
||||
int changes = HUDCameraSetup.Apply(true);
|
||||
|
||||
if (hud != null) EditorSceneManager.MarkSceneDirty(hud.scene);
|
||||
else if (Camera.main != null) EditorSceneManager.MarkSceneDirty(Camera.main.gameObject.scene);
|
||||
|
||||
Debug.Log("Камера и HUD исправлены: изменений " + changes + ", удалено пустых скриптов " + missing +
|
||||
". Сохрани сцену (Ctrl+S). Границы карты камеры: компонент CityCamera на Main Camera.");
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 43380bdc85562cc4abb95b707e06cfb6
|
||||
@@ -0,0 +1,119 @@
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
// Создаёт сцену 3D-поселения (прототип, этап I ТЗ «Система строительства поселения» от 04.11.2026):
|
||||
// Tools -> Bogatyri -> 3D-город: создать сцену City3D.
|
||||
//
|
||||
// Что делает:
|
||||
// 1. Добавляет в настройки URP второй рендерер -- обычный 3D (Assets/Settings/Renderer3D.asset).
|
||||
// Старые 2D-сцены продолжают рисоваться 2D-рендерером: он остаётся рендерером по умолчанию.
|
||||
// 2. Создаёт Assets/Scenes/City3D.unity: камера (3D-рендерер, перспектива), солнце с тенями,
|
||||
// объект City3D с City3DController -- всё остальное (земля, деревья, здания) он строит сам при запуске.
|
||||
// 3. Добавляет сцену в Build Settings и открывает её. Дальше -- просто Play.
|
||||
public static class City3DSetup
|
||||
{
|
||||
const string ScenePath = "Assets/Scenes/City3D.unity";
|
||||
const string RendererPath = "Assets/Settings/Renderer3D.asset";
|
||||
|
||||
[MenuItem("Tools/Bogatyri/3D-город: создать сцену City3D")]
|
||||
static void Create()
|
||||
{
|
||||
if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) return;
|
||||
|
||||
int rendererIndex = EnsureRenderer3D();
|
||||
|
||||
var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
|
||||
|
||||
var camGo = new GameObject("Main Camera") { tag = "MainCamera" };
|
||||
var cam = camGo.AddComponent<Camera>();
|
||||
cam.orthographic = false;
|
||||
cam.fieldOfView = 40f;
|
||||
cam.nearClipPlane = 0.3f;
|
||||
cam.farClipPlane = 300f;
|
||||
cam.clearFlags = CameraClearFlags.SolidColor;
|
||||
cam.backgroundColor = new Color(0.55f, 0.72f, 0.9f);
|
||||
camGo.AddComponent<AudioListener>();
|
||||
var data = camGo.AddComponent<UniversalAdditionalCameraData>();
|
||||
if (rendererIndex >= 0) data.SetRenderer(rendererIndex);
|
||||
camGo.AddComponent<City3DCamera>();
|
||||
|
||||
var sunGo = new GameObject("Sun");
|
||||
var sun = sunGo.AddComponent<Light>();
|
||||
sun.type = LightType.Directional;
|
||||
sun.intensity = 1.2f;
|
||||
sun.shadows = LightShadows.Soft;
|
||||
sunGo.transform.rotation = Quaternion.Euler(50f, -30f, 0f);
|
||||
RenderSettings.ambientMode = AmbientMode.Flat;
|
||||
RenderSettings.ambientLight = new Color(0.55f, 0.58f, 0.62f);
|
||||
|
||||
new GameObject("City3D").AddComponent<City3DController>();
|
||||
|
||||
EditorSceneManager.SaveScene(scene, ScenePath);
|
||||
AddToBuildSettings();
|
||||
Debug.Log($"[3D-ГОРОД] Сцена создана: {ScenePath}. 3D-рендерер: индекс {rendererIndex}. Нажмите Play.");
|
||||
}
|
||||
|
||||
// Второй рендерер URP -- обычный (3D). Добавляется в URP Asset из Graphics Settings и из КАЖДОГО уровня качества
|
||||
// (в этом проекте URP задан только в Quality). Возвращает индекс рендерера в списке (или -1)
|
||||
[MenuItem("Tools/Bogatyri/3D: добавить 3D-рендерер в URP")]
|
||||
static void AddRendererMenu()
|
||||
{
|
||||
int index = EnsureRenderer3D();
|
||||
Debug.Log(index >= 0 ? $"[3D] 3D-рендерер подключён (индекс {index}). Можно запускать карту мира и City3D."
|
||||
: "[3D] URP Asset не найден ни в Graphics, ни в Quality Settings.");
|
||||
}
|
||||
|
||||
static int EnsureRenderer3D()
|
||||
{
|
||||
var pipelines = new System.Collections.Generic.List<UniversalRenderPipelineAsset>();
|
||||
void Add(RenderPipelineAsset a) { if (a is UniversalRenderPipelineAsset u && !pipelines.Contains(u)) pipelines.Add(u); }
|
||||
Add(GraphicsSettings.defaultRenderPipeline);
|
||||
for (int q = 0; q < QualitySettings.names.Length; q++) Add(QualitySettings.GetRenderPipelineAssetAt(q));
|
||||
if (pipelines.Count == 0)
|
||||
{
|
||||
Debug.LogWarning("[3D-ГОРОД] Нет URP Asset ни в Graphics, ни в Quality Settings -- камера будет рисовать рендерером по умолчанию");
|
||||
return -1;
|
||||
}
|
||||
|
||||
var renderer = AssetDatabase.LoadAssetAtPath<UniversalRendererData>(RendererPath);
|
||||
if (renderer == null)
|
||||
{
|
||||
renderer = ScriptableObject.CreateInstance<UniversalRendererData>();
|
||||
AssetDatabase.CreateAsset(renderer, RendererPath);
|
||||
AssetDatabase.SaveAssets();
|
||||
}
|
||||
|
||||
int result = -1;
|
||||
foreach (var pipeline in pipelines)
|
||||
{
|
||||
var so = new SerializedObject(pipeline);
|
||||
var list = so.FindProperty("m_RendererDataList");
|
||||
int found = -1;
|
||||
for (int i = 0; i < list.arraySize; i++)
|
||||
if (list.GetArrayElementAtIndex(i).objectReferenceValue == renderer) found = i;
|
||||
if (found < 0)
|
||||
{
|
||||
list.arraySize++;
|
||||
list.GetArrayElementAtIndex(list.arraySize - 1).objectReferenceValue = renderer;
|
||||
so.ApplyModifiedProperties();
|
||||
EditorUtility.SetDirty(pipeline);
|
||||
found = list.arraySize - 1;
|
||||
}
|
||||
if (result < 0) result = found;
|
||||
}
|
||||
AssetDatabase.SaveAssets();
|
||||
return result;
|
||||
}
|
||||
|
||||
static void AddToBuildSettings()
|
||||
{
|
||||
var scenes = new System.Collections.Generic.List<EditorBuildSettingsScene>(EditorBuildSettings.scenes);
|
||||
foreach (var s in scenes) if (s.path == ScenePath) return;
|
||||
scenes.Add(new EditorBuildSettingsScene(ScenePath, true));
|
||||
EditorBuildSettings.scenes = scenes.ToArray();
|
||||
}
|
||||
}
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4342ee63e1ed441786fda6c36b2da960
|
||||
guid: 37d458150cc84d538a23b4c6612995c7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -48,8 +48,7 @@ public class HUDPanelsBuilder
|
||||
if (canvasGO == null) { Debug.LogError("Не найден объект HUD_Canvas на сцене."); return; }
|
||||
|
||||
|
||||
// казармы: префаб + данные здания + в список стройки
|
||||
EnsureBarracks();
|
||||
|
||||
|
||||
// менеджер
|
||||
UIPanelManager manager = canvasGO.GetComponent<UIPanelManager>();
|
||||
@@ -139,93 +138,7 @@ public class HUDPanelsBuilder
|
||||
(missing.Length > 0 ? ". Не найдены:" + missing : "") + ". Не забудь сохранить сцену (Ctrl+S).");
|
||||
}
|
||||
|
||||
// ===================== КАЗАРМЫ =====================
|
||||
|
||||
const string BarracksPrefabPath = "Assets/Prefab/Buildings/Barracks.prefab";
|
||||
const string BarracksDataPath = "Assets/Prefab/Buildings/Data_Barracks.asset";
|
||||
|
||||
[MenuItem("Tools/Create Barracks")]
|
||||
public static void EnsureBarracks()
|
||||
{
|
||||
Sprite icon = LoadSprite("Assets/UI/HUD v2/Войска/v1.png");
|
||||
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(BarracksPrefabPath);
|
||||
|
||||
if (prefab == null)
|
||||
{
|
||||
// берём готовое здание как шаблон: тот же масштаб, слой, материал, коллайдер
|
||||
string template = "Assets/Prefab/Buildings/Food.prefab";
|
||||
if (AssetDatabase.LoadAssetAtPath<GameObject>(template) == null)
|
||||
{
|
||||
var bmT = UnityEngine.Object.FindAnyObjectByType<BuildManager>();
|
||||
if (bmT != null)
|
||||
foreach (var b in bmT.allBuildings)
|
||||
if (b != null && b.prefab != null) { template = AssetDatabase.GetAssetPath(b.prefab); break; }
|
||||
}
|
||||
if (!AssetDatabase.CopyAsset(template, BarracksPrefabPath))
|
||||
{
|
||||
Debug.LogError("Не удалось создать префаб казарм из " + template);
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject root = PrefabUtility.LoadPrefabContents(BarracksPrefabPath);
|
||||
root.name = "Barracks";
|
||||
foreach (var c in root.GetComponents<ResourceCollector>()) UnityEngine.Object.DestroyImmediate(c);
|
||||
foreach (var c in root.GetComponents<ResourceProducer>()) UnityEngine.Object.DestroyImmediate(c);
|
||||
foreach (var c in root.GetComponents<BuildingUI>()) UnityEngine.Object.DestroyImmediate(c);
|
||||
var kids = new System.Collections.Generic.List<GameObject>();
|
||||
foreach (Transform ch in root.transform) kids.Add(ch.gameObject); // полоска запаса ресурса -- не нужна
|
||||
foreach (var k in kids) UnityEngine.Object.DestroyImmediate(k);
|
||||
|
||||
var sr = root.GetComponent<SpriteRenderer>();
|
||||
if (sr != null)
|
||||
{
|
||||
if (icon != null)
|
||||
{
|
||||
Vector2 oldSize = sr.sprite != null ? (Vector2)sr.sprite.bounds.size : Vector2.one;
|
||||
sr.sprite = icon;
|
||||
sr.color = Color.white;
|
||||
float k = Mathf.Min(oldSize.x / icon.bounds.size.x, oldSize.y / icon.bounds.size.y);
|
||||
root.transform.localScale = Vector3.Scale(root.transform.localScale, new Vector3(k, k, 1));
|
||||
}
|
||||
else sr.color = new Color(1f, 0.6f, 0.6f); // нет иконки -- хотя бы отличаем цветом
|
||||
|
||||
var box = root.GetComponent<BoxCollider2D>();
|
||||
if (box != null && sr.sprite != null) { box.size = sr.sprite.bounds.size; box.offset = sr.sprite.bounds.center; }
|
||||
}
|
||||
if (root.GetComponent<Barracks>() == null) root.AddComponent<Barracks>();
|
||||
PrefabUtility.SaveAsPrefabAsset(root, BarracksPrefabPath);
|
||||
PrefabUtility.UnloadPrefabContents(root);
|
||||
prefab = AssetDatabase.LoadAssetAtPath<GameObject>(BarracksPrefabPath);
|
||||
Debug.Log("Создан префаб казарм: " + BarracksPrefabPath);
|
||||
}
|
||||
|
||||
BuildingData data = AssetDatabase.LoadAssetAtPath<BuildingData>(BarracksDataPath);
|
||||
if (data == null)
|
||||
{
|
||||
data = ScriptableObject.CreateInstance<BuildingData>();
|
||||
data.buildingName = "Казармы";
|
||||
data.icon = icon;
|
||||
data.prefab = prefab;
|
||||
data.requiredTownHallLevel = 1;
|
||||
data.cost = new[]
|
||||
{
|
||||
new ResourceCost { type = ResourceType.Wood, amount = 300 },
|
||||
new ResourceCost { type = ResourceType.Stone, amount = 200 },
|
||||
};
|
||||
AssetDatabase.CreateAsset(data, BarracksDataPath);
|
||||
AssetDatabase.SaveAssets();
|
||||
Debug.Log("Созданы данные здания: " + BarracksDataPath);
|
||||
}
|
||||
|
||||
var bm = UnityEngine.Object.FindAnyObjectByType<BuildManager>();
|
||||
if (bm != null && !bm.allBuildings.Contains(data))
|
||||
{
|
||||
bm.allBuildings.Add(data);
|
||||
EditorUtility.SetDirty(bm);
|
||||
EditorSceneManager.MarkSceneDirty(bm.gameObject.scene);
|
||||
Debug.Log("Казармы добавлены в список стройки (BuildManager)");
|
||||
}
|
||||
}
|
||||
// «Tools/Create Barracks» (префаб и данные Казарм 2D-города) удалён 06.11 вместе с 2D-городом: Казармы -- здание 3D-поселения
|
||||
|
||||
static Sprite LoadSprite(string path)
|
||||
{
|
||||
|
||||
@@ -1,84 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
|
||||
// HUD ПРИКРЕПЛЁН К КАМЕРЕ (Canvas: Screen Space - Camera):
|
||||
// - HUD рисуется камерой и всегда занимает экран одинаково -- при зуме и перемещении не плывёт и не масштабируется
|
||||
// - карту можно двигать и зумить (CameraController), клики по кнопкам HUD работают
|
||||
// - спрайты внутри HUD (например "Рамка в середине") рисуются правильно -- в этом режиме Canvas живёт в мире перед камерой
|
||||
// - CameraZoom больше не нужен (он масштабировал HUD вручную и делал это в обратную сторону)
|
||||
//
|
||||
// Применяется сам один раз после компиляции, если сцена ещё не в этом режиме. Вручную: Tools -> HUD: Attach To Camera.
|
||||
[InitializeOnLoad]
|
||||
public static class RestoreOldCamera
|
||||
{
|
||||
static readonly Vector2 DesignSize = new Vector2(2007.7732f, 1032.786f); // размер, под который собран HUD
|
||||
|
||||
static RestoreOldCamera() { EditorApplication.delayCall += Auto; }
|
||||
|
||||
static void Auto()
|
||||
{
|
||||
if (EditorApplication.isPlayingOrWillChangePlaymode) return;
|
||||
var hud = GameObject.Find("HUD_Canvas");
|
||||
var cam = Camera.main;
|
||||
if (hud == null || cam == null) return;
|
||||
var canvas = hud.GetComponent<Canvas>();
|
||||
var sc = hud.GetComponent<CanvasScaler>();
|
||||
bool ok = canvas != null && canvas.renderMode == RenderMode.ScreenSpaceCamera && canvas.worldCamera == cam
|
||||
&& cam.GetComponent<CameraZoom>() == null && cam.GetComponent<CityCamera>() == null
|
||||
&& sc != null && sc.enabled && sc.screenMatchMode == CanvasScaler.ScreenMatchMode.Expand;
|
||||
if (!ok) Apply();
|
||||
}
|
||||
|
||||
[MenuItem("Tools/HUD: Attach To Camera")]
|
||||
public static void Apply()
|
||||
{
|
||||
var cam = Camera.main;
|
||||
var hud = GameObject.Find("HUD_Canvas");
|
||||
if (cam == null || hud == null) { Debug.LogError("Нужны Main Camera и HUD_Canvas"); return; }
|
||||
|
||||
// ---- камера: только CameraController (перемещение + зум) ----
|
||||
foreach (var c in cam.GetComponents<CityCamera>()) Object.DestroyImmediate(c);
|
||||
foreach (var c in cam.GetComponents<CameraZoom>()) Object.DestroyImmediate(c);
|
||||
var ctrl = cam.GetComponent<CameraController>();
|
||||
if (ctrl == null)
|
||||
{
|
||||
ctrl = cam.gameObject.AddComponent<CameraController>();
|
||||
ctrl.moveSpeed = 5f; ctrl.zoomSpeed = 2f; ctrl.minOrthoSize = 2f; ctrl.maxOrthoSize = 50f;
|
||||
}
|
||||
ctrl.enabled = true;
|
||||
cam.orthographic = true;
|
||||
cam.transform.localScale = Vector3.one;
|
||||
cam.transform.rotation = Quaternion.identity;
|
||||
if (cam.orthographicSize < 2f || cam.orthographicSize > 50f) cam.orthographicSize = 10f;
|
||||
|
||||
// ---- HUD: Screen Space - Camera ----
|
||||
var canvas = hud.GetComponent<Canvas>();
|
||||
var rt = (RectTransform)hud.transform;
|
||||
if (rt.parent != null) rt.SetParent(null, false);
|
||||
canvas.renderMode = RenderMode.ScreenSpaceCamera;
|
||||
canvas.worldCamera = cam;
|
||||
canvas.planeDistance = 5f; // между камерой (z=-10) и картой (z=0)
|
||||
canvas.sortingOrder = 100; // поверх зданий
|
||||
rt.localRotation = Quaternion.identity;
|
||||
|
||||
var scaler = hud.GetComponent<CanvasScaler>();
|
||||
if (scaler == null) scaler = hud.AddComponent<CanvasScaler>();
|
||||
scaler.enabled = true;
|
||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
scaler.referenceResolution = DesignSize;
|
||||
// Expand: весь HUD (2007x1032) всегда помещается на экран целиком -- и в узком окне, и на широком телефоне
|
||||
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.Expand;
|
||||
|
||||
// спрайты внутри HUD -- поверх карты
|
||||
foreach (var sr in hud.GetComponentsInChildren<SpriteRenderer>(true))
|
||||
{
|
||||
if (sr.sortingOrder < 100) sr.sortingOrder = 100;
|
||||
if (!sr.gameObject.activeSelf) sr.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
EditorSceneManager.MarkSceneDirty(hud.scene);
|
||||
Debug.Log("HUD прикреплён к камере (Screen Space - Camera), CameraZoom убран. Сохрани сцену: Ctrl+S.");
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4f66fb7b626a0e41af6fe3fe793e917
|
||||
@@ -3,11 +3,12 @@ using UnityEditor;
|
||||
|
||||
// Следит, чтобы сцена карты мира (WorldMap, от Саши) была в Build Settings --
|
||||
// иначе переход город -> карта не работает. Срабатывает сам после каждой компиляции.
|
||||
// Стартовая сцена -- 3D-поселение City3D (2D-город MVP1 удалён 06.11).
|
||||
[InitializeOnLoad]
|
||||
public static class SceneListFixer
|
||||
{
|
||||
const string CityScene = "Assets/Scenes/MVP1.unity";
|
||||
const string WorldScene = "Assets/Scenes/WorldMap.unity";
|
||||
const string City3DScene = "Assets/Scenes/City3D.unity";
|
||||
|
||||
static SceneListFixer() { EditorApplication.delayCall += Ensure; }
|
||||
|
||||
@@ -15,15 +16,17 @@ public static class SceneListFixer
|
||||
{
|
||||
var scenes = new List<EditorBuildSettingsScene>(EditorBuildSettings.scenes);
|
||||
bool changed = false;
|
||||
foreach (var path in new[] { CityScene, WorldScene })
|
||||
string start = City3DScene;
|
||||
var wanted = new[] { start, WorldScene };
|
||||
foreach (var path in wanted)
|
||||
{
|
||||
if (AssetDatabase.LoadAssetAtPath<SceneAsset>(path) == null) continue;
|
||||
if (scenes.Exists(s => s.path == path)) continue;
|
||||
scenes.Add(new EditorBuildSettingsScene(path, true));
|
||||
changed = true;
|
||||
}
|
||||
// город должен быть первым (с него стартует игра)
|
||||
int city = scenes.FindIndex(s => s.path == CityScene);
|
||||
// стартовый город должен быть первым (с него стартует игра)
|
||||
int city = scenes.FindIndex(s => s.path == start);
|
||||
if (city > 0) { var c = scenes[city]; scenes.RemoveAt(city); scenes.Insert(0, c); changed = true; }
|
||||
if (changed)
|
||||
{
|
||||
|
||||
@@ -9,13 +9,13 @@ using UnityEngine.UI;
|
||||
|
||||
// Tools -> Build World Map Scene
|
||||
// 1. Создаёт сцену Assets/Scenes/WorldMap.unity: камера, EventSystem, UI карты, WorldMapController.
|
||||
// 2. Ставит MVP1 и WorldMap в Build Settings (иначе SceneManager.LoadScene их не найдёт).
|
||||
// 2. Ставит город (City3D) и WorldMap в Build Settings (иначе SceneManager.LoadScene их не найдёт).
|
||||
// 3. Проверяет, что на кнопке Nav_Battle в городе висит OpenBattleButton.
|
||||
// Можно запускать повторно -- сцена карты пересоздаётся заново.
|
||||
public static class WorldMapSceneBuilder
|
||||
{
|
||||
const string WorldMapScenePath = "Assets/Scenes/WorldMap.unity";
|
||||
const string CityScenePath = "Assets/Scenes/MVP1.unity";
|
||||
const string CityScenePath = "Assets/Scenes/City3D.unity"; // город -- 3D-поселение (MVP1 удалён 06.11)
|
||||
|
||||
[MenuItem("Tools/Build World Map Scene")]
|
||||
public static void Build()
|
||||
@@ -26,7 +26,7 @@ public static class WorldMapSceneBuilder
|
||||
UpdateBuildSettings();
|
||||
HookUpCityBattleButton();
|
||||
|
||||
Debug.Log("[КАРТА] Сцена карты мира создана, кнопка БОЙ в городе подключена. Запускай MVP1 и жми БОЙ.");
|
||||
Debug.Log("[КАРТА] Сцена карты мира создана, кнопка БОЙ в городе подключена. Запускай City3D и жми БОЙ.");
|
||||
}
|
||||
|
||||
// ---------------- СЦЕНА КАРТЫ ----------------
|
||||
@@ -408,7 +408,7 @@ public static class WorldMapSceneBuilder
|
||||
GameObject navBattle = GameObject.Find("Nav_Battle");
|
||||
if (navBattle == null)
|
||||
{
|
||||
Debug.LogWarning("[КАРТА] В сцене MVP1 не найден объект Nav_Battle -- повесь OpenBattleButton на кнопку БОЙ вручную.");
|
||||
Debug.LogWarning("[КАРТА] В сцене города не найден объект Nav_Battle -- повесь OpenBattleButton на кнопку БОЙ вручную.");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,154 +0,0 @@
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- {fileID: 1225367367}
|
||||
- {fileID: 429953708}
|
||||
- {fileID: 1080091921}
|
||||
- {fileID: 842753595}
|
||||
- {fileID: 695231209}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6f60de2605414fc4799142cbf40ae06d
|
||||
guid: c1c34719f0605c247a3575d077f3d656
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: beae4025d64976c4f93af3b9233183da
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -42,6 +42,9 @@ public class BattleConfig : ScriptableObject
|
||||
[Tooltip("Доля погибших среди выбывших в каждой точке, десятые доли процента: 700 = 70%. Остальные выбывшие -- раненые")]
|
||||
public int[] deadSharePermille = { 700, 450, 300, 200 };
|
||||
|
||||
[Tooltip("Пропавшие без вести (решения 01.11, п. 5): доля выбывших, десятые доли процента. НЕ УТВЕРЖДЕНА -- 0, механика выключена. Для проверки -- например 150 (15%)")]
|
||||
public int missingSharePermille = 0;
|
||||
|
||||
[Tooltip("Голод: сколько силы остаётся, %. Утверждено 27.10.2026: -50% (остаётся 50). Проверяется на момент боя")]
|
||||
public int famineStrengthPercent = 50;
|
||||
[Tooltip("Усталость: сколько силы остаётся, %. Утверждено 27.10.2026: -20% (остаётся 80). Вместе с голодом -- 40%")]
|
||||
@@ -78,6 +81,7 @@ public class BattleConfig : ScriptableObject
|
||||
WeakLossMaxPermille = weakLossMaxPermille,
|
||||
DeadRatioPermille = deadRatioPermille,
|
||||
DeadSharePermille = deadSharePermille,
|
||||
MissingSharePermille = Mathf.Clamp(missingSharePermille, 0, 1000),
|
||||
RandomPercent = Mathf.Max(0, randomPercent),
|
||||
FamineStrengthPercent = Mathf.Clamp(famineStrengthPercent, 0, 100),
|
||||
FatigueStrengthPercent = Mathf.Clamp(fatigueStrengthPercent, 0, 100)
|
||||
|
||||
@@ -14,6 +14,9 @@ using UnityEngine.UI;
|
||||
// - Кристалл: где добывается, запас / лимит;
|
||||
// - Казармы: очередь обучения, какие войска открыты и что нужно для остальных, улучшение (открывает войска),
|
||||
// кнопка "Нанять войска" (панель "Войска").
|
||||
// - Стройка и улучшение идут по времени (BuildTimer, 01.11, ТЕСТ): полоска, сколько осталось, ускорение за кристаллы.
|
||||
// Пока здание строится, в окне только стройка; при улучшении здание работает на старом уровне.
|
||||
// - У построенных зданий (кроме Ратуши) -- кнопка "Перенести" (бесплатно, уровень и стройка сохраняются). Сноса нет (04.11).
|
||||
// Без здания (кнопка "Рабочие" в панели DEV и "Все рабочие" в окне) -- список рабочих по всем профессиям.
|
||||
// Окно -- только интерфейс: рабочих ставит модуль Населения, добычу считает модуль Экономики.
|
||||
// Пока окно открыто, цифры обновляются сами (раз в полсекунды).
|
||||
@@ -47,25 +50,64 @@ public static class BuildingWindow
|
||||
{
|
||||
if (root != null) UnityEngine.Object.Destroy(root);
|
||||
live.Clear();
|
||||
var card = UIKit.Modal(TitleFor(focus), out root);
|
||||
var modal = UIKit.Modal(TitleFor(focus), out root);
|
||||
root.AddComponent<BuildingWindowTicker>();
|
||||
var card = ScrollBody(modal); // длинное окно прокручивается, "Закрыть" всегда видна внизу (05.11)
|
||||
|
||||
var rc = focus != null ? focus.GetComponent<ResourceCollector>() : null;
|
||||
var storage = focus != null ? focus.GetComponent<StorageBuilding>() : null;
|
||||
var townHall = focus != null ? focus.GetComponent<TownHall>() : null;
|
||||
var barracks = focus != null ? focus.GetComponent<Barracks>() : null;
|
||||
var hospital = focus != null ? focus.GetComponent<Hospital>() : null;
|
||||
var heroCastle = focus != null ? focus.GetComponent<HeroCastle>() : null;
|
||||
|
||||
bool constructing = focus != null && BuildTimer.IsConstructing(focus.transform);
|
||||
if (focus != null) TimerBlock(card, focus);
|
||||
|
||||
if (focus == null) WorkersList(card);
|
||||
else if (constructing) UIKit.Text(card, "Пока здание строится, оно не работает.", 22, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
else if (townHall != null) TownHallSection(card, townHall);
|
||||
else if (barracks != null) BarracksSection(card, barracks);
|
||||
else if (hospital != null) HospitalSection(card, hospital);
|
||||
else if (heroCastle != null) HeroCastleSection(card);
|
||||
else if (rc != null && rc.IsWorkplace) WorkplaceSection(card, rc);
|
||||
else if (rc != null && rc.IsHouse) HouseSection(card, rc);
|
||||
else if (rc != null && rc.resourceType == ResourceType.Gems) CrystalSection(card);
|
||||
else if (storage != null) StorageSection(card, storage);
|
||||
|
||||
UIKit.Button(card, "Закрыть", UIKit.Theme.Gray, Close, -1, 80, 28);
|
||||
if (focus != null) ActionsBlock(card, focus);
|
||||
UIKit.Button(modal, "Закрыть", UIKit.Theme.Gray, Close, -1, 80, 28);
|
||||
}
|
||||
|
||||
// Окно не выше экрана: заголовок сверху, содержимое прокручивается, кнопка "Закрыть" -- внизу, вне прокрутки.
|
||||
// Закрыть можно и тапом по затемнению вокруг окна, и кнопкой "Назад" (Escape).
|
||||
static RectTransform ScrollBody(RectTransform modal)
|
||||
{
|
||||
var fit = modal.GetComponent<ContentSizeFitter>();
|
||||
if (fit != null) UnityEngine.Object.DestroyImmediate(fit);
|
||||
modal.anchorMin = new Vector2(0.06f, 0.05f);
|
||||
modal.anchorMax = new Vector2(0.94f, 0.95f);
|
||||
modal.offsetMin = Vector2.zero;
|
||||
modal.offsetMax = Vector2.zero;
|
||||
|
||||
var dim = root.GetComponent<Image>();
|
||||
if (dim != null)
|
||||
{
|
||||
var outside = root.AddComponent<Button>();
|
||||
outside.transition = Selectable.Transition.None;
|
||||
outside.onClick.AddListener(Close);
|
||||
}
|
||||
|
||||
var holder = UIKit.Make("Body", modal);
|
||||
UIKit.Size(holder, -1, -1).flexibleHeight = 1;
|
||||
ScrollRect scroll;
|
||||
return UIKit.ScrollList(holder, out scroll, 14);
|
||||
}
|
||||
|
||||
// Стройка закончилась (BuildTimer.Completed): окно этого здания показывает новый уровень
|
||||
internal static void OnBuildCompleted(BuildTimer timer)
|
||||
{
|
||||
if (root != null && timer != null && focus == timer.gameObject) Rebuild();
|
||||
}
|
||||
|
||||
internal static void Tick()
|
||||
@@ -162,10 +204,23 @@ public static class BuildingWindow
|
||||
|
||||
// ---------------- Кристалл ----------------
|
||||
|
||||
// Кристальная шахта (ответ 06.11, п. 3): 3 синих кристалла за 7 реальных суток, при полном хранилище -- пауза
|
||||
static void CrystalSection(RectTransform card)
|
||||
{
|
||||
UIKit.Text(card, "Синий кристалл добывается в кристальных разломах на карте мира. Здание не улучшается.", 24, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
var gp = GameProgress.Instance;
|
||||
if (gp != null)
|
||||
UIKit.Text(card, $"Кристальная шахта: {gp.CrystalMinePerPeriod} синих кристалла за {gp.CrystalMinePeriodDays} реальных суток, " +
|
||||
"и пока игра закрыта. Не входит в недельный предел. Здание не улучшается.", 24, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
if (GameServices.TryGet(out IEconomy economy)) StorageBar(card, economy, ResourceType.Gems);
|
||||
if (gp == null) return;
|
||||
Live(card, () =>
|
||||
{
|
||||
int working = gp.CrystalMinesWorking;
|
||||
if (working == 0) return "Шахта ещё не работает";
|
||||
if (CrystalRewards.Free(GameProgress.GemsHave, GameProgress.GemsCap) <= 0)
|
||||
return "Пауза: хранилище кристаллов заполнено. Освободите место или расширьте его в окне Ратуши";
|
||||
return $"Работает шахт: {working}. Следующий кристалл через {GameData.FormatTime(gp.CrystalMineSecondsToNext)}";
|
||||
}, 24, UIKit.Theme.Text);
|
||||
}
|
||||
|
||||
// ---------------- Склад и Амбар ----------------
|
||||
@@ -192,6 +247,26 @@ public static class BuildingWindow
|
||||
}
|
||||
else StorageBar(card, economy, ResourceType.Food);
|
||||
UIKit.Text(card, "Сверх лимита ресурс не прибавляется — пропадает.", 22, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
|
||||
if (GameServices.TryGet(out IResourceProtection protection))
|
||||
{
|
||||
Header(card, "Защита от грабежа");
|
||||
var p = EconomyConfig.Load().protection;
|
||||
ResourceType[] kinds = warehouse
|
||||
? new[] { ResourceType.Wood, ResourceType.Stone, ResourceType.Iron, ResourceType.Gold }
|
||||
: new[] { ResourceType.Food };
|
||||
Live(card, () =>
|
||||
{
|
||||
var lines = new List<string>();
|
||||
foreach (var k in kinds)
|
||||
lines.Add($"{GameData.ResName(k)}: спрятано {protection.Protected(k):0}, можно унести {protection.Lootable(k):0}");
|
||||
return string.Join("\n", lines.ToArray());
|
||||
}, 22, UIKit.Theme.Text);
|
||||
UIKit.Text(card, warehouse
|
||||
? $"Каждый уровень Склада прячет ещё {p.perWarehouseLevel:0} каждого ресурса — в набеге их не унесут."
|
||||
: $"Каждый уровень Амбара прячет ещё {p.perGranaryLevel:0} еды — в набеге её не унесут.",
|
||||
22, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
}
|
||||
}
|
||||
|
||||
UpgradeBlock(card, storage.level, $"лимит +{perLevel * storage.level:0} → +{perLevel * (storage.level + 1):0}",
|
||||
@@ -220,6 +295,8 @@ public static class BuildingWindow
|
||||
Live(card, () => $"Резерв для найма: {population.CivilianReserve} • можно нанять: {population.Recruitable}", 22, UIKit.Theme.TextDim);
|
||||
}
|
||||
|
||||
CrystalStorageBlock(card, level);
|
||||
|
||||
if (level >= townHall.maxLevel)
|
||||
{
|
||||
UIKit.Text(card, "Максимальный уровень", 26, UIKit.Theme.Gold, TextAlignmentOptions.Center);
|
||||
@@ -235,18 +312,93 @@ public static class BuildingWindow
|
||||
string unlocks = UnlocksAt(next);
|
||||
if (unlocks.Length > 0) UIKit.Text(card, "Откроется: " + unlocks, 24, UIKit.Theme.Gold, TextAlignmentOptions.Center);
|
||||
|
||||
string more = MoreBuildingsAt(level, next);
|
||||
if (more.Length > 0) UIKit.Text(card, "Больше зданий: " + more, 22, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
if (TimerRunning(townHall.gameObject)) return; // улучшение уже идёт -- полоска сверху
|
||||
|
||||
var cost = BuildingData.ToAmounts(townHall.GetUpgradeCost());
|
||||
UIKit.Text(card, "Цена: " + CostText(cost), 24, UIKit.Theme.Text, TextAlignmentOptions.Center);
|
||||
LiveCost(card, cost);
|
||||
long ms = config.ConstructionMs(true, next);
|
||||
TimeText(card, ms);
|
||||
bool canPay = townHall.CanUpgrade();
|
||||
var b = UIKit.Button(card, $"Улучшить до {next} ур.", canPay ? UIKit.Theme.Green : UIKit.Theme.Gray, () =>
|
||||
{
|
||||
if (!townHall.CanUpgrade()) { UIKit.Toast("Не хватает ресурсов"); return; }
|
||||
townHall.Upgrade();
|
||||
if (CitySync.Instance != null) CitySync.Instance.SyncNow();
|
||||
UIKit.Toast($"Ратуша улучшена до {townHall.currentLevel} уровня");
|
||||
if (ms > 0 && BuildTimer.FreeBuilders == 0) { UIKit.Toast("Все строители заняты"); return; }
|
||||
if (!GameServices.TryGet(out IEconomy e) || !e.TrySpend(cost)) { UIKit.Toast("Не хватает ресурсов"); return; }
|
||||
if (ms <= 0) BuildTimer.Begin(townHall.gameObject, BuildTimer.Kind.Upgrade, next, 0, 0).Complete();
|
||||
else
|
||||
{
|
||||
long now = GameClock.UnixNowMs;
|
||||
BuildTimer.Begin(townHall.gameObject, BuildTimer.Kind.Upgrade, next, now, now + ms);
|
||||
UIKit.Toast($"Ратуша улучшается до {next} уровня");
|
||||
}
|
||||
Rebuild();
|
||||
}, -1, 80, 26);
|
||||
b.interactable = canPay;
|
||||
LiveAfford(b, canPay, () => townHall != null && townHall.CanUpgrade());
|
||||
}
|
||||
|
||||
// Хранилище синих кристаллов (регламент валют 05.11, разд. 8; ответ 06.11, п. 1): вместимость и платное
|
||||
// расширение. Ратуша только разрешает ступень -- игрок покупает её здесь за золото и обычные ресурсы
|
||||
static void CrystalStorageBlock(RectTransform card, int townHallLevel)
|
||||
{
|
||||
var storage = EconomyConfig.CrystalStorageNow();
|
||||
Header(card, "Хранилище синих кристаллов");
|
||||
Live(card, () =>
|
||||
{
|
||||
float have = GameServices.TryGet(out IEconomy e) ? e.Get(ResourceType.Gems) : 0f;
|
||||
return $"Кристаллов {have:0} / {EconomyConfig.CrystalStorageNow().Capacity}";
|
||||
}, 24, UIKit.Theme.Text);
|
||||
// Недельный PvE-предел (регламент валют 05.11, ответ 06.11): сколько новых кристаллов из заданий, событий и боёв
|
||||
Live(card, () =>
|
||||
{
|
||||
var gp = GameProgress.Instance;
|
||||
if (gp == null) return "";
|
||||
string text = $"Новых кристаллов из заданий, событий и боёв за 7 дней: {gp.CrystalQuotaUsed} / {gp.CrystalQuotaLimit}";
|
||||
if (gp.CrystalQuotaLeft <= 0) text += $". Квота освободится через {GameData.FormatTime(gp.CrystalQuotaSecondsToFree)}, до тех пор -- золото";
|
||||
return text;
|
||||
}, 22, UIKit.Theme.TextDim);
|
||||
|
||||
var next = storage.Next;
|
||||
string why = storage.WhyNot(townHallLevel);
|
||||
if (next == null)
|
||||
{
|
||||
UIKit.Text(card, "Хранилище расширено до предела", 22, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
return;
|
||||
}
|
||||
var cost = next.Cost ?? new ResourceAmount[0];
|
||||
if (why != null)
|
||||
{
|
||||
UIKit.Text(card, why + ". Цена: " + CostText(cost), 22, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
return;
|
||||
}
|
||||
LiveCost(card, cost);
|
||||
bool canPay = GameServices.TryGet(out IEconomy economy) && economy.CanAfford(cost);
|
||||
var b = UIKit.Button(card, $"Расширить до {next.Capacity}", canPay ? UIKit.Theme.Green : UIKit.Theme.Gray, () =>
|
||||
{
|
||||
if (EconomyConfig.TryExpandCrystalStorage(townHallLevel, out string error))
|
||||
{
|
||||
UIKit.Toast($"Хранилище кристаллов: {EconomyConfig.CrystalStorageNow().Capacity}");
|
||||
Rebuild();
|
||||
}
|
||||
else UIKit.Toast(error);
|
||||
}, -1, 80, 26);
|
||||
LiveAfford(b, canPay, () => GameServices.TryGet(out IEconomy now) && now.CanAfford(cost));
|
||||
}
|
||||
|
||||
// Каких зданий на следующем уровне Ратуши можно построить больше: "Лес 2 → 3, Дом 3 → 4"
|
||||
static string MoreBuildingsAt(int level, int next)
|
||||
{
|
||||
var config = EconomyConfig.Load();
|
||||
var parts = new List<string>();
|
||||
if (config.buildingLimits != null)
|
||||
foreach (var l in config.buildingLimits)
|
||||
{
|
||||
if (l == null) continue;
|
||||
int a = config.BuildingLimitFor(l.buildingName, level), b = config.BuildingLimitFor(l.buildingName, next);
|
||||
if (b > a) parts.Add($"{l.buildingName} {a} → {b}");
|
||||
}
|
||||
return string.Join(", ", parts.ToArray());
|
||||
}
|
||||
|
||||
// ---------------- Казармы ----------------
|
||||
@@ -340,6 +492,72 @@ public static class BuildingWindow
|
||||
() => hospital.Level = hospital.level + 1, Hospital.MaxBuildLevel);
|
||||
}
|
||||
|
||||
// ---------------- Терем богатыря: окно героя ----------------
|
||||
// Числа героя -- те же, что в панели "Герой" (GameProgress / GameData), механика не меняется.
|
||||
|
||||
static void HeroCastleSection(RectTransform card)
|
||||
{
|
||||
var gp = GameProgress.Instance;
|
||||
UIKit.Text(card, "В Тереме живёт богатырь -- верховный командир. Он гуляет по городу; тапните по нему, чтобы поговорить.",
|
||||
24, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
if (gp == null) return;
|
||||
|
||||
int lvl = gp.Data.heroLevel, maxLvl = gp.HeroMaxLevel;
|
||||
var head = UIKit.Row(card, 140, 16);
|
||||
UIKit.Icon(head, new Color(0.55f, 0.4f, 0.2f), "Б", 130); // место под портрет
|
||||
var info = UIKit.Card(head, new Color(0, 0, 0, 0), 0, 4);
|
||||
UIKit.Size(info, -1, -1, 1);
|
||||
UIKit.Text(info, $"Уровень {lvl} / {maxLvl}", 30, UIKit.Theme.Gold).fontStyle = FontStyles.Bold;
|
||||
UIKit.Text(info, $"Сила героя: {GameData.HeroPower(lvl)}", 24, UIKit.Theme.Text);
|
||||
UIKit.Text(info, $"Бонус к силе армии: +{Mathf.RoundToInt(gp.ArmyBonus * 100)}%", 24, UIKit.Theme.Text);
|
||||
|
||||
Header(card, "Навыки");
|
||||
for (int i = 0; i < GameData.HeroSkillNames.Length; i++)
|
||||
{
|
||||
bool has = gp.HasHeroSkill(i);
|
||||
UIKit.Text(card, has ? $"<color=#9be59b>•</color> {GameData.HeroSkillNames[i]} — открыт" // без «✓»: его нет в шрифте LiberationSans (06.11)
|
||||
: $"{GameData.HeroSkillNames[i]} — с {GameData.HeroSkillLevels[i]} ур.",
|
||||
22, has ? UIKit.Theme.Text : UIKit.Theme.TextDim);
|
||||
}
|
||||
|
||||
Header(card, "Улучшение героя");
|
||||
if (lvl >= maxLvl)
|
||||
{
|
||||
UIKit.Text(card, $"Предел уровня. Улучшите Ратушу до {gp.TownHallLevel + 1} ур., чтобы поднять предел до " +
|
||||
$"{GameData.HeroMaxLevel(gp.TownHallLevel + 1)}.", 22, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
}
|
||||
else
|
||||
{
|
||||
var cost = GameData.HeroUpgradeCost(lvl);
|
||||
Live(card, () =>
|
||||
{
|
||||
var parts = new List<string>();
|
||||
foreach (var c in cost)
|
||||
{
|
||||
bool enough = gp.Res(c.type) >= c.amount;
|
||||
parts.Add($"<color={(enough ? "#9be59b" : "#ff7a7a")}>{GameData.ResName(c.type)} {c.amount:N0}</color>");
|
||||
}
|
||||
return "Цена: " + string.Join(", ", parts.ToArray());
|
||||
}, 22, UIKit.Theme.Text);
|
||||
UIKit.Text(card, $"Дальше: сила {GameData.HeroPower(lvl)} → {GameData.HeroPower(lvl + 1)}, " +
|
||||
$"бонус армии +{GameData.HeroArmyBonusPercent(lvl)}% → +{GameData.HeroArmyBonusPercent(lvl + 1)}%",
|
||||
22, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
var up = UIKit.Button(card, $"Улучшить до {lvl + 1} ур.", UIKit.Theme.Green, () =>
|
||||
{
|
||||
if (!gp.CanUpgradeHero) { UIKit.Toast("Не хватает ресурсов"); return; }
|
||||
gp.UpgradeHero();
|
||||
Rebuild();
|
||||
}, -1, 80, 26);
|
||||
live.Add(() => up.interactable = gp.CanUpgradeHero);
|
||||
}
|
||||
|
||||
UIKit.Button(card, "Подробнее о герое", UIKit.Theme.Blue, () =>
|
||||
{
|
||||
Close();
|
||||
if (UIPanelManager.Instance != null) UIPanelManager.Instance.Open("Hero");
|
||||
}, -1, 80, 26);
|
||||
}
|
||||
|
||||
// Резерв для найма на уровне Ратуши (те же числа, что у модуля Населения)
|
||||
static int ReserveAt(int townHallLevel)
|
||||
{
|
||||
@@ -352,9 +570,7 @@ public static class BuildingWindow
|
||||
static string UnlocksAt(int townHallLevel)
|
||||
{
|
||||
var names = new List<string>();
|
||||
if (BuildManager.Instance != null && BuildManager.Instance.allBuildings != null)
|
||||
foreach (var b in BuildManager.Instance.allBuildings)
|
||||
if (b != null && b.requiredTownHallLevel == townHallLevel) names.Add(b.buildingName);
|
||||
names.AddRange(City3DGameplay.TypesUnlockedAt(townHallLevel));
|
||||
foreach (var t in GameData.Troops)
|
||||
if (t.requiredTownHall == townHallLevel) names.Add(t.name);
|
||||
return string.Join(", ", names.ToArray());
|
||||
@@ -372,22 +588,125 @@ public static class BuildingWindow
|
||||
}
|
||||
Header(card, $"Улучшение до {level + 1} ур.");
|
||||
UIKit.Text(card, effect, 24, UIKit.Theme.Text, TextAlignmentOptions.Center);
|
||||
if (focus != null && TimerRunning(focus)) return; // улучшение уже идёт -- полоска сверху
|
||||
var cost = config.UpgradeCost(level);
|
||||
UIKit.Text(card, "Цена: " + CostText(cost), 24, UIKit.Theme.Text, TextAlignmentOptions.Center);
|
||||
LiveCost(card, cost);
|
||||
long ms = config.ConstructionMs(false, level + 1);
|
||||
TimeText(card, ms);
|
||||
var building = focus;
|
||||
|
||||
bool canPay = GameServices.TryGet(out IEconomy economy) && economy.CanAfford(cost);
|
||||
var b = UIKit.Button(card, $"Улучшить до {level + 1} ур.", canPay ? UIKit.Theme.Green : UIKit.Theme.Gray, () =>
|
||||
{
|
||||
bool timed = ms > 0 && building != null;
|
||||
if (timed && BuildTimer.FreeBuilders == 0) { UIKit.Toast("Все строители заняты"); return; }
|
||||
if (!GameServices.TryGet(out IEconomy e) || !e.TrySpend(cost)) { UIKit.Toast("Не хватает ресурсов"); return; }
|
||||
raiseLevel();
|
||||
if (CitySync.Instance != null) CitySync.Instance.SyncNow();
|
||||
UIKit.Toast($"Улучшено до {level + 1} уровня");
|
||||
if (timed)
|
||||
{
|
||||
long now = GameClock.UnixNowMs;
|
||||
BuildTimer.Begin(building, BuildTimer.Kind.Upgrade, level + 1, now, now + ms);
|
||||
UIKit.Toast($"Улучшение до {level + 1} уровня началось");
|
||||
}
|
||||
else
|
||||
{
|
||||
raiseLevel();
|
||||
if (CitySync.Instance != null) CitySync.Instance.SyncNow();
|
||||
UIKit.Toast($"Улучшено до {level + 1} уровня");
|
||||
}
|
||||
Rebuild();
|
||||
}, -1, 80, 26);
|
||||
LiveAfford(b, canPay, () => GameServices.TryGet(out IEconomy now) && now.CanAfford(cost));
|
||||
}
|
||||
|
||||
// Кнопка «Улучшить» следит за ресурсами, пока окно открыто: ресурсов стало хватать -- зелёная и нажимается,
|
||||
// перестало -- серая (05.11: раньше нужно было закрыть и открыть окно)
|
||||
static void LiveAfford(Button b, bool canPay, Func<bool> can)
|
||||
{
|
||||
b.interactable = canPay;
|
||||
bool shown = canPay;
|
||||
live.Add(() =>
|
||||
{
|
||||
if (b == null) return;
|
||||
bool c = can();
|
||||
if (c == shown) return;
|
||||
shown = c;
|
||||
b.interactable = c;
|
||||
var img = b.GetComponent<Image>();
|
||||
if (img != null) img.color = c ? UIKit.Theme.Green : UIKit.Theme.Gray;
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------- Стройка по времени (BuildTimer) ----------------
|
||||
|
||||
static bool TimerRunning(GameObject building)
|
||||
{
|
||||
var t = BuildTimer.Of(building);
|
||||
return t != null && BuildTimer.All.Contains(t);
|
||||
}
|
||||
|
||||
static void TimeText(RectTransform card, long ms)
|
||||
{
|
||||
if (ms <= 0) return;
|
||||
Live(card, () => $"Время: {GameData.FormatTime(ms / 1000.0)} • строителей свободно: {BuildTimer.FreeBuilders} из {BuildTimer.Builders}",
|
||||
22, UIKit.Theme.TextDim);
|
||||
}
|
||||
|
||||
// Полоска стройки или улучшения, сколько осталось, ускорение за кристаллы
|
||||
static void TimerBlock(RectTransform card, GameObject building)
|
||||
{
|
||||
var t = BuildTimer.Of(building);
|
||||
if (t == null || !BuildTimer.All.Contains(t)) return;
|
||||
Header(card, t.IsConstruction ? "Идёт стройка" : $"Идёт улучшение до {t.targetLevel} ур.");
|
||||
var bar = UIKit.Bar(card, t.Progress, UIKit.Theme.Gold, 26);
|
||||
live.Add(() => { if (t != null) UIKit.SetBar(bar, t.Progress); });
|
||||
Live(card, () => t != null ? "Осталось " + GameData.FormatTime(t.SecondsLeft) : "Готово", 24, UIKit.Theme.Text);
|
||||
|
||||
// Ускорение -- за золото (06.11, ТЕСТ: EconomyConfig.construction.secondsPerGold)
|
||||
Func<int> gold = () => t != null ? EconomyConfig.SpeedUpGold(t.SecondsLeft) : 0;
|
||||
var speed = UIKit.Button(card, "", UIKit.Theme.Blue, () =>
|
||||
{
|
||||
if (t == null) return;
|
||||
int price = gold();
|
||||
if (!GameServices.TryGet(out IEconomy e) || !e.TrySpend(ResourceType.Gold, price))
|
||||
{
|
||||
UIKit.Toast($"Нужно {price} золота");
|
||||
return;
|
||||
}
|
||||
t.Complete(); // окно перестроит OnBuildCompleted
|
||||
}, -1, 80, 26);
|
||||
live.Add(() => { if (t != null) UIKit.SetButton(speed, $"Ускорить за {gold()} золота", true); });
|
||||
UIKit.SetButton(speed, $"Ускорить за {gold()} золота", true);
|
||||
}
|
||||
|
||||
// ---------------- Перенос (решения 04.11: сноса нет) ----------------
|
||||
// Здание можно бесплатно переставить в пределах поселения: уровень, стройка или улучшение сохраняются.
|
||||
// Снести здание и вернуть ресурсы нельзя -- такой кнопки нет.
|
||||
|
||||
static void ActionsBlock(RectTransform card, GameObject building)
|
||||
{
|
||||
var id = building.GetComponent<PlacedBuildingId>();
|
||||
if (id == null || string.IsNullOrEmpty(id.buildingName)) return; // Ратуша и стартовые постройки сцены
|
||||
UIKit.Button(card, "Перенести", UIKit.Theme.Blue, () =>
|
||||
{
|
||||
Close();
|
||||
if (BuildModeController.Instance != null) BuildModeController.Instance.StartMove(building);
|
||||
}, -1, 80, 26);
|
||||
}
|
||||
|
||||
// Цена: чего хватает -- зелёным, чего нет -- красным, со сколько есть
|
||||
// Строка «Цена: …» обновляется, пока окно открыто: хватает ресурса -- зелёная цифра, нет -- красная и «есть N» (05.11)
|
||||
static void LiveCost(Transform card, ResourceAmount[] cost)
|
||||
{
|
||||
var text = UIKit.Text(card, "Цена: " + CostText(cost), 24, UIKit.Theme.Text, TextAlignmentOptions.Center);
|
||||
string shown = text.text;
|
||||
live.Add(() =>
|
||||
{
|
||||
if (text == null) return;
|
||||
string now = "Цена: " + CostText(cost);
|
||||
if (now != shown) { shown = now; text.text = now; }
|
||||
});
|
||||
}
|
||||
|
||||
static string CostText(ResourceAmount[] cost)
|
||||
{
|
||||
GameServices.TryGet(out IEconomy economy);
|
||||
@@ -511,6 +830,7 @@ public class BuildingWindowTicker : MonoBehaviour
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Escape)) { BuildingWindow.Close(); return; } // "Назад" на телефоне
|
||||
if (Time.unscaledTime < next) return;
|
||||
next = Time.unscaledTime + 0.5f;
|
||||
BuildingWindow.Tick();
|
||||
|
||||
@@ -5,7 +5,8 @@ using UnityEngine;
|
||||
// Слой приложения: сообщает модулям, какие здания стоят в городе.
|
||||
// - рабочие места (Лес, Еда, Камень, Металл, Золото) и их уровни -> модуль добычи (места и эффективность);
|
||||
// - Дома (здание "Население") -> модуль Населения (предел жилья);
|
||||
// - Склады и Амбары -> лимиты склада в Экономике.
|
||||
// - Склады и Амбары -> лимиты склада в Экономике и защита ресурсов от грабежа (App/ResourceProtection).
|
||||
// Здания, которые ещё строятся (BuildTimer), не считаются: они пока не работают.
|
||||
// Модули сами здания не ищут: они без Unity и живут и на карте мира, где города нет.
|
||||
//
|
||||
// Проверяет город раз в полсекунды и применяет изменения, только когда картина устоялась
|
||||
@@ -16,6 +17,10 @@ public class CitySync : MonoBehaviour
|
||||
|
||||
public static CitySync Instance { get; private set; }
|
||||
|
||||
// Город (3D-поселение, City3D) открыт -- задаёт City3DController
|
||||
public static bool ExternalCity;
|
||||
static bool CityOpen => ExternalCity;
|
||||
|
||||
float next;
|
||||
string pending; // замер, который ждёт подтверждения
|
||||
string applied; // последний применённый замер
|
||||
@@ -38,7 +43,7 @@ public class CitySync : MonoBehaviour
|
||||
{
|
||||
if (Time.unscaledTime < next) return;
|
||||
next = Time.unscaledTime + Interval;
|
||||
if (BuildManager.Instance == null) return; // город не открыт -- модули помнят последнее
|
||||
if (!CityOpen) return; // город не открыт -- модули помнят последнее
|
||||
|
||||
var city = Scan();
|
||||
if (city.Signature == applied) { pending = null; return; }
|
||||
@@ -49,7 +54,7 @@ public class CitySync : MonoBehaviour
|
||||
// Применить сразу (после улучшения здания в окне -- чтобы окно показало новые места)
|
||||
public void SyncNow()
|
||||
{
|
||||
if (BuildManager.Instance == null) return;
|
||||
if (!CityOpen) return;
|
||||
Apply(Scan());
|
||||
}
|
||||
|
||||
@@ -67,6 +72,7 @@ public class CitySync : MonoBehaviour
|
||||
foreach (var placed in FindObjectsByType<PlacedBuildingId>(FindObjectsSortMode.None))
|
||||
{
|
||||
if (string.IsNullOrEmpty(placed.buildingName)) continue; // убирается в этом кадре
|
||||
if (BuildTimer.IsConstructing(placed)) continue; // ещё строится -- не работает
|
||||
|
||||
var rc = placed.GetComponent<ResourceCollector>();
|
||||
if (rc != null)
|
||||
@@ -112,6 +118,7 @@ public class CitySync : MonoBehaviour
|
||||
ResourceType[] stored = { ResourceType.Wood, ResourceType.Stone, ResourceType.Iron, ResourceType.Gold, ResourceType.Food, ResourceType.Gems };
|
||||
foreach (var t in stored) rm.SetCapacity(t, config.GetCapacity(t, city.WarehouseLevels, city.GranaryLevels));
|
||||
}
|
||||
ResourceProtection.SetLevels(city.WarehouseLevels, city.GranaryLevels); // защита от грабежа
|
||||
|
||||
var production = GameModules.Production;
|
||||
var population = GameModules.Population;
|
||||
|
||||
@@ -0,0 +1,40 @@
|
||||
// Стройка и офлайн (решения 04.11): стройка, которая закончилась, пока игра была закрыта, вступает в силу
|
||||
// в тот момент офлайн-расчёта, когда время дошло до её конца. Тогда добыча здания (и его новый уровень)
|
||||
// считается ровно с момента завершения, а не с начала офлайна и не с момента входа в игру.
|
||||
//
|
||||
// Как: модуль Населения на каждом шаге расчёта сообщает, до какого момента дошёл (GameTimeSimulatedEvent).
|
||||
// Здесь завершаются стройки с концом не позже этого момента, и город сразу пересчитывается (CitySync) --
|
||||
// следующий шаг добычи идёт уже с новым зданием. Пока расчёт не дошёл до конца стройки, BuildTimer сам её не
|
||||
// завершает (BuildTimer.MayComplete). Шаг расчёта -- 10 минут, поэтому добыча начинается не раньше конца
|
||||
// стройки и не позже чем через 10 минут после него: лишнего не начисляется никогда.
|
||||
public static class ConstructionClock
|
||||
{
|
||||
// До какого момента (мс) расчёт добычи уже дошёл. 0 -- ещё ни разу не считал (сразу после запуска)
|
||||
public static long SimulatedUntilMs { get; private set; }
|
||||
|
||||
static bool subscribed;
|
||||
|
||||
public static void Init()
|
||||
{
|
||||
SimulatedUntilMs = 0;
|
||||
BuildTimer.MayComplete = endMs => endMs <= SimulatedUntilMs;
|
||||
if (subscribed) return;
|
||||
subscribed = true;
|
||||
EventBus.Subscribe<GameTimeSimulatedEvent>(OnSimulated);
|
||||
}
|
||||
|
||||
static void OnSimulated(GameTimeSimulatedEvent e)
|
||||
{
|
||||
long ms = e.UnixNow * 1000;
|
||||
if (ms > SimulatedUntilMs) SimulatedUntilMs = ms; // время расчёта только растёт
|
||||
|
||||
bool any = false;
|
||||
foreach (var timer in BuildTimer.All.ToArray())
|
||||
{
|
||||
if (timer == null || timer.endMs > SimulatedUntilMs) continue;
|
||||
timer.Complete(); // уровень только растёт, второй раз не завершается
|
||||
any = true;
|
||||
}
|
||||
if (any && CitySync.Instance != null) CitySync.Instance.SyncNow();
|
||||
}
|
||||
}
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1986efcb01c943548be8d0a24fbc56c9
|
||||
guid: 6104b5c531ff479eb569880ebd75d68c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -17,6 +17,7 @@ public class DebugPanel : MonoBehaviour
|
||||
|
||||
GameObject panel;
|
||||
TextMeshProUGUI info;
|
||||
UnityEngine.UI.Button gridButton;
|
||||
float nextRefresh;
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
|
||||
@@ -72,8 +73,24 @@ public class DebugPanel : MonoBehaviour
|
||||
Btn(row1, "+10 часов", UIKit.Theme.Blue, () => GameClock.Advance(36000));
|
||||
|
||||
var row2 = UIKit.Row(card, 70, 10);
|
||||
Btn(row2, "+100 всех ресурсов", UIKit.Theme.Green, AddAllResources);
|
||||
Btn(row2, "+1000 всех ресурсов", UIKit.Theme.Green, AddAllResources);
|
||||
Btn(row2, "+1000 еды", UIKit.Theme.Green, () => AddResource(ResourceType.Food, 1000));
|
||||
Btn(row2, "Кристаллы = макс", UIKit.Theme.Blue, FillGems);
|
||||
|
||||
// Недельный PvE-предел кристаллов: «+1 PvE-кристалл» выдаёт как настоящая награда (квота, место, компенсация)
|
||||
var rowQ = UIKit.Row(card, 70, 10);
|
||||
Btn(rowQ, "+1 PvE-кристалл", UIKit.Theme.Blue, () => { if (GameProgress.Instance != null) GameProgress.Instance.Grant(new[] { new RewardItem(ResourceType.Gems, 1) }); Refresh(); });
|
||||
// Только для проверки торговца (30 000 / 60 000 золота) и Кристальной шахты (12 000 золота, 3200 камня...):
|
||||
// обычные ресурсы ставятся напрямую, мимо лимита склада
|
||||
Btn(rowQ, "Ресурсы 100 000", UIKit.Theme.Green, () =>
|
||||
{
|
||||
var rm = ResourceManager.Instance;
|
||||
if (rm != null)
|
||||
foreach (var t in new[] { ResourceType.Gold, ResourceType.Wood, ResourceType.Stone, ResourceType.Iron, ResourceType.Food })
|
||||
rm.SetResource(t, 100000);
|
||||
Refresh();
|
||||
});
|
||||
Btn(rowQ, "Сбросить квоту", UIKit.Theme.Gray, () => { if (GameProgress.Instance != null) GameProgress.Instance.DevResetCrystalQuota(); UIKit.Toast("Недельная квота кристаллов сброшена"); Refresh(); });
|
||||
|
||||
var row3 = UIKit.Row(card, 70, 10);
|
||||
Btn(row3, "Еда = 0", UIKit.Theme.Red, ZeroFood);
|
||||
@@ -81,11 +98,129 @@ public class DebugPanel : MonoBehaviour
|
||||
|
||||
var row4 = UIKit.Row(card, 70, 10);
|
||||
Btn(row4, "Рабочие", UIKit.Theme.Blue, () => BuildingWindow.Open(null));
|
||||
Btn(row4, "Закрыть", UIKit.Theme.Gray, () => panel.SetActive(false));
|
||||
gridButton = UIKit.Button(row4, GridLabel, UIKit.Theme.Blue, ToggleGrid, -1, 70, 24);
|
||||
UIKit.Size(gridButton, -1, 70, 1);
|
||||
Btn(row4, "Камера", UIKit.Theme.Blue, ToggleCameraCard);
|
||||
Btn(row4, "Закрыть", UIKit.Theme.Gray, () => { panel.SetActive(false); if (cameraCard != null) cameraCard.SetActive(false); });
|
||||
|
||||
panel.SetActive(false);
|
||||
}
|
||||
|
||||
// ---------------- Камера 3D-поселения (решение 05.11: перспектива, числа подбираем в Unity и на телефоне) ----------------
|
||||
|
||||
GameObject cameraCard;
|
||||
TextMeshProUGUI cameraInfo;
|
||||
|
||||
// Ползунок: подпись, значение, диапазон. get/set -- поле камеры
|
||||
struct CamSlider { public string Label, Format; public float Min, Max; public System.Func<City3DCamera, float> Get; public System.Action<City3DCamera, float> Set; public string Pref; }
|
||||
|
||||
static readonly CamSlider[] CamSliders =
|
||||
{
|
||||
new CamSlider { Label = "Наклон", Format = "0°", Min = 25, Max = 85, Pref = City3DCamera.PrefPitch,
|
||||
Get = c => c.pitch, Set = (c, v) => c.pitch = v },
|
||||
new CamSlider { Label = "Перспектива", Format = "0°", Min = 15, Max = 75, Pref = City3DCamera.PrefFov,
|
||||
Get = c => c.fieldOfView, Set = (c, v) => c.SetFieldOfView(v) },
|
||||
new CamSlider { Label = "Ближе всего", Format = "0", Min = 3, Max = 30, Pref = City3DCamera.PrefMin,
|
||||
Get = c => c.minDistance, Set = (c, v) => { c.minDistance = Mathf.Min(v, c.maxDistance - 1); c.distance = Mathf.Max(c.distance, c.minDistance); } },
|
||||
new CamSlider { Label = "Дальше всего", Format = "0", Min = 20, Max = 120, Pref = City3DCamera.PrefMax,
|
||||
Get = c => c.maxDistance, Set = (c, v) => { c.maxDistance = Mathf.Max(v, c.minDistance + 1); c.distance = Mathf.Min(c.distance, c.maxDistance); } },
|
||||
new CamSlider { Label = "Сейчас", Format = "0", Min = 3, Max = 120, Pref = null,
|
||||
Get = c => c.distance, Set = (c, v) => c.distance = Mathf.Clamp(v, c.minDistance, c.maxDistance) },
|
||||
};
|
||||
|
||||
static City3DCamera Cam3D => Object.FindAnyObjectByType<City3DCamera>();
|
||||
|
||||
void ToggleCameraCard()
|
||||
{
|
||||
if (cameraCard != null) { bool show = !cameraCard.activeSelf; if (show) BuildCameraCard(); else cameraCard.SetActive(false); return; }
|
||||
BuildCameraCard();
|
||||
}
|
||||
|
||||
void BuildCameraCard()
|
||||
{
|
||||
if (cameraCard != null) Destroy(cameraCard);
|
||||
var cam = Cam3D;
|
||||
var safe = panel.transform.parent;
|
||||
var card = UIKit.Card(safe, new Color(0.08f, 0.08f, 0.11f, 0.95f), 20, 10);
|
||||
card.anchorMin = card.anchorMax = new Vector2(0, 0.5f);
|
||||
card.pivot = new Vector2(0, 0.5f);
|
||||
card.anchoredPosition = new Vector2(135 + 640, 0);
|
||||
card.sizeDelta = new Vector2(640, 0);
|
||||
card.gameObject.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
cameraCard = card.gameObject;
|
||||
|
||||
var title = UIKit.Text(card, "КАМЕРА 3D-ПОСЕЛЕНИЯ (ТЕСТ)", 28, UIKit.Theme.Gold, TextAlignmentOptions.Center);
|
||||
title.fontStyle = FontStyles.Bold;
|
||||
if (cam == null)
|
||||
{
|
||||
UIKit.Text(card, "Откройте 3D-город (сцена City3D)", 24, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var def in CamSliders)
|
||||
{
|
||||
var d = def;
|
||||
var row = UIKit.Row(card, 60, 12);
|
||||
var label = UIKit.Text(row, d.Label, 24);
|
||||
UIKit.Size(label, 170);
|
||||
var value = UIKit.Text(row, d.Get(cam).ToString(d.Format), 24, UIKit.Theme.TextDim, TextAlignmentOptions.Right);
|
||||
UIKit.Slider(row, Mathf.InverseLerp(d.Min, d.Max, d.Get(cam)), t =>
|
||||
{
|
||||
var c = Cam3D;
|
||||
if (c == null) return;
|
||||
d.Set(c, Mathf.Lerp(d.Min, d.Max, t));
|
||||
value.text = d.Get(c).ToString(d.Format);
|
||||
if (d.Pref != null) PlayerPrefs.SetFloat(d.Pref, d.Get(c)); // запомнить на этом устройстве
|
||||
c.Apply();
|
||||
UpdateCameraInfo();
|
||||
});
|
||||
value.transform.SetAsLastSibling();
|
||||
UIKit.Size(value, 80);
|
||||
}
|
||||
}
|
||||
cameraInfo = UIKit.Text(card, "", 22, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
UpdateCameraInfo();
|
||||
|
||||
var row2 = UIKit.Row(card, 64, 10);
|
||||
Btn(row2, "Сбросить", UIKit.Theme.Gray, ResetCamera);
|
||||
Btn(row2, "Закрыть", UIKit.Theme.Gray, () => cameraCard.SetActive(false));
|
||||
}
|
||||
|
||||
// Строка, которую удобно переписать в отчёт / в сцену
|
||||
void UpdateCameraInfo()
|
||||
{
|
||||
var c = Cam3D;
|
||||
if (cameraInfo == null) return;
|
||||
cameraInfo.text = c == null ? "" :
|
||||
$"pitch {c.pitch:0} • fieldOfView {c.fieldOfView:0} • minDistance {c.minDistance:0} • maxDistance {c.maxDistance:0} • distance {c.distance:0}\n" +
|
||||
"Подобранное запоминается на этом устройстве. В сцену (для всех) -- вписать числа в Main Camera → City3DCamera";
|
||||
}
|
||||
|
||||
void ResetCamera()
|
||||
{
|
||||
foreach (var d in CamSliders) if (d.Pref != null) PlayerPrefs.DeleteKey(d.Pref);
|
||||
var c = Cam3D;
|
||||
if (c != null)
|
||||
{
|
||||
c.pitch = c.DefaultPitch;
|
||||
c.SetFieldOfView(c.DefaultFov);
|
||||
c.minDistance = c.DefaultMin;
|
||||
c.maxDistance = c.DefaultMax;
|
||||
c.distance = Mathf.Clamp(c.distance, c.minDistance, c.maxDistance);
|
||||
c.Apply();
|
||||
}
|
||||
BuildCameraCard();
|
||||
}
|
||||
|
||||
// Отладочная сетка стройки 3D-поселения: видна всегда, ярче, каждая 5-я линия жёлтая (05.11, просьба Миши)
|
||||
void ToggleGrid()
|
||||
{
|
||||
City3DController.SetDebugGrid(!City3DController.DebugGrid);
|
||||
if (gridButton != null) UIKit.SetButton(gridButton, GridLabel, true);
|
||||
}
|
||||
|
||||
static string GridLabel => City3DController.DebugGrid ? "Сетка: вкл" : "Сетка: выкл";
|
||||
|
||||
static void Btn(Transform row, string label, Color color, System.Action onClick)
|
||||
{
|
||||
var b = UIKit.Button(row, label, color, onClick, -1, 70, 24);
|
||||
@@ -142,7 +277,18 @@ public class DebugPanel : MonoBehaviour
|
||||
void AddAllResources()
|
||||
{
|
||||
ResourceType[] types = { ResourceType.Wood, ResourceType.Food, ResourceType.Stone, ResourceType.Iron, ResourceType.Gold, ResourceType.Gems };
|
||||
foreach (var t in types) AddResource(t, 100);
|
||||
foreach (var t in types) AddResource(t, 1000); // лишнее обрежет лимит склада
|
||||
}
|
||||
|
||||
// Кристаллы до предела склада (лимит 50 -- решение 19.10, предел не меняется)
|
||||
void FillGems()
|
||||
{
|
||||
var rm = ResourceManager.Instance;
|
||||
if (rm == null) { UIKit.Toast("Нет склада (ResourceManager)"); return; }
|
||||
float cap = rm.GetCapacity(ResourceType.Gems);
|
||||
if (float.IsInfinity(cap)) cap = EconomyConfig.Load().storage.crystalCap;
|
||||
rm.SetResource(ResourceType.Gems, cap);
|
||||
Refresh();
|
||||
}
|
||||
|
||||
void AddResource(ResourceType type, float amount)
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -24,8 +25,11 @@ public class EconomyConfig : ScriptableObject
|
||||
|
||||
[Tooltip("Еды в час на одного жителя")]
|
||||
public float foodPerCivilianPerHour = 0.1f;
|
||||
[Tooltip("Еды в час на одного воина")]
|
||||
[Tooltip("Еды в час на одного воина (и новобранца в Казармах), если норма по типам не задана")]
|
||||
public float foodPerSoldierPerHour = 0.2f;
|
||||
[Tooltip("Еды в час на воина по типам: пехота, лучники, кавалерия, осадные. Решения 01.11, п. 4: 0,15 / 0,20 / 0,15 / 0,15. " +
|
||||
"Раненые едят так же, даже ожидая койку. Пусто -- все по foodPerSoldierPerHour")]
|
||||
public float[] foodPerTroopTypePerHour = { 0.15f, 0.2f, 0.15f, 0.15f };
|
||||
|
||||
[Tooltip("Прирост людей в час, если есть еда (документ: 2–3)")]
|
||||
public float growthPerHour = 2.5f;
|
||||
@@ -67,6 +71,20 @@ public class EconomyConfig : ScriptableObject
|
||||
[Range(0f, 1f)] public float famineNonFoodMultiplier = 0.5f;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class CrystalExpansion
|
||||
{
|
||||
public int townHallLevel = 3;
|
||||
public int capacity = 75;
|
||||
public float gold, wood, stone, iron;
|
||||
|
||||
public CrystalExpansion() { }
|
||||
public CrystalExpansion(int townHall, int cap, float gold, float wood, float stone, float iron)
|
||||
{
|
||||
townHallLevel = townHall; capacity = cap; this.gold = gold; this.wood = wood; this.stone = stone; this.iron = iron;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class StorageSettings // этап 1: лимиты хранения
|
||||
{
|
||||
@@ -78,8 +96,31 @@ public class EconomyConfig : ScriptableObject
|
||||
public float perWarehouseLevel = 1000f;
|
||||
[Tooltip("+ к лимиту еды за каждый уровень Амбара. Не утверждено")]
|
||||
public float perGranaryLevel = 1500f;
|
||||
[Tooltip("Лимит синего кристалла (решение команды от 19.10: небольшой, не бесконечный). Число не утверждено")]
|
||||
[Tooltip("Стартовая вместимость синих кристаллов (регламент валют 05.11, разд. 8). ТЕСТ")]
|
||||
public float crystalCap = 50f;
|
||||
[Tooltip("Недельный PvE-предел: не больше стольких НОВЫХ синих кристаллов за окно из заданий, событий, боёв, PvE-торговца. " +
|
||||
"Шахта, торговля и грабёж -- вне предела (регламент валют 05.11, разд. 5.2; ответ 06.11, п. 2). ТЕСТ")]
|
||||
public int crystalPveLimit = 6;
|
||||
[Tooltip("Окно недельного PvE-предела, реальных суток (скользящее). ТЕСТ")]
|
||||
public int crystalPveWindowDays = 7;
|
||||
[Tooltip("Компенсация золотом за каждый синий кристалл PvE-награды сверх недельного предела (величина не согласована). ТЕСТ")]
|
||||
public float crystalCompensationGold = 1000f;
|
||||
[Tooltip("Кристальная шахта: синих кристаллов за период на одну работающую шахту (ответ 06.11, п. 3). ТЕСТ")]
|
||||
public int crystalMinePerPeriod = 3;
|
||||
[Tooltip("Кристальная шахта: период, РЕАЛЬНЫХ суток (не игровые часы ×12). ТЕСТ")]
|
||||
public int crystalMinePeriodDays = 7;
|
||||
[Tooltip("Редкий PvE-торговец: цена синего кристалла в золоте по порядку покупок за 7 реальных суток; покупок не больше, " +
|
||||
"чем цен (регламент валют 05.11, разд. 3). Входит в недельный PvE-предел. ТЕСТ")]
|
||||
public int[] crystalTraderPrices = { 30000, 60000 };
|
||||
[Tooltip("Платные расширения хранилища кристаллов по порядку: с какой Ратуши, до скольки, цена (золото и обычные ресурсы). " +
|
||||
"Ратуша только разрешает -- само не растёт (регламент валют 05.11, разд. 8; ответ 06.11, п. 1). Числа и цены ТЕСТ")]
|
||||
public CrystalExpansion[] crystalExpansions =
|
||||
{
|
||||
new CrystalExpansion(3, 75, 2000, 1500, 1500, 0),
|
||||
new CrystalExpansion(5, 100, 4000, 3000, 3000, 1000),
|
||||
new CrystalExpansion(7, 150, 7000, 5000, 5000, 2000),
|
||||
new CrystalExpansion(9, 200, 10000, 8000, 8000, 4000),
|
||||
};
|
||||
|
||||
[Tooltip("Цена Склада: дерево / камень. Не утверждено")]
|
||||
public float warehouseWood = 200f;
|
||||
@@ -123,6 +164,51 @@ public class EconomyConfig : ScriptableObject
|
||||
public int[] requiredBarracksLevel = { 1, 2, 3, 5 };
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class ConstructionSettings // время стройки и улучшения, строители (01.11, ТЕСТ)
|
||||
{
|
||||
[Tooltip("Сколько строек и улучшений идёт одновременно (строители). ТЕСТ")]
|
||||
public int builders = 2;
|
||||
[Tooltip("Постройка нового здания, секунд. ТЕСТ")]
|
||||
public int buildSeconds = 60;
|
||||
[Tooltip("Улучшение до уровня 2, 3, 4... (секунд): [0] -- до 2 ур., [1] -- до 3 ур. ... ТЕСТ")]
|
||||
public int[] upgradeSecondsToLevel = { 60, 120, 300, 600, 1200, 1800, 3600, 5400, 7200 };
|
||||
[Tooltip("Ратуша строится дольше остальных: множитель времени улучшения. ТЕСТ")]
|
||||
public float townHallTimeMultiplier = 2f;
|
||||
[Tooltip("Устарело (06.11): ускорение теперь за золото -- secondsPerGold")]
|
||||
public int secondsPerGem = 30;
|
||||
[Tooltip("Ускорение стройки, улучшения и обучения войск -- за золото (06.11; регламент валют: золото -- основной ресурс " +
|
||||
"построек и улучшений, синие кристаллы на ускорения не тратятся): секунд за 1 золото. ТЕСТ")]
|
||||
public int secondsPerGold = 10;
|
||||
// Сноса зданий нет (решение 04.11): только бесплатный перенос
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class BuildingLimit
|
||||
{
|
||||
public string buildingName;
|
||||
[Tooltip("Сколько таких зданий можно иметь на Ратуше 1, 2, 3 ... уровня. 0 -- нельзя")]
|
||||
public int[] maxByTownHall;
|
||||
|
||||
public BuildingLimit() { }
|
||||
public BuildingLimit(string name, params int[] max) { buildingName = name; maxByTownHall = max; }
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class ProtectionSettings // защита ресурсов от грабежа (01.11, ТЕСТ)
|
||||
{
|
||||
[Tooltip("Защищено без Складов: дерево, камень, металл, золото. ТЕСТ")]
|
||||
public float baseGoods = 100f;
|
||||
[Tooltip("+ к защите дерева, камня, металла, золота за каждый уровень Склада. ТЕСТ")]
|
||||
public float perWarehouseLevel = 200f;
|
||||
[Tooltip("Защищено без Амбаров: еда. ТЕСТ")]
|
||||
public float baseFood = 100f;
|
||||
[Tooltip("+ к защите еды за каждый уровень Амбара. ТЕСТ")]
|
||||
public float perGranaryLevel = 300f;
|
||||
[Tooltip("Кристаллы: без технологии «Грабёж» нападающий не уносит ничего (решение 04.11). С ней -- не больше этой доли запаса. ТЕСТ, точные ограничения определят отдельно")]
|
||||
[Range(0f, 1f)] public float plunderGemsShare = 0.1f;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class StartResources
|
||||
{
|
||||
@@ -156,6 +242,30 @@ public class EconomyConfig : ScriptableObject
|
||||
[Header("Солдат T1 (этап 5)")]
|
||||
public SoldierSettings soldier = new SoldierSettings();
|
||||
|
||||
[Header("Стройка: время, строители, снос (ТЕСТ)")]
|
||||
public ConstructionSettings construction = new ConstructionSettings();
|
||||
|
||||
[Header("Лимит зданий по уровню Ратуши (ТЕСТ). Здания не из списка -- без лимита")]
|
||||
public BuildingLimit[] buildingLimits =
|
||||
{
|
||||
// Ратуша: 1 2 3 4 5 6 7 8 9 10
|
||||
new BuildingLimit("Лес", 2, 3, 3, 4, 4, 5, 5, 6, 6, 7),
|
||||
new BuildingLimit("Еда", 2, 3, 3, 4, 4, 5, 5, 6, 6, 7),
|
||||
new BuildingLimit("Камень", 2, 2, 3, 3, 4, 4, 5, 5, 6, 6),
|
||||
new BuildingLimit("Металл", 0, 0, 1, 1, 2, 2, 3, 3, 4, 4),
|
||||
new BuildingLimit("Золото", 0, 1, 1, 2, 2, 3, 3, 3, 4, 4),
|
||||
new BuildingLimit("Население", 3, 4, 5, 6, 7, 8, 9, 10, 11, 12),
|
||||
new BuildingLimit("Склад", 1, 1, 2, 2, 2, 3, 3, 3, 4, 4),
|
||||
new BuildingLimit("Амбар", 1, 1, 2, 2, 2, 3, 3, 3, 4, 4),
|
||||
new BuildingLimit("Казармы", 1, 1, 2, 2, 3, 3, 3, 3, 3, 3),
|
||||
new BuildingLimit("Госпиталь", 1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
|
||||
new BuildingLimit("Терем богатыря", 1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
|
||||
new BuildingLimit("Кристалл", 0, 0, 0, 0, 0, 1, 1, 1, 2, 2), // Кристальная шахта: вторая -- на Ратуше 9 (ответ 06.11, п. 3; уровень ТЕСТ)
|
||||
};
|
||||
|
||||
[Header("Защита ресурсов от грабежа (ТЕСТ)")]
|
||||
public ProtectionSettings protection = new ProtectionSettings();
|
||||
|
||||
// ---------------- Загрузка ----------------
|
||||
|
||||
static EconomyConfig cached;
|
||||
@@ -184,11 +294,54 @@ public class EconomyConfig : ScriptableObject
|
||||
case ResourceType.Iron:
|
||||
case ResourceType.Gold: return s.baseGoods + s.perWarehouseLevel * warehouseLevels;
|
||||
case ResourceType.Food: return s.baseFood + s.perGranaryLevel * granaryLevels;
|
||||
case ResourceType.Gems: return s.crystalCap;
|
||||
case ResourceType.Gems: return CrystalStorageNow().Capacity; // стартовая + купленные расширения
|
||||
default: return float.PositiveInfinity;
|
||||
}
|
||||
}
|
||||
|
||||
// Сколько зданий с таким именем можно иметь на этом уровне Ратуши. -1 -- без лимита (здания нет в списке)
|
||||
public int BuildingLimitFor(string buildingName, int townHallLevel)
|
||||
{
|
||||
if (buildingLimits == null || string.IsNullOrEmpty(buildingName)) return -1;
|
||||
foreach (var l in buildingLimits)
|
||||
{
|
||||
if (l == null || l.buildingName != buildingName || l.maxByTownHall == null || l.maxByTownHall.Length == 0) continue;
|
||||
return Mathf.Max(0, l.maxByTownHall[Mathf.Clamp(townHallLevel, 1, l.maxByTownHall.Length) - 1]);
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Время стройки (targetLevel = 1) или улучшения до targetLevel, мс. Ратуша -- с множителем
|
||||
public long ConstructionMs(bool townHall, int targetLevel)
|
||||
{
|
||||
var c = construction;
|
||||
double seconds;
|
||||
if (targetLevel <= 1) seconds = c.buildSeconds;
|
||||
else
|
||||
{
|
||||
var t = c.upgradeSecondsToLevel;
|
||||
seconds = t == null || t.Length == 0 ? c.buildSeconds : t[Mathf.Clamp(targetLevel - 2, 0, t.Length - 1)];
|
||||
}
|
||||
if (townHall) seconds *= Mathf.Max(0.01f, c.townHallTimeMultiplier);
|
||||
return (long)(Math.Max(0, seconds) * 1000.0);
|
||||
}
|
||||
|
||||
// Сколько ресурса не отнять при грабеже: часть запаса, которую прячут Склады и Амбары
|
||||
public float GetProtected(ResourceType type, int warehouseLevels, int granaryLevels)
|
||||
{
|
||||
var p = protection;
|
||||
switch (type)
|
||||
{
|
||||
case ResourceType.Wood:
|
||||
case ResourceType.Stone:
|
||||
case ResourceType.Iron:
|
||||
case ResourceType.Gold: return p.baseGoods + p.perWarehouseLevel * warehouseLevels;
|
||||
case ResourceType.Food: return p.baseFood + p.perGranaryLevel * granaryLevels;
|
||||
case ResourceType.Gems: return float.PositiveInfinity; // без «Грабежа» кристаллы не грабятся (с ним -- ResourceProtection)
|
||||
default: return 0f;
|
||||
}
|
||||
}
|
||||
|
||||
// Цена улучшения здания с уровня level на level + 1
|
||||
public ResourceAmount[] UpgradeCost(int level)
|
||||
{
|
||||
@@ -214,4 +367,50 @@ public class EconomyConfig : ScriptableObject
|
||||
default: return 0f;
|
||||
}
|
||||
}
|
||||
|
||||
// Цена ускорения в золоте: сколько осталось секунд -> золото (не меньше 1). Стройка, улучшение и обучение войск
|
||||
public static int SpeedUpGold(double secondsLeft)
|
||||
{
|
||||
int perGold = Mathf.Max(1, Load().construction.secondsPerGold);
|
||||
return Mathf.Max(1, Mathf.CeilToInt((float)(secondsLeft / perGold)));
|
||||
}
|
||||
|
||||
// ---------------- Хранилище синих кристаллов (регламент валют 05.11, разд. 8; правила -- CrystalStorage) ----------------
|
||||
|
||||
// Правила с купленной ступенью (её хранит Экономика: ResourceManager.CrystalStorageLevel, секция "economy")
|
||||
public static CrystalStorage CrystalStorageNow()
|
||||
{
|
||||
var c = Load();
|
||||
var tiers = new List<CrystalStorage.Tier>();
|
||||
if (c.storage.crystalExpansions != null)
|
||||
foreach (var e in c.storage.crystalExpansions)
|
||||
{
|
||||
if (e == null) continue;
|
||||
var cost = new List<ResourceAmount>();
|
||||
if (e.gold > 0) cost.Add(new ResourceAmount(ResourceType.Gold, e.gold));
|
||||
if (e.wood > 0) cost.Add(new ResourceAmount(ResourceType.Wood, e.wood));
|
||||
if (e.stone > 0) cost.Add(new ResourceAmount(ResourceType.Stone, e.stone));
|
||||
if (e.iron > 0) cost.Add(new ResourceAmount(ResourceType.Iron, e.iron));
|
||||
tiers.Add(new CrystalStorage.Tier { TownHallLevel = e.townHallLevel, Capacity = e.capacity, Cost = cost.ToArray() });
|
||||
}
|
||||
var storage = new CrystalStorage(Mathf.RoundToInt(c.storage.crystalCap), tiers);
|
||||
if (ResourceManager.Instance != null) storage.SetLevel(ResourceManager.Instance.CrystalStorageLevel);
|
||||
return storage;
|
||||
}
|
||||
|
||||
// Купить следующую ступень: цена списывается один раз (всё или ничего), ступень и ресурсы -- в одной секции
|
||||
// сохранения "economy", сохраняется сразу. error -- почему нельзя
|
||||
public static bool TryExpandCrystalStorage(int townHallLevel, out string error)
|
||||
{
|
||||
var rm = ResourceManager.Instance;
|
||||
var storage = CrystalStorageNow();
|
||||
error = storage.WhyNot(townHallLevel);
|
||||
if (error != null) return false;
|
||||
if (rm == null || !GameServices.TryGet(out IEconomy economy)) { error = "Склад не найден"; return false; }
|
||||
if (!storage.TryExpand(townHallLevel, cost => economy.TrySpend(cost))) { error = "Не хватает ресурсов"; return false; }
|
||||
rm.CrystalStorageLevel = storage.Level;
|
||||
rm.SetCapacity(ResourceType.Gems, storage.Capacity);
|
||||
if (SaveManager.Instance != null) SaveManager.Instance.SaveGame();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -42,7 +42,7 @@ public static class GameModules
|
||||
EventBus.Subscribe<GameResetEvent>(_ => TestObservation());
|
||||
|
||||
// Армия -- чистый C#, единственное место хранения войск (секция "army")
|
||||
var army = new ArmyService(marchConfig.baseMarchSlots, HospitalConfig.Load().ToRules()); // госпиталь (решения 31.10, п. 7)
|
||||
var army = new ArmyService(marchConfig.baseMarchSlots, HospitalConfig.Load().ToRules(), HospitalConfig.Load().ToMissingRules()); // госпиталь, пропавшие
|
||||
GameServices.Register<IArmy>(army);
|
||||
SaveRegistry.Register(army);
|
||||
EventBus.Subscribe<TroopsChangedEvent>(_ => { if (GameProgress.HasInstance) GameProgress.Instance.MarkChanged(); });
|
||||
@@ -50,6 +50,18 @@ public static class GameModules
|
||||
// Очередь обучения -- у Армии (решения 31.10, п. 8): статистика заданий по её событию, старая очередь -- переносится
|
||||
EventBus.Subscribe<TroopsTrainedEvent>(e => { if (GameProgress.HasInstance) GameProgress.Instance.OnTroopsTrained(e); });
|
||||
EventBus.Subscribe<GameLoadedEvent>(_ => MigrateLegacyTraining(army));
|
||||
// Пропавшие без вести вернулись / списаны (решения 01.11, п. 5)
|
||||
EventBus.Subscribe<MissingReturnedEvent>(e =>
|
||||
{
|
||||
if (e.Healthy + e.Wounded > 0)
|
||||
UIKit.Toast($"Вернулись пропавшие без вести: {e.Healthy + e.Wounded}" + (e.Wounded > 0 ? $" (ранены {e.Wounded} -- в госпиталь)" : ""));
|
||||
if (GameProgress.HasInstance) GameProgress.Instance.MarkChanged();
|
||||
});
|
||||
EventBus.Subscribe<MissingWrittenOffEvent>(e =>
|
||||
{
|
||||
if (e.Count > 0) UIKit.Toast($"Не вернулись и списаны пропавшие без вести: {e.Count}");
|
||||
if (GameProgress.HasInstance) GameProgress.Instance.MarkChanged();
|
||||
});
|
||||
// Раненые вылечены -- вернулись в город
|
||||
EventBus.Subscribe<SoldiersHealedEvent>(e =>
|
||||
{
|
||||
@@ -70,8 +82,6 @@ public static class GameModules
|
||||
GameServices.Register<IProduction>(production);
|
||||
SaveRegistry.Register(production);
|
||||
|
||||
// Склад и Амбар появляются в списке стройки кодом -- до восстановления зданий из сохранения
|
||||
EventBus.Subscribe<SettlementRestoringEvent>(_ => StorageBootstrap.Ensure());
|
||||
|
||||
// Тап по зданию -> окно здания и рабочих (статические события переживают Play в редакторе -- сначала отписка)
|
||||
ResourceCollector.Tapped -= BuildingWindow.OnWorkplaceTapped;
|
||||
@@ -80,6 +90,21 @@ public static class GameModules
|
||||
StorageBuilding.Tapped += BuildingWindow.OnStorageTapped;
|
||||
TownHall.Tapped -= BuildingWindow.OnTownHallTapped;
|
||||
TownHall.Tapped += BuildingWindow.OnTownHallTapped;
|
||||
|
||||
// Стройка и улучшение по времени, строители (01.11, ТЕСТ): числа -- EconomyConfig, раздел "Стройка"
|
||||
BuildTimer.Builders = Mathf.Max(1, config.construction.builders);
|
||||
ConstructionClock.Init(); // офлайн: стройка вступает в силу в момент своего завершения (решения 04.11)
|
||||
BuildTimer.DurationMs = (townHall, level) => EconomyConfig.Load().ConstructionMs(townHall, level);
|
||||
BuildTimer.Tapped -= OnBuildTimerTapped;
|
||||
BuildTimer.Tapped += OnBuildTimerTapped;
|
||||
BuildTimer.Completed -= OnBuildCompleted;
|
||||
BuildTimer.Completed += OnBuildCompleted;
|
||||
|
||||
// 3D-поселение (сцена City3D, 05.11): свой город, своя секция сохранения "settlement3d"
|
||||
SaveRegistry.Register(City3DSave.Instance);
|
||||
|
||||
// Защита ресурсов от грабежа (01.11, ТЕСТ): сколько у города нельзя унести в набеге
|
||||
GameServices.Register<IResourceProtection>(new ResourceProtection());
|
||||
EventBus.Subscribe<GameLoadedEvent>(_ => population.OnGameLoaded(GameClock.UnixNow)); // офлайн-прогресс
|
||||
EventBus.Subscribe<GameTimeAdvancedEvent>(e => population.Tick(e.UnixNow)); // перемотка (отладка)
|
||||
EventBus.Subscribe<TroopsChangedEvent>(_ => population.Changed()); // воины -- тоже люди
|
||||
@@ -96,12 +121,10 @@ public static class GameModules
|
||||
// Чат -- чистый C#; история живёт, пока открыта игра (между сценами тоже)
|
||||
GameServices.Register<IChat>(new ChatService(System.DateTimeOffset.UtcNow.ToUnixTimeMilliseconds()));
|
||||
|
||||
// Казармы появляются в списке стройки кодом -- до восстановления зданий из сохранения
|
||||
EventBus.Subscribe<SettlementRestoringEvent>(_ => BarracksBootstrap.Ensure());
|
||||
|
||||
// Госпиталь (решения 31.10, п. 7): здание города даёт места для лечения Армии через контракт IHospital
|
||||
GameServices.Register<IHospital>(new HospitalBeds());
|
||||
EventBus.Subscribe<SettlementRestoringEvent>(_ => HospitalBootstrap.Ensure());
|
||||
|
||||
|
||||
// Статистика для заданий (GameProgress) -- по событиям Мира
|
||||
EventBus.Subscribe<MarchStartedEvent>(OnMarchStarted);
|
||||
@@ -112,6 +135,21 @@ public static class GameModules
|
||||
EventBus.Subscribe<MarchReturnedEvent>(MarchReturnPopup.OnMarchReturned);
|
||||
}
|
||||
|
||||
static void OnBuildTimerTapped(BuildTimer timer)
|
||||
{
|
||||
if (timer != null) BuildingWindow.Open(timer.gameObject);
|
||||
}
|
||||
|
||||
static void OnBuildCompleted(BuildTimer timer)
|
||||
{
|
||||
if (timer == null) return;
|
||||
if (CitySync.Instance != null) CitySync.Instance.SyncNow();
|
||||
var id = timer.GetComponent<PlacedBuildingId>();
|
||||
string name = timer.GetComponent<TownHall>() != null ? "Ратуша" : id != null ? id.buildingName : timer.name;
|
||||
UIKit.Toast(timer.IsConstruction ? $"Построено: {name}" : $"{name}: улучшено до {timer.targetLevel} уровня");
|
||||
BuildingWindow.OnBuildCompleted(timer);
|
||||
}
|
||||
|
||||
// Сцена загружена, Awake всех объектов прошли, Start -- ещё нет (сохранение грузится в Start)
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
|
||||
static void MigrateLegacyMarches()
|
||||
@@ -209,6 +247,8 @@ public static class GameModules
|
||||
StartSoldiers = p.startSoldiers,
|
||||
FoodPerCivilianPerHour = p.foodPerCivilianPerHour,
|
||||
FoodPerSoldierPerHour = p.foodPerSoldierPerHour,
|
||||
FoodPerTroopTypePerHour = p.foodPerTroopTypePerHour != null && p.foodPerTroopTypePerHour.Length > 0
|
||||
? System.Array.ConvertAll(p.foodPerTroopTypePerHour, f => (double)f) : null,
|
||||
GrowthPerHour = p.growthPerHour,
|
||||
HousingBase = p.housingBase,
|
||||
HousingPerTownHallLevel = p.housingPerTownHallLevel,
|
||||
|
||||
@@ -0,0 +1,50 @@
|
||||
using UnityEngine;
|
||||
|
||||
// Версия игры на экране (05.11, требование Миши: в каждом билде видно, что это за версия).
|
||||
// В углу экрана: версия из Player Settings (Application.version) и сборка -- ветка, коммит, дата.
|
||||
// Сборку пишет Editor/BuildInfoWriter перед билдом в Resources/BuildInfo.txt; в редакторе -- "редактор".
|
||||
// Создаётся сам при запуске, живёт между сценами.
|
||||
public class GameVersionLabel : MonoBehaviour
|
||||
{
|
||||
static GameVersionLabel instance;
|
||||
string text;
|
||||
GUIStyle style, shadow;
|
||||
|
||||
public static string BuildInfo
|
||||
{
|
||||
get
|
||||
{
|
||||
var asset = Resources.Load<TextAsset>("BuildInfo");
|
||||
return asset != null ? asset.text.Trim() : "редактор";
|
||||
}
|
||||
}
|
||||
|
||||
public static string FullVersion => $"v{Application.version} • {BuildInfo}";
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
|
||||
static void Create()
|
||||
{
|
||||
if (instance != null) return;
|
||||
var go = new GameObject("GameVersionLabel");
|
||||
DontDestroyOnLoad(go);
|
||||
instance = go.AddComponent<GameVersionLabel>();
|
||||
instance.text = FullVersion;
|
||||
Debug.Log("[ВЕРСИЯ] " + instance.text);
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
if (style == null)
|
||||
{
|
||||
int size = Mathf.Max(12, Screen.height / 60);
|
||||
style = new GUIStyle(GUI.skin.label) { fontSize = size, alignment = TextAnchor.LowerLeft };
|
||||
style.normal.textColor = new Color(1f, 1f, 1f, 0.75f);
|
||||
shadow = new GUIStyle(style);
|
||||
shadow.normal.textColor = new Color(0f, 0f, 0f, 0.6f);
|
||||
}
|
||||
GUI.depth = -1000; // поверх всего
|
||||
var r = new Rect(8, Screen.height - style.fontSize * 2 - 4, Screen.width * 0.6f, style.fontSize * 2);
|
||||
GUI.Label(new Rect(r.x + 1, r.y + 1, r.width, r.height), text, shadow);
|
||||
GUI.Label(r, text, style);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4dae86c365fe55948b878547633d712a
|
||||
@@ -33,6 +33,16 @@ public class HospitalConfig : ScriptableObject
|
||||
[Tooltip("Золота за воина: пехота, лучники, кавалерия, осадные")]
|
||||
public int[] healGoldPerSoldier = { 1, 1, 2, 3 };
|
||||
|
||||
[Header("Пропавшие без вести (решения 01.11, п. 5). Долю пропавших в бою задаёт BattleConfig.missingSharePermille")]
|
||||
[Tooltip("Сколько пропавших вернётся, %. Утверждён диапазон 10-90%, формула НЕ утверждена -- ТЕСТ")]
|
||||
public int missingReturnPercent = 50;
|
||||
[Tooltip("Из вернувшихся ранены, %. Утверждено: 30 (70% здоровыми)")]
|
||||
public int missingWoundedPercent = 30;
|
||||
[Tooltip("Окно возвращения после обратного пути, ИГРОВЫХ часов. Утверждено: до 6")]
|
||||
public int missingWindowGameHours = 6;
|
||||
[Tooltip("Возвращаются группами: от 2 до стольких. Утверждено: 2-4")]
|
||||
public int missingMaxGroups = 4;
|
||||
|
||||
static HospitalConfig cached;
|
||||
|
||||
public static HospitalConfig Load()
|
||||
@@ -47,6 +57,17 @@ public class HospitalConfig : ScriptableObject
|
||||
return cached;
|
||||
}
|
||||
|
||||
public MissingRules ToMissingRules()
|
||||
{
|
||||
return new MissingRules
|
||||
{
|
||||
ReturnPercent = Mathf.Clamp(missingReturnPercent, 0, 100),
|
||||
WoundedPercent = Mathf.Clamp(missingWoundedPercent, 0, 100),
|
||||
WindowGameHours = Mathf.Max(0, missingWindowGameHours),
|
||||
MaxGroups = Mathf.Max(2, missingMaxGroups)
|
||||
};
|
||||
}
|
||||
|
||||
public HospitalRules ToRules()
|
||||
{
|
||||
var hours = new int[TroopType.Count];
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
using UnityEngine;
|
||||
|
||||
// Защита ресурсов от грабежа (контракт IResourceProtection, 01.11, ТЕСТ).
|
||||
// Часть запаса прячут Склады и Амбары: EconomyConfig, раздел "Защита ресурсов". Уровни зданий сообщает
|
||||
// App/CitySync; на карте мира, где города нет, действуют последние известные уровни.
|
||||
public sealed class ResourceProtection : IResourceProtection
|
||||
{
|
||||
public static int WarehouseLevels { get; private set; }
|
||||
public static int GranaryLevels { get; private set; }
|
||||
|
||||
public static void SetLevels(int warehouseLevels, int granaryLevels)
|
||||
{
|
||||
WarehouseLevels = Mathf.Max(0, warehouseLevels);
|
||||
GranaryLevels = Mathf.Max(0, granaryLevels);
|
||||
}
|
||||
|
||||
public float Protected(ResourceType type)
|
||||
{
|
||||
return EconomyConfig.Load().GetProtected(type, WarehouseLevels, GranaryLevels);
|
||||
}
|
||||
|
||||
public float Lootable(ResourceType type) => Lootable(type, false);
|
||||
|
||||
// Кристаллы: без «Грабежа» -- 0; с ним -- не больше доли запаса (EconomyConfig, ТЕСТ, точные ограничения -- позже)
|
||||
public float Lootable(ResourceType type, bool attackerHasPlunder)
|
||||
{
|
||||
if (!GameServices.TryGet(out IEconomy economy)) return 0f;
|
||||
float have = Mathf.Max(0f, economy.Get(type));
|
||||
if (type == ResourceType.Gems)
|
||||
return attackerHasPlunder ? Mathf.Floor(have * Mathf.Clamp01(EconomyConfig.Load().protection.plunderGemsShare)) : 0f;
|
||||
return Mathf.Max(0f, have - Protected(type));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cea38890d8f5d8d4f804c095c4c113b4
|
||||
@@ -1,85 +1,7 @@
|
||||
using UnityEngine;
|
||||
|
||||
// Добавляет "Склад" и "Амбар" в список стройки кодом -- как Казармы (Meta/Build/BarracksBootstrap).
|
||||
// Шаблон -- копия обычного здания без добычи; пока нет арта, отличаем цветом.
|
||||
// Вызывается при загрузке сцены и перед восстановлением города из сохранения (SettlementRestoringEvent),
|
||||
// иначе построенные Склады не нашлись бы при загрузке.
|
||||
// Имена зданий «Склад» и «Амбар». 2D-шаблоны удалены 06.11 вместе с 2D-городом; 3D-здания -- City3D/City3DGameplay,
|
||||
// цены и лимиты -- EconomyConfig (раздел «Склады и лимиты»)
|
||||
public static class StorageBootstrap
|
||||
{
|
||||
public const string WarehouseName = "Склад";
|
||||
public const string GranaryName = "Амбар";
|
||||
|
||||
static GameObject warehouseTemplate;
|
||||
static GameObject granaryTemplate;
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
|
||||
static void Init()
|
||||
{
|
||||
Ensure();
|
||||
UnityEngine.SceneManagement.SceneManager.sceneLoaded += (s, m) => Ensure();
|
||||
}
|
||||
|
||||
public static void Ensure()
|
||||
{
|
||||
var bm = BuildManager.Instance != null ? BuildManager.Instance : Object.FindAnyObjectByType<BuildManager>();
|
||||
if (bm == null || bm.allBuildings == null) return;
|
||||
|
||||
bool hasWarehouse = false, hasGranary = false;
|
||||
BuildingData template = null;
|
||||
foreach (var b in bm.allBuildings)
|
||||
{
|
||||
if (b == null) continue;
|
||||
if (b.buildingName == WarehouseName) hasWarehouse = true;
|
||||
if (b.buildingName == GranaryName) hasGranary = true;
|
||||
if (template == null && b.prefab != null && b.prefab.GetComponent<ResourceCollector>() != null) template = b;
|
||||
}
|
||||
if (hasWarehouse && hasGranary) return;
|
||||
if (template == null) { Debug.LogWarning("[СКЛАДЫ] Нет здания-шаблона в BuildManager"); return; }
|
||||
|
||||
var cfg = EconomyConfig.Load().storage;
|
||||
if (!hasWarehouse)
|
||||
{
|
||||
if (warehouseTemplate == null) warehouseTemplate = MakeTemplate(template.prefab, "Warehouse", StorageBuilding.Kind.Warehouse, new Color(0.85f, 0.7f, 0.5f));
|
||||
bm.allBuildings.Add(MakeData(WarehouseName, template, warehouseTemplate, cfg.warehouseWood, cfg.warehouseStone));
|
||||
}
|
||||
if (!hasGranary)
|
||||
{
|
||||
if (granaryTemplate == null) granaryTemplate = MakeTemplate(template.prefab, "Granary", StorageBuilding.Kind.Granary, new Color(1f, 0.92f, 0.55f));
|
||||
bm.allBuildings.Add(MakeData(GranaryName, template, granaryTemplate, cfg.granaryWood, cfg.granaryStone));
|
||||
}
|
||||
Debug.Log("[СКЛАДЫ] Склад и Амбар добавлены в список стройки");
|
||||
}
|
||||
|
||||
static GameObject MakeTemplate(GameObject source, string name, StorageBuilding.Kind kind, Color tint)
|
||||
{
|
||||
var t = Object.Instantiate(source);
|
||||
t.name = name;
|
||||
t.SetActive(false);
|
||||
Object.DontDestroyOnLoad(t);
|
||||
foreach (var c in t.GetComponents<ResourceCollector>()) Object.DestroyImmediate(c);
|
||||
foreach (var c in t.GetComponents<ResourceProducer>()) Object.DestroyImmediate(c);
|
||||
foreach (var c in t.GetComponents<BuildingUI>()) Object.DestroyImmediate(c);
|
||||
for (int i = t.transform.childCount - 1; i >= 0; i--)
|
||||
Object.DestroyImmediate(t.transform.GetChild(i).gameObject); // полоска над зданием не нужна
|
||||
var sr = t.GetComponent<SpriteRenderer>();
|
||||
if (sr != null) sr.color = tint;
|
||||
t.AddComponent<StorageBuilding>().kind = kind;
|
||||
return t;
|
||||
}
|
||||
|
||||
static BuildingData MakeData(string title, BuildingData template, GameObject prefab, float wood, float stone)
|
||||
{
|
||||
var data = ScriptableObject.CreateInstance<BuildingData>();
|
||||
data.name = "Data_" + prefab.name + "_Runtime";
|
||||
data.buildingName = title;
|
||||
data.icon = template.icon;
|
||||
data.prefab = prefab;
|
||||
data.requiredTownHallLevel = 1;
|
||||
data.cost = new[]
|
||||
{
|
||||
new ResourceCost { type = ResourceType.Wood, amount = wood },
|
||||
new ResourceCost { type = ResourceType.Stone, amount = stone },
|
||||
};
|
||||
return data;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,32 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraZoom : MonoBehaviour
|
||||
{
|
||||
public Camera targetCamera;
|
||||
private float lastCameraSize;
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
||||
if(targetCamera == null)
|
||||
targetCamera = Camera.main;
|
||||
|
||||
lastCameraSize = targetCamera.orthographicSize;
|
||||
UpdateCanvasScale();
|
||||
}
|
||||
void LateUpdate()
|
||||
{
|
||||
if (Mathf.Abs(targetCamera.orthographicSize - lastCameraSize) > 0.01f) {
|
||||
lastCameraSize = targetCamera.orthographicSize;
|
||||
UpdateCanvasScale();
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateCanvasScale()
|
||||
{
|
||||
float scaleFactor = 10f / targetCamera.orthographicSize;
|
||||
|
||||
transform.localScale = Vector3.one * scaleFactor;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 06759f249d7820c43a347cac857fc6d3
|
||||
@@ -1,161 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
// КАМЕРА ГОРОДА (как в мобильных стратегиях):
|
||||
// - перетаскивание одним пальцем / левой кнопкой мыши -- двигает карту
|
||||
// - щипок двумя пальцами / колёсико мыши -- приближение и отдаление (к точке под пальцем/курсором)
|
||||
// - камера не уезжает за границы карты (bounds)
|
||||
// - над интерфейсом (HUD, панели) ничего не делает
|
||||
// - без поворотов и наклонов: изометрия уже нарисована в спрайтах
|
||||
// Вешается на Main Camera вместо CameraController / CameraZoom / FlyCamera.
|
||||
[RequireComponent(typeof(Camera))]
|
||||
public class CityCamera : MonoBehaviour
|
||||
{
|
||||
[Header("Зум (orthographic size)")]
|
||||
public float minZoom = 3f;
|
||||
public float maxZoom = 14f;
|
||||
public float wheelZoomSpeed = 2.5f;
|
||||
public float zoomSmooth = 12f;
|
||||
|
||||
[Header("Границы карты (мировые координаты). Пусто = посчитать по объектам сцены")]
|
||||
public bool autoBounds = true;
|
||||
public Rect bounds = new Rect(-25, -15, 50, 30);
|
||||
[Tooltip("Запас за краем карты, чтобы край не прилипал к экрану")]
|
||||
public float boundsPadding = 4f;
|
||||
|
||||
[Header("Инерция после свайпа")]
|
||||
public float inertiaDamping = 6f;
|
||||
|
||||
Camera cam;
|
||||
float targetZoom;
|
||||
Vector3 lastWorld;
|
||||
bool dragging;
|
||||
Vector3 velocity;
|
||||
float lastPinchDist;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
cam = GetComponent<Camera>();
|
||||
cam.orthographic = true;
|
||||
transform.rotation = Quaternion.identity;
|
||||
transform.localScale = Vector3.one; // старый CameraZoom масштабировал камеру -- сбрасываем
|
||||
targetZoom = Mathf.Clamp(cam.orthographicSize, minZoom, maxZoom);
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (autoBounds) CalculateBounds();
|
||||
ClampPosition();
|
||||
}
|
||||
|
||||
// Границы по всем спрайтам и тайлмапам сцены (кроме UI)
|
||||
public void CalculateBounds()
|
||||
{
|
||||
bool any = false;
|
||||
Bounds b = new Bounds();
|
||||
foreach (var r in FindObjectsByType<Renderer>(FindObjectsSortMode.None))
|
||||
{
|
||||
string tn = r.GetType().Name;
|
||||
if (tn != "SpriteRenderer" && tn != "TilemapRenderer") continue; // только карта и здания
|
||||
if (r.gameObject.layer == 5) continue; // UI
|
||||
if (r.GetComponentInParent<Canvas>() != null) continue; // всё, что внутри интерфейса
|
||||
if (!any) { b = r.bounds; any = true; } else b.Encapsulate(r.bounds);
|
||||
}
|
||||
if (any) bounds = new Rect(b.min.x, b.min.y, b.size.x, b.size.y);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
bool overUI = UIBlocker.IsPointerOverUI();
|
||||
|
||||
if (Input.touchCount >= 2) HandlePinch();
|
||||
else HandleDrag(overUI);
|
||||
|
||||
// колёсико мыши -- зум к курсору
|
||||
float wheel = Input.GetAxis("Mouse ScrollWheel");
|
||||
if (Mathf.Abs(wheel) > 0.001f && !overUI)
|
||||
ZoomTowards(Input.mousePosition, targetZoom - wheel * wheelZoomSpeed * 4f);
|
||||
|
||||
// плавный зум
|
||||
if (Mathf.Abs(cam.orthographicSize - targetZoom) > 0.001f)
|
||||
{
|
||||
Vector3 before = cam.ScreenToWorldPoint(zoomAnchor);
|
||||
cam.orthographicSize = Mathf.Lerp(cam.orthographicSize, targetZoom, Time.unscaledDeltaTime * zoomSmooth);
|
||||
Vector3 after = cam.ScreenToWorldPoint(zoomAnchor);
|
||||
transform.position += before - after; // точка под пальцем остаётся на месте
|
||||
}
|
||||
|
||||
// инерция
|
||||
if (!dragging && velocity.sqrMagnitude > 0.0001f)
|
||||
{
|
||||
transform.position += velocity * Time.unscaledDeltaTime;
|
||||
velocity = Vector3.Lerp(velocity, Vector3.zero, Time.unscaledDeltaTime * inertiaDamping);
|
||||
}
|
||||
|
||||
ClampPosition();
|
||||
}
|
||||
|
||||
Vector3 zoomAnchor;
|
||||
|
||||
void ZoomTowards(Vector3 screenPoint, float zoom)
|
||||
{
|
||||
zoomAnchor = screenPoint;
|
||||
targetZoom = Mathf.Clamp(zoom, minZoom, maxZoom);
|
||||
}
|
||||
|
||||
void HandleDrag(bool overUI)
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
dragging = !overUI; // начали тащить на интерфейсе -- карту не двигаем
|
||||
velocity = Vector3.zero;
|
||||
lastWorld = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||
}
|
||||
if (Input.GetMouseButtonUp(0)) dragging = false;
|
||||
if (!dragging || !Input.GetMouseButton(0)) return;
|
||||
|
||||
Vector3 now = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||
Vector3 delta = lastWorld - now;
|
||||
delta.z = 0;
|
||||
transform.position += delta;
|
||||
if (Time.unscaledDeltaTime > 0) velocity = Vector3.Lerp(velocity, delta / Time.unscaledDeltaTime, 0.5f);
|
||||
lastWorld = cam.ScreenToWorldPoint(Input.mousePosition); // после сдвига камеры
|
||||
}
|
||||
|
||||
void HandlePinch()
|
||||
{
|
||||
dragging = false;
|
||||
velocity = Vector3.zero;
|
||||
Touch a = Input.GetTouch(0), b = Input.GetTouch(1);
|
||||
float dist = Vector2.Distance(a.position, b.position);
|
||||
if (a.phase == TouchPhase.Began || b.phase == TouchPhase.Began || lastPinchDist <= 0f)
|
||||
{
|
||||
lastPinchDist = dist;
|
||||
return;
|
||||
}
|
||||
if (dist > 1f)
|
||||
{
|
||||
float ratio = lastPinchDist / dist;
|
||||
ZoomTowards((a.position + b.position) * 0.5f, targetZoom * ratio);
|
||||
}
|
||||
lastPinchDist = dist;
|
||||
if (a.phase == TouchPhase.Ended || b.phase == TouchPhase.Ended) lastPinchDist = 0f;
|
||||
}
|
||||
|
||||
void ClampPosition()
|
||||
{
|
||||
float halfH = cam.orthographicSize;
|
||||
float halfW = halfH * cam.aspect;
|
||||
Rect r = new Rect(bounds.xMin - boundsPadding, bounds.yMin - boundsPadding,
|
||||
bounds.width + boundsPadding * 2, bounds.height + boundsPadding * 2);
|
||||
Vector3 p = transform.position;
|
||||
p.x = r.width > halfW * 2 ? Mathf.Clamp(p.x, r.xMin + halfW, r.xMax - halfW) : r.center.x;
|
||||
p.y = r.height > halfH * 2 ? Mathf.Clamp(p.y, r.yMin + halfH, r.yMax - halfH) : r.center.y;
|
||||
transform.position = p;
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawWireCube(bounds.center, bounds.size);
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d9530f2e8714d3746b25452c7fd56cd3
|
||||
@@ -1,130 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
// Отвязывает HUD от камеры и ставит одну нормальную камеру.
|
||||
//
|
||||
// Было: HUD_Canvas в режиме World Space был дочерним объектом камеры, а CameraZoom масштабировал
|
||||
// саму камеру, чтобы HUD не уменьшался при зуме. Поэтому HUD ехал, дрожал и масштабировался криво.
|
||||
// Стало: HUD_Canvas -- Screen Space Overlay (всегда приклеен к экрану, камера на него не влияет),
|
||||
// на камере -- только CityCamera (перетаскивание, щипок, колёсико, границы карты).
|
||||
//
|
||||
// Работает в двух местах:
|
||||
// - при запуске игры (автоматически), если сцену ещё не исправили в редакторе;
|
||||
// - Tools -> Fix Camera & HUD (или Build HUD Panels) -- исправляет и сохраняет сцену навсегда.
|
||||
public static class HUDCameraSetup
|
||||
{
|
||||
// ОТКЛЮЧЕНО по просьбе команды: камера и HUD вернулись к прежней схеме (Tools -> Restore Old Camera & HUD).
|
||||
// Автоисправление при запуске больше не выполняется.
|
||||
static void AutoFix()
|
||||
{
|
||||
// и при каждой следующей загрузке города (возврат с карты мира)
|
||||
UnityEngine.SceneManagement.SceneManager.sceneLoaded += (s, m) => Apply(false);
|
||||
|
||||
int changes = Apply(false);
|
||||
if (changes > 0)
|
||||
Debug.Log("[КАМЕРА/HUD] Исправлено при запуске: " + changes +
|
||||
". Чтобы сохранить в сцене навсегда -- Tools -> Fix Camera & HUD");
|
||||
}
|
||||
|
||||
// editMode = true -- вызывается из редактора: лишние компоненты удаляются, а не выключаются
|
||||
public static int Apply(bool editMode)
|
||||
{
|
||||
int changes = 0;
|
||||
|
||||
// ---------- HUD ----------
|
||||
var hudGO = GameObject.Find("HUD_Canvas");
|
||||
if (hudGO != null)
|
||||
{
|
||||
var canvas = hudGO.GetComponent<Canvas>();
|
||||
var rt = (RectTransform)hudGO.transform;
|
||||
if (canvas != null && canvas.renderMode != RenderMode.ScreenSpaceOverlay)
|
||||
{
|
||||
Vector2 designSize = rt.sizeDelta; // размер, под который дизайнер расставил HUD
|
||||
if (designSize.x < 100 || designSize.y < 100) designSize = new Vector2(1080, 1920);
|
||||
|
||||
if (hudGO.transform.parent != null) hudGO.transform.SetParent(null, false);
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvas.sortingOrder = 100;
|
||||
rt.localScale = Vector3.one;
|
||||
rt.localRotation = Quaternion.identity;
|
||||
|
||||
var scaler = hudGO.GetComponent<CanvasScaler>();
|
||||
if (scaler == null) scaler = hudGO.AddComponent<CanvasScaler>();
|
||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
scaler.referenceResolution = designSize; // HUD выглядит так же, как его собрал дизайнер
|
||||
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
|
||||
scaler.matchWidthOrHeight = 1f; // как было в мире: высота HUD = высота экрана
|
||||
changes++;
|
||||
}
|
||||
// высота HUD = высота экрана (так HUD выглядел, пока был привязан к камере)
|
||||
var sc = hudGO.GetComponent<CanvasScaler>();
|
||||
if (sc != null && canvas != null && canvas.renderMode == RenderMode.ScreenSpaceOverlay && sc.matchWidthOrHeight != 1f)
|
||||
{ sc.matchWidthOrHeight = 1f; changes++; }
|
||||
changes += ConvertSpritesToImages(hudGO, editMode);
|
||||
changes += RemoveOrDisable(hudGO, "HUDWorldSpaceSync", editMode);
|
||||
}
|
||||
|
||||
// ---------- КАМЕРА ----------
|
||||
var cam = Camera.main;
|
||||
if (cam != null)
|
||||
{
|
||||
changes += RemoveOrDisable(cam.gameObject, "CameraZoom", editMode);
|
||||
changes += RemoveOrDisable(cam.gameObject, "CameraController", editMode);
|
||||
changes += RemoveOrDisable(cam.gameObject, "FlyCamera", editMode);
|
||||
if (cam.transform.localScale != Vector3.one) { cam.transform.localScale = Vector3.one; changes++; }
|
||||
if (cam.transform.rotation != Quaternion.identity) { cam.transform.rotation = Quaternion.identity; changes++; }
|
||||
if (cam.GetComponent<CityCamera>() == null) { cam.gameObject.AddComponent<CityCamera>(); changes++; }
|
||||
}
|
||||
return changes;
|
||||
}
|
||||
|
||||
// В экранном Canvas обычные SpriteRenderer не рисуются как часть интерфейса -- они улетают в мир
|
||||
// огромными картинками (отсюда белая "клетка" на весь экран). Переделываем их в UI Image того же размера.
|
||||
static int ConvertSpritesToImages(GameObject hud, bool editMode)
|
||||
{
|
||||
int n = 0;
|
||||
foreach (var sr in hud.GetComponentsInChildren<SpriteRenderer>(true))
|
||||
{
|
||||
if (sr.sprite == null) { sr.enabled = false; continue; }
|
||||
var t = sr.transform;
|
||||
var parent = t.parent as RectTransform;
|
||||
if (parent == null) { sr.enabled = false; continue; }
|
||||
|
||||
var go = new GameObject(t.name + "_UI", typeof(RectTransform), typeof(Image));
|
||||
var rt = (RectTransform)go.transform;
|
||||
rt.SetParent(parent, false);
|
||||
rt.SetSiblingIndex(t.GetSiblingIndex());
|
||||
rt.anchorMin = rt.anchorMax = parent.pivot; // localPosition считается от pivot родителя
|
||||
rt.pivot = new Vector2(0.5f, 0.5f);
|
||||
Vector2 size = Vector2.Scale(sr.sprite.bounds.size, new Vector2(Mathf.Abs(t.localScale.x), Mathf.Abs(t.localScale.y)));
|
||||
rt.sizeDelta = size;
|
||||
rt.localPosition = t.localPosition + (Vector3)Vector2.Scale(sr.sprite.bounds.center, t.localScale);
|
||||
rt.localRotation = t.localRotation;
|
||||
var img = go.GetComponent<Image>();
|
||||
img.sprite = sr.sprite;
|
||||
img.color = sr.color;
|
||||
img.raycastTarget = false;
|
||||
img.preserveAspect = false;
|
||||
|
||||
if (editMode) Object.DestroyImmediate(t.gameObject);
|
||||
else t.gameObject.SetActive(false);
|
||||
n++;
|
||||
}
|
||||
return n;
|
||||
}
|
||||
|
||||
// Компоненты ищем по имени класса: часть из них (FlyCamera, HUDWorldSpaceSync) в проекте уже нет
|
||||
static int RemoveOrDisable(GameObject go, string typeName, bool editMode)
|
||||
{
|
||||
int n = 0;
|
||||
foreach (var mb in go.GetComponents<MonoBehaviour>())
|
||||
{
|
||||
if (mb == null || mb.GetType().Name != typeName) continue;
|
||||
if (editMode) Object.DestroyImmediate(mb);
|
||||
else if (mb.enabled) mb.enabled = false;
|
||||
else continue;
|
||||
n++;
|
||||
}
|
||||
return n;
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 256165dd8ffe7dc4490c9e5b9796b782
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b6bbf7a2c03f7634e98cbddcadb423da
|
||||
guid: efa023adb1ce408c971a4f76ced19585
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
@@ -0,0 +1,38 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
// 3D-здание игры: его тип в 3D-сцене и подпись над ним -- имя, уровень, идёт ли стройка (05.11, Валдемар).
|
||||
// Вешает City3DGameplay.Attach. Подпись обновляется дважды в секунду.
|
||||
public class City3DBuildingTag : MonoBehaviour
|
||||
{
|
||||
public string type3d;
|
||||
|
||||
TextMeshPro label;
|
||||
float next;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Time.unscaledTime < next) return;
|
||||
next = Time.unscaledTime + 0.5f;
|
||||
if (label == null)
|
||||
{
|
||||
var t = transform.Find("Label");
|
||||
if (t != null) label = t.GetComponent<TextMeshPro>();
|
||||
if (label == null) return;
|
||||
}
|
||||
string name = type3d;
|
||||
int level = City3DGameplay.LevelOf(gameObject);
|
||||
var timer = BuildTimer.Of(gameObject);
|
||||
if (timer != null && BuildTimer.All.Contains(timer))
|
||||
{
|
||||
string left = GameData.FormatTime(timer.SecondsLeft);
|
||||
label.text = timer.IsConstruction ? $"{name}\n<size=70%>стройка {left}</size>" : $"{name} {level} ур.\n<size=70%>→ {timer.targetLevel} ур. {left}</size>";
|
||||
label.color = new Color(1f, 0.85f, 0.3f);
|
||||
}
|
||||
else
|
||||
{
|
||||
label.text = $"{name} {level} ур.";
|
||||
label.color = Color.white;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0bcf6ea4f7ae10b4686b3fd647b0c02f
|
||||
@@ -0,0 +1,278 @@
|
||||
using UnityEngine;
|
||||
|
||||
// КАМЕРА 3D-ПОСЕЛЕНИЯ (2.5D): наклонный вид под фиксированным углом, без вращения.
|
||||
// Перемещение -- перетаскиванием (палец / мышь), приближение -- двумя пальцами или колесом.
|
||||
// Не уходит за пределы полезной карты. FocusOn -- плавно показать область (открытие новой зоны).
|
||||
public class City3DCamera : MonoBehaviour
|
||||
{
|
||||
public float pitch = 52f; // наклон, градусы от горизонта
|
||||
public float yaw = 45f; // поворот вида вокруг вертикали
|
||||
public float distance = 26f;
|
||||
public float minDistance = 8f;
|
||||
public float maxDistance = 55f;
|
||||
|
||||
public Vector3 target; // точка на земле, на которую смотрит камера
|
||||
public Rect bounds = new Rect(0, 0, 48, 48); // где может быть target (x, z)
|
||||
|
||||
// Открытая часть поселения (зоны по уровню Ратуши), 06.11: центр кадра из неё не уходит, а при самом дальнем
|
||||
// отдалении она видна целиком -- даже если "Дальше всего" (maxDistance) подобрано меньше. Ширина 0 -- не задана
|
||||
Rect openArea;
|
||||
float fitOpenDistance; // с какого расстояния открытая часть видна целиком (между HUD сверху и снизу)
|
||||
public const float HudTopShare = 0.16f, HudBottomShare = 0.16f; // какую долю экрана закрывает HUD (ТЕСТ)
|
||||
|
||||
// Дальше всего сейчас: подобранное число, но не ближе, чем нужно, чтобы увидеть всё открытое поселение
|
||||
public float MaxDistanceNow => Mathf.Max(maxDistance, fitOpenDistance);
|
||||
|
||||
public void SetOpenArea(Rect area)
|
||||
{
|
||||
openArea = area;
|
||||
fitOpenDistance = FitDistance(area);
|
||||
Clamp();
|
||||
}
|
||||
|
||||
// Плавное приближение кнопками "+ / −" и колесом: камера доезжает до нужного расстояния за доли секунды
|
||||
float zoomTo = -1f;
|
||||
|
||||
Camera cam;
|
||||
Vector3 focusTarget;
|
||||
float focusDistance;
|
||||
bool focusing;
|
||||
Vector3 lastPointer;
|
||||
bool panning;
|
||||
|
||||
// Перемещение камеры пальцем можно выключить на время перетаскивания здания
|
||||
public bool AllowPan { get; set; } = true;
|
||||
|
||||
// Камера перспективная (решение 05.11): поселение объёмнее, есть глубина. Угол, высота и поле зрения -- ТЕСТ,
|
||||
// подбираются в Unity и на телефоне. Ортографическую можно вернуть галочкой (тогда зум -- размер кадра, см. Apply)
|
||||
public bool perspective = true;
|
||||
public float fieldOfView = 40f;
|
||||
|
||||
// Подбор камеры в панели DEV (окно «Камера»): наклон, поле зрения, ближе / дальше всего. Запоминается на этом
|
||||
// устройстве -- только в редакторе и отладочной сборке; в обычной сборке -- числа из сцены (05.11)
|
||||
public const string PrefPitch = "dev_cam3d_pitch", PrefFov = "dev_cam3d_fov", PrefMin = "dev_cam3d_min", PrefMax = "dev_cam3d_max";
|
||||
|
||||
// Числа по умолчанию (из сцены) -- для кнопки «Сбросить» в DEV
|
||||
public float DefaultPitch { get; private set; }
|
||||
public float DefaultFov { get; private set; }
|
||||
public float DefaultMin { get; private set; }
|
||||
public float DefaultMax { get; private set; }
|
||||
|
||||
public void SetFieldOfView(float fov)
|
||||
{
|
||||
fieldOfView = fov;
|
||||
if (cam != null && !cam.orthographic) cam.fieldOfView = fov;
|
||||
}
|
||||
|
||||
void LoadDevTuning()
|
||||
{
|
||||
DefaultPitch = pitch; DefaultFov = fieldOfView; DefaultMin = minDistance; DefaultMax = maxDistance;
|
||||
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
||||
pitch = PlayerPrefs.GetFloat(PrefPitch, pitch);
|
||||
fieldOfView = PlayerPrefs.GetFloat(PrefFov, fieldOfView);
|
||||
minDistance = PlayerPrefs.GetFloat(PrefMin, minDistance);
|
||||
maxDistance = Mathf.Max(minDistance + 1f, PlayerPrefs.GetFloat(PrefMax, maxDistance));
|
||||
distance = Mathf.Clamp(distance, minDistance, maxDistance);
|
||||
#endif
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
cam = GetComponent<Camera>();
|
||||
LoadDevTuning();
|
||||
if (cam != null && perspective)
|
||||
{
|
||||
cam.orthographic = false;
|
||||
cam.fieldOfView = fieldOfView;
|
||||
}
|
||||
}
|
||||
|
||||
// onlyZoomOut -- не приближать: если камера уже дальше, расстояние остаётся (открытие зоны, 06.11)
|
||||
public void FocusOn(Rect area, bool onlyZoomOut = false)
|
||||
{
|
||||
focusTarget = new Vector3(area.center.x, 0, area.center.y);
|
||||
// отойти так, чтобы область поместилась между HUD сверху и снизу
|
||||
focusDistance = Mathf.Clamp(FitDistance(area), minDistance, MaxDistanceNow);
|
||||
if (onlyZoomOut) focusDistance = Mathf.Max(focusDistance, Mathf.Min(distance, MaxDistanceNow));
|
||||
focusing = true;
|
||||
zoomTo = -1f;
|
||||
}
|
||||
|
||||
// Плавно подъехать к точке, не меняя приближения
|
||||
public void MoveTo(Vector3 point)
|
||||
{
|
||||
focusTarget = new Vector3(point.x, 0, point.z);
|
||||
focusDistance = distance;
|
||||
focusing = true;
|
||||
zoomTo = -1f;
|
||||
}
|
||||
|
||||
// Расстояние, с которого прямоугольник земли (x, z) виден целиком, если смотреть на его центр. Считается по
|
||||
// настоящей проекции камеры (наклон, поле зрения, форма экрана), поэтому верно при любых числах из DEV
|
||||
public float FitDistance(Rect area)
|
||||
{
|
||||
if (cam == null) cam = GetComponent<Camera>();
|
||||
if (cam == null || area.width <= 0 || area.height <= 0) return 0f;
|
||||
Vector3 keepPos = transform.position;
|
||||
Quaternion keepRot = transform.rotation;
|
||||
float keepOrtho = cam.orthographicSize;
|
||||
var center = new Vector3(area.center.x, 0, area.center.y);
|
||||
Vector3[] corners =
|
||||
{
|
||||
new Vector3(area.xMin, 0, area.yMin), new Vector3(area.xMax, 0, area.yMin),
|
||||
new Vector3(area.xMin, 0, area.yMax), new Vector3(area.xMax, 0, area.yMax),
|
||||
};
|
||||
float lo = 1f, hi = 400f;
|
||||
for (int i = 0; i < 24; i++) // двоичный поиск: ближе -- не помещается, дальше -- помещается
|
||||
{
|
||||
float d = (lo + hi) * 0.5f;
|
||||
PlaceAt(center, d);
|
||||
bool fits = true;
|
||||
foreach (var c in corners)
|
||||
{
|
||||
Vector3 v = cam.WorldToViewportPoint(c);
|
||||
if (v.z <= 0 || v.x < 0.02f || v.x > 0.98f || v.y < HudBottomShare || v.y > 1f - HudTopShare) { fits = false; break; }
|
||||
}
|
||||
if (fits) hi = d; else lo = d;
|
||||
}
|
||||
transform.SetPositionAndRotation(keepPos, keepRot);
|
||||
cam.orthographicSize = keepOrtho;
|
||||
return hi;
|
||||
}
|
||||
|
||||
// Начать / продолжить / закончить перемещение камеры. Зовёт контроллер ввода (он решает, что под пальцем)
|
||||
public void BeginPan(Vector3 screen)
|
||||
{
|
||||
panning = AllowPan; lastPointer = screen; focusing = false; zoomTo = -1f;
|
||||
panPlaneY = GroundHeightUnder(screen);
|
||||
}
|
||||
public void EndPan() { panning = false; }
|
||||
|
||||
// Палец ещё не сдвинулся настолько, чтобы считать это перетаскиванием: камера стоит, но точка запоминается --
|
||||
// когда перетаскивание начнётся, карта не прыгнет (как на карте мира, 05.11)
|
||||
public void Track(Vector3 screen) { lastPointer = screen; }
|
||||
|
||||
public void Pan(Vector3 screen)
|
||||
{
|
||||
if (!panning || cam == null) return;
|
||||
Vector3 a = GroundPoint(lastPointer), b = GroundPoint(screen);
|
||||
target += a - b;
|
||||
lastPointer = screen;
|
||||
Clamp();
|
||||
Apply(); // сразу: иначе следующий шаг считался бы от старого положения камеры -- камера дёргалась (05.11)
|
||||
}
|
||||
|
||||
// Кнопки "+ / −" и колесо: плавно (06.11). delta > 0 -- ближе
|
||||
public void Zoom(float delta)
|
||||
{
|
||||
focusing = false;
|
||||
float from = zoomTo > 0 ? zoomTo : distance;
|
||||
zoomTo = Mathf.Clamp(from * (1f - delta), minDistance, MaxDistanceNow);
|
||||
}
|
||||
|
||||
float fitPitch, fitFov, fitAspect; // при каких наклоне, поле зрения и форме экрана считали fitOpenDistance
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Наклон или поле зрения поменяли в DEV, повернули экран -- пересчитать, откуда видно всё поселение
|
||||
if (openArea.width > 0 && cam != null && (fitPitch != pitch || fitFov != cam.fieldOfView || fitAspect != cam.aspect))
|
||||
{
|
||||
fitPitch = pitch; fitFov = cam.fieldOfView; fitAspect = cam.aspect;
|
||||
fitOpenDistance = FitDistance(openArea);
|
||||
}
|
||||
|
||||
// Колесо мыши (редактор, ПК)
|
||||
float wheel = Input.mouseScrollDelta.y;
|
||||
if (City3DInput.OverHud(Input.mousePosition)) wheel = 0f; // колесо над окнами HUD -- не приближать камеру (05.11)
|
||||
if (Mathf.Abs(wheel) > 0.01f) Zoom(wheel * 0.1f);
|
||||
|
||||
// Два пальца -- приближение, как на карте мира: расстояние камеры меняется во столько раз,
|
||||
// во сколько изменилось расстояние между пальцами за кадр (не зависит от того, увидели ли касание) (05.11)
|
||||
if (Input.touchCount >= 2)
|
||||
{
|
||||
Touch a = Input.GetTouch(0), b = Input.GetTouch(1);
|
||||
float previous = ((a.position - a.deltaPosition) - (b.position - b.deltaPosition)).magnitude;
|
||||
float current = (a.position - b.position).magnitude;
|
||||
if (previous > 0.01f && current > 0.01f)
|
||||
{
|
||||
focusing = false;
|
||||
zoomTo = -1f;
|
||||
distance = Mathf.Clamp(distance * previous / current, minDistance, MaxDistanceNow);
|
||||
}
|
||||
}
|
||||
|
||||
if (zoomTo > 0)
|
||||
{
|
||||
distance = Mathf.Lerp(distance, zoomTo, 1f - Mathf.Exp(-Time.unscaledDeltaTime * 12f));
|
||||
if (Mathf.Abs(distance - zoomTo) < 0.02f) { distance = zoomTo; zoomTo = -1f; }
|
||||
}
|
||||
distance = Mathf.Clamp(distance, minDistance, MaxDistanceNow);
|
||||
|
||||
if (focusing)
|
||||
{
|
||||
target = Vector3.Lerp(target, focusTarget, Time.unscaledDeltaTime * 2.5f);
|
||||
distance = Mathf.Lerp(distance, focusDistance, Time.unscaledDeltaTime * 2.5f);
|
||||
if (Vector3.Distance(target, focusTarget) < 0.05f && Mathf.Abs(distance - focusDistance) < 0.05f) focusing = false;
|
||||
}
|
||||
Apply();
|
||||
}
|
||||
|
||||
void Clamp()
|
||||
{
|
||||
Rect r = bounds;
|
||||
if (openArea.width > 0 && openArea.height > 0) // центр кадра -- только над открытой частью поселения
|
||||
r = Rect.MinMaxRect(Mathf.Max(r.xMin, openArea.xMin), Mathf.Max(r.yMin, openArea.yMin),
|
||||
Mathf.Min(r.xMax, openArea.xMax), Mathf.Min(r.yMax, openArea.yMax));
|
||||
target.x = Mathf.Clamp(target.x, r.xMin, r.xMax);
|
||||
target.z = Mathf.Clamp(target.z, r.yMin, r.yMax);
|
||||
target.y = 0;
|
||||
}
|
||||
|
||||
// Дымка начинается за городом, а не на фиксированном расстоянии от камеры: иначе при отдалении весь город
|
||||
// уходил в серую дымку -- казалось, что камера не отдаляется, а сцена сереет (05.11)
|
||||
public float fogStartBehind = 4f, fogEndBehind = 59f;
|
||||
|
||||
public void Apply()
|
||||
{
|
||||
if (cam == null) cam = GetComponent<Camera>();
|
||||
PlaceAt(target, distance);
|
||||
if (RenderSettings.fog && RenderSettings.fogMode == FogMode.Linear)
|
||||
{
|
||||
RenderSettings.fogStartDistance = distance + fogStartBehind;
|
||||
RenderSettings.fogEndDistance = distance + fogEndBehind;
|
||||
}
|
||||
}
|
||||
|
||||
// Поставить камеру: смотрит на точку center с расстояния d.
|
||||
// Камера сцены может быть ортографической (вид 2.5D без перспективы): у неё расстояние не меняет размер города
|
||||
// на экране -- «+ / −» и щипок ничего не делали (05.11). Тогда приближение -- через размер кадра: столько же
|
||||
// земли, сколько видно перспективной камерой с этого расстояния
|
||||
void PlaceAt(Vector3 center, float d)
|
||||
{
|
||||
Quaternion rot = Quaternion.Euler(pitch, yaw, 0);
|
||||
transform.rotation = rot;
|
||||
transform.position = center - rot * Vector3.forward * d;
|
||||
if (cam != null && cam.orthographic)
|
||||
cam.orthographicSize = d * Mathf.Tan(cam.fieldOfView * 0.5f * Mathf.Deg2Rad);
|
||||
}
|
||||
|
||||
// Точка под пальцем на горизонтальной плоскости на высоте земли, где палец коснулся (06.11): на холме карта
|
||||
// идёт за пальцем точно, а не чуть быстрее или медленнее, как было с плоскостью y = 0
|
||||
float panPlaneY;
|
||||
|
||||
Vector3 GroundPoint(Vector3 screen)
|
||||
{
|
||||
Ray ray = cam.ScreenPointToRay(screen);
|
||||
var plane = new Plane(Vector3.up, new Vector3(0, panPlaneY, 0));
|
||||
return plane.Raycast(ray, out float t) ? ray.GetPoint(t) : target;
|
||||
}
|
||||
|
||||
// Высота земли (объект "Ground" 3D-поселения) под экранной точкой; не попали -- 0
|
||||
float GroundHeightUnder(Vector3 screen)
|
||||
{
|
||||
if (cam == null) return 0f;
|
||||
foreach (var hit in Physics.RaycastAll(cam.ScreenPointToRay(screen), 500f))
|
||||
if (hit.collider.gameObject.name == "Ground") return hit.point.y;
|
||||
return 0f;
|
||||
}
|
||||
}
|
||||
+2
-2
@@ -1,10 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9de6545e2f73cd04f9d95334879c4fc4
|
||||
guid: e8645f0028574904969b5802443f100f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 100
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 44d822c903694362bef912c055adda5b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,272 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// 3D-ПОСЕЛЕНИЕ: здания 3D-сцены становятся зданиями игры (05.11, Валдемар).
|
||||
// На 3D-здание вешаются те же компоненты, что на префабы 2D-города: рабочее место или Дом (ResourceCollector),
|
||||
// Склад / Амбар (StorageBuilding), Казармы, Госпиталь, Ратуша (TownHall) и PlacedBuildingId с именем здания.
|
||||
// Поэтому дальше всё работает так же, как в 2D: CitySync даёт места, жильё и лимиты; окно здания (BuildingWindow) --
|
||||
// рабочие, добыча, улучшение по таймеру; стройка идёт через BuildTimer (цена, строители, лимиты, ускорение, офлайн).
|
||||
// Место на карте проверяет SettlementMap Саши, цену, время и лимиты -- этот код и EconomyConfig.
|
||||
public static class City3DGameplay
|
||||
{
|
||||
// Имя типа 3D-сцены -> имя здания игры (как в 2D: по нему лимиты, окна, сохранение)
|
||||
public static string GameName(string type3d)
|
||||
{
|
||||
switch (type3d)
|
||||
{
|
||||
case "Дом": return "Население";
|
||||
case "Ферма": return "Еда";
|
||||
case "Лесопилка": return "Лес";
|
||||
case "Каменоломня": return "Камень";
|
||||
case "Шахта": return "Металл";
|
||||
case "Склад": return StorageBootstrap.WarehouseName;
|
||||
case "Амбар": return StorageBootstrap.GranaryName;
|
||||
case "Казармы": return BarracksBootstrap.BarracksName;
|
||||
case "Госпиталь": return HospitalBootstrap.HospitalName;
|
||||
case "Золотой рудник": return "Золото";
|
||||
case "Кристалл": return "Кристалл";
|
||||
case "Терем": return HeroCastleBootstrap.CastleName;
|
||||
default: return type3d; // "Ратуша"
|
||||
}
|
||||
}
|
||||
|
||||
// Обратно: имя здания игры (как в 2D-сохранении) -> тип 3D-сцены. null -- такого здания в 3D нет
|
||||
public static string Type3DFor(string gameName)
|
||||
{
|
||||
foreach (var t in AllTypes3D)
|
||||
if (GameName(t) == gameName) return t;
|
||||
return null;
|
||||
}
|
||||
|
||||
// Здания, которые открываются ровно на этом уровне Ратуши (окно Ратуши: «Откроется: …»)
|
||||
public static List<string> TypesUnlockedAt(int townHallLevel)
|
||||
{
|
||||
var names = new List<string>();
|
||||
foreach (var t in AllTypes3D)
|
||||
if (!IsTownHall(t) && RequiredTownHall(t) == townHallLevel) names.Add(t);
|
||||
return names;
|
||||
}
|
||||
|
||||
static readonly string[] AllTypes3D =
|
||||
{
|
||||
"Ратуша", "Дом", "Ферма", "Лесопилка", "Каменоломня", "Шахта", "Склад", "Амбар", "Казармы", "Госпиталь",
|
||||
"Золотой рудник", "Кристалл", "Терем",
|
||||
};
|
||||
|
||||
public static bool IsTownHall(string type3d) => type3d == "Ратуша";
|
||||
|
||||
// Цена постройки -- та же, что у зданий 2D-города (Data_*.asset, Склады -- EconomyConfig, Госпиталь -- HospitalConfig)
|
||||
public static ResourceAmount[] BuildCost(string type3d)
|
||||
{
|
||||
var e = EconomyConfig.Load().storage;
|
||||
switch (type3d)
|
||||
{
|
||||
case "Дом": return Cost(ResourceType.Wood, 100, ResourceType.Food, 200, ResourceType.Stone, 150);
|
||||
case "Ферма": return Cost(ResourceType.Wood, 100);
|
||||
case "Лесопилка": return Cost();
|
||||
case "Каменоломня": return Cost(ResourceType.Wood, 50);
|
||||
case "Шахта": return Cost(ResourceType.Wood, 600, ResourceType.Stone, 550);
|
||||
case "Склад": return Cost(ResourceType.Wood, e.warehouseWood, ResourceType.Stone, e.warehouseStone);
|
||||
case "Амбар": return Cost(ResourceType.Wood, e.granaryWood, ResourceType.Stone, e.granaryStone);
|
||||
case "Казармы": return Cost(ResourceType.Wood, 300, ResourceType.Stone, 200);
|
||||
case "Госпиталь":
|
||||
var h = HospitalConfig.Load();
|
||||
return Cost(ResourceType.Wood, h.buildWood, ResourceType.Stone, h.buildStone);
|
||||
// Перенесены из 2D-города (решение 05.11): цены -- из Data_GoldMine, Data_Kristall и HeroCastleBootstrap
|
||||
case "Золотой рудник": return Cost(ResourceType.Stone, 50);
|
||||
case "Кристалл": return Cost(ResourceType.Wood, 2000, ResourceType.Stone, 3200, ResourceType.Gold, 12000, ResourceType.Iron, 1600);
|
||||
case "Терем": return Cost(ResourceType.Wood, HeroCastleBootstrap.CostWood, ResourceType.Stone, HeroCastleBootstrap.CostStone);
|
||||
default: return Cost();
|
||||
}
|
||||
}
|
||||
|
||||
// С какого уровня Ратуши можно строить (как в 2D)
|
||||
public static int RequiredTownHall(string type3d)
|
||||
{
|
||||
switch (type3d)
|
||||
{
|
||||
case "Шахта": return 3;
|
||||
case "Золотой рудник": return 2;
|
||||
case "Кристалл": return 6;
|
||||
case "Госпиталь": return Mathf.Max(1, HospitalConfig.Load().requiredTownHallLevel);
|
||||
default: return 1;
|
||||
}
|
||||
}
|
||||
|
||||
static ResourceAmount[] Cost(params object[] pairs)
|
||||
{
|
||||
var list = new List<ResourceAmount>();
|
||||
for (int i = 0; i + 1 < pairs.Length; i += 2)
|
||||
list.Add(new ResourceAmount((ResourceType)pairs[i], System.Convert.ToSingle(pairs[i + 1])));
|
||||
return list.ToArray();
|
||||
}
|
||||
|
||||
public static int TownHallLevel => GameServices.TryGet(out ISettlement s) ? s.TownHallLevel : 1;
|
||||
|
||||
// Можно ли строить: уровень Ратуши, лимит зданий, строители, ресурсы. null -- можно, иначе текст для игрока
|
||||
public static string CanBuild(string type3d)
|
||||
{
|
||||
int th = TownHallLevel;
|
||||
if (th < RequiredTownHall(type3d)) return $"Откроется на Ратуше {RequiredTownHall(type3d)} ур.";
|
||||
string name = GameName(type3d);
|
||||
int max = EconomyConfig.Load().BuildingLimitFor(name, th), have = CountBuilt(name);
|
||||
if (max >= 0 && have >= max) return $"Лимит: {have} / {max} на Ратуше {th} ур.";
|
||||
if (BuildTimer.DurationMs(false, 1) > 0 && BuildTimer.FreeBuilders == 0) return "Все строители заняты";
|
||||
var cost = BuildCost(type3d);
|
||||
if (cost.Length > 0 && (!GameServices.TryGet(out IEconomy economy) || !economy.CanAfford(cost))) return "Не хватает ресурсов: " + CostText(cost);
|
||||
return null;
|
||||
}
|
||||
|
||||
public static string CostText(ResourceAmount[] cost)
|
||||
{
|
||||
if (cost.Length == 0) return "бесплатно";
|
||||
var parts = new List<string>();
|
||||
foreach (var c in cost) parts.Add($"{c.Amount:0} {GameData.ResName(c.Type).ToLower()}");
|
||||
return string.Join(", ", parts.ToArray());
|
||||
}
|
||||
|
||||
// Кристальные шахты: с какого момента каждая добывает (мс; long.MinValue -- давно достроена; конец стройки -- если
|
||||
// ещё строится или достроилась офлайн). Город открыт -- по сцене, иначе -- по сохранению settlement3d.
|
||||
// null -- город ещё не загружен: считать рано (иначе офлайн-время шахты пропало бы)
|
||||
public static List<long> CrystalMinesActiveFrom()
|
||||
{
|
||||
var list = new List<long>();
|
||||
var city = City3DController.Instance;
|
||||
if (city != null)
|
||||
{
|
||||
if (!city.StateApplied) return null;
|
||||
foreach (var id in Object.FindObjectsByType<PlacedBuildingId>(FindObjectsSortMode.None))
|
||||
{
|
||||
if (id.buildingName != "Кристалл") continue;
|
||||
var t = BuildTimer.Of(id.gameObject);
|
||||
list.Add(t != null && BuildTimer.IsConstructing(id.transform) ? t.endMs : long.MinValue);
|
||||
}
|
||||
return list;
|
||||
}
|
||||
if (!City3DSave.Loaded) return null;
|
||||
if (City3DSave.Cached != null)
|
||||
foreach (var e in City3DSave.Cached.buildings)
|
||||
{
|
||||
if (e == null || e.type != "Кристалл") continue;
|
||||
bool building = e.timerKind == (int)BuildTimer.Kind.Build && e.level <= 1 && e.timerEndMs > 0;
|
||||
list.Add(building ? e.timerEndMs : long.MinValue);
|
||||
}
|
||||
return list;
|
||||
}
|
||||
|
||||
public static int CountBuilt(string gameName)
|
||||
{
|
||||
int n = 0;
|
||||
foreach (var id in Object.FindObjectsByType<PlacedBuildingId>(FindObjectsSortMode.None))
|
||||
if (id.buildingName == gameName) n++;
|
||||
return n;
|
||||
}
|
||||
|
||||
// Новое здание поставлено на карту: списать цену и начать стройку по времени (BuildTimer)
|
||||
public static void StartConstruction(GameObject view)
|
||||
{
|
||||
var tag = view.GetComponent<City3DBuildingTag>();
|
||||
if (tag == null) return;
|
||||
var cost = BuildCost(tag.type3d);
|
||||
if (cost.Length > 0 && GameServices.TryGet(out IEconomy economy)) economy.TrySpend(cost);
|
||||
long ms = BuildTimer.DurationMs(false, 1);
|
||||
if (ms > 0)
|
||||
{
|
||||
long now = GameClock.UnixNowMs;
|
||||
BuildTimer.Begin(view, BuildTimer.Kind.Build, 1, now, now + ms);
|
||||
}
|
||||
if (CitySync.Instance != null) CitySync.Instance.SyncNow();
|
||||
}
|
||||
|
||||
// Повесить на 3D-здание компоненты здания игры (как у префабов 2D). Без цены и таймера
|
||||
public static void Attach(GameObject view, string type3d, int level)
|
||||
{
|
||||
var tag = view.GetComponent<City3DBuildingTag>() ?? view.AddComponent<City3DBuildingTag>();
|
||||
tag.type3d = type3d;
|
||||
|
||||
if (IsTownHall(type3d))
|
||||
{
|
||||
var th = view.GetComponent<TownHall>() ?? view.AddComponent<TownHall>();
|
||||
// Та же цена улучшения, что у Ратуши 2D-города (сцена MVP1): 250 дерева, 160 камня, 25 людей, ×1.5 за уровень
|
||||
th.baseUpgradeCost = new[]
|
||||
{
|
||||
new ResourceCost { type = ResourceType.Wood, amount = 250 },
|
||||
new ResourceCost { type = ResourceType.Stone, amount = 160 },
|
||||
new ResourceCost { type = ResourceType.Population, amount = 25 },
|
||||
};
|
||||
th.costMultiplierPerLevel = 1.5f;
|
||||
th.maxLevel = 10;
|
||||
th.currentLevel = Mathf.Max(1, level);
|
||||
return;
|
||||
}
|
||||
|
||||
view.AddComponent<PlacedBuildingId>().buildingName = GameName(type3d);
|
||||
switch (type3d)
|
||||
{
|
||||
case "Дом": Collector(view, ResourceType.Population, level); break;
|
||||
case "Ферма": Collector(view, ResourceType.Food, level); break;
|
||||
case "Лесопилка": Collector(view, ResourceType.Wood, level); break;
|
||||
case "Каменоломня": Collector(view, ResourceType.Stone, level); break;
|
||||
case "Шахта": Collector(view, ResourceType.Iron, level); break;
|
||||
case "Склад": Storage(view, StorageBuilding.Kind.Warehouse, level); break;
|
||||
case "Амбар": Storage(view, StorageBuilding.Kind.Granary, level); break;
|
||||
case "Казармы": view.AddComponent<Barracks>().Level = Mathf.Max(1, level); break;
|
||||
case "Госпиталь": view.AddComponent<Hospital>().Level = Mathf.Max(1, level); break;
|
||||
case "Золотой рудник": Collector(view, ResourceType.Gold, level); break;
|
||||
case "Кристалл": Collector(view, ResourceType.Gems, level); break; // рабочих нет, как в 2D
|
||||
case "Терем": view.AddComponent<HeroCastle>(); break; // окно героя -- BuildingWindow
|
||||
}
|
||||
}
|
||||
|
||||
static void Collector(GameObject view, ResourceType type, int level)
|
||||
{
|
||||
var rc = view.AddComponent<ResourceCollector>();
|
||||
rc.resourceType = type;
|
||||
rc.Level = Mathf.Max(1, level);
|
||||
}
|
||||
|
||||
static void Storage(GameObject view, StorageBuilding.Kind kind, int level)
|
||||
{
|
||||
var sb = view.AddComponent<StorageBuilding>();
|
||||
sb.kind = kind;
|
||||
sb.Level = Mathf.Max(1, level);
|
||||
}
|
||||
|
||||
// Уровень здания (для сохранения и подписи)
|
||||
public static int LevelOf(GameObject view)
|
||||
{
|
||||
var th = view.GetComponent<TownHall>();
|
||||
if (th != null) return th.currentLevel;
|
||||
var leveled = view.GetComponent<ILeveledBuilding>();
|
||||
return leveled != null ? leveled.Level : 1;
|
||||
}
|
||||
|
||||
// HUD 2D-города нарисован на холсте "в камере" (Screen Space - Camera). В 3D-сцене холст стоял бы на расстоянии
|
||||
// от камеры, и холмы и деревья перекрывали бы кнопки. Ставим холст вплотную к камере -- он всегда поверх 3D.
|
||||
public static void PutHudInFront(Camera cam)
|
||||
{
|
||||
if (cam == null) return;
|
||||
foreach (var canvas in Object.FindObjectsByType<Canvas>(FindObjectsSortMode.None))
|
||||
{
|
||||
if (!canvas.isRootCanvas || canvas.renderMode != RenderMode.ScreenSpaceCamera) continue;
|
||||
canvas.worldCamera = cam;
|
||||
canvas.planeDistance = cam.nearClipPlane + 0.05f;
|
||||
HideWorldSprites(canvas);
|
||||
}
|
||||
}
|
||||
|
||||
// В HUD есть картинка-спрайт мира (SpriteRenderer) -- плашка с мечом по центру нижней панели. На холсте у
|
||||
// камеры она рисуется поверх всего HUD, даже поверх открытых окон, а сама картинка без прозрачности
|
||||
// ("шахматка"). Решение 05.11 (Миша, Володя): в 3D-сцене её убираем, пока не будет новой картинки или кнопки.
|
||||
static void HideWorldSprites(Canvas canvas)
|
||||
{
|
||||
foreach (var sr in canvas.GetComponentsInChildren<SpriteRenderer>(true))
|
||||
sr.enabled = false;
|
||||
}
|
||||
|
||||
// Награда за расчистку (решение 04.11): +10 дерева за дерево или +10 камня за валун, один раз, в пределах склада
|
||||
public static void RewardClearing(bool tree)
|
||||
{
|
||||
if (GameServices.TryGet(out IEconomy economy)) economy.Add(tree ? ResourceType.Wood : ResourceType.Stone, 10);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3b010df83fccefa4aa9c394f84b8214f
|
||||
@@ -0,0 +1,186 @@
|
||||
using Bogatyri.Settlement.Placement;
|
||||
using UnityEngine;
|
||||
|
||||
// ГЕРОЙ В 3D-ПОСЕЛЕНИИ (перенос из 2D, решение 05.11: всё из 2D-города -- в 3D). Как HeroWalker в 2D-городе:
|
||||
// - живёт у Терема богатыря: появляется у его ворот, когда Терем достроен, и исчезает, если Терема нет;
|
||||
// - гуляет по свободным клеткам 3D-карты (земля, открытая зона, без зданий и деревьев) не дальше WalkRadius от Терема:
|
||||
// шаг -- на соседнюю свободную клетку, поэтому сквозь здания и деревья не проходит; после нескольких шагов стоит 1-3 с;
|
||||
// - тап по герою -- фраза и окно героя (окно Терема); в режиме стройки и переноса прячется;
|
||||
// - пока без арта: фигурка из простых форм (тело, голова, шлем, щит, копьё). Арт подставим в BuildFigure.
|
||||
// Только оживление города: на экономику, бой и сохранение не влияет. Создаёт и убирает City3DController.
|
||||
public class City3DHero : MonoBehaviour
|
||||
{
|
||||
public static City3DHero Instance { get; private set; }
|
||||
|
||||
const float Speed = 1.3f; // клеток в секунду
|
||||
const int WalkRadius = 6; // насколько далеко уходит от Терема
|
||||
|
||||
static readonly string[] Phrases =
|
||||
{
|
||||
"Город под защитой!",
|
||||
"Веди, воевода, — не подведу.",
|
||||
"Силушка богатырская при мне.",
|
||||
"Дозором обхожу владения.",
|
||||
"Есть ли где ворог? Только скажи.",
|
||||
};
|
||||
|
||||
SettlementMap map;
|
||||
System.Func<int> townHallLevel;
|
||||
public string CastleId { get; private set; }
|
||||
public GameObject CastleView { get; private set; }
|
||||
|
||||
Transform figure;
|
||||
Vector2Int cell; // клетка, к которой идёт (или на которой стоит)
|
||||
Vector2Int previous; // откуда пришёл -- чтобы не топтаться туда-обратно
|
||||
int stepsLeft;
|
||||
float waitLeft;
|
||||
|
||||
// Видимость: в режиме стройки и переноса герой прячется, чтобы не мешать ставить здания
|
||||
public bool Hidden
|
||||
{
|
||||
get => figure != null && !figure.gameObject.activeSelf;
|
||||
set { if (figure != null && figure.gameObject.activeSelf == value) figure.gameObject.SetActive(!value); }
|
||||
}
|
||||
|
||||
public static City3DHero Spawn(Transform parent, SettlementMap map, string castleId, GameObject castleView, System.Func<int> townHallLevel)
|
||||
{
|
||||
if (Instance != null) Destroy(Instance.gameObject);
|
||||
var go = new GameObject("Hero3D");
|
||||
go.transform.SetParent(parent, false);
|
||||
var h = go.AddComponent<City3DHero>();
|
||||
h.map = map;
|
||||
h.CastleId = castleId;
|
||||
h.CastleView = castleView;
|
||||
h.townHallLevel = townHallLevel;
|
||||
h.BuildFigure();
|
||||
h.cell = h.previous = h.Gate();
|
||||
go.transform.position = CellWorld(h.cell);
|
||||
h.waitLeft = 1f;
|
||||
Instance = h;
|
||||
return h;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (Instance == this) Instance = null;
|
||||
}
|
||||
|
||||
// ---------------- Внешний вид (заглушка) ----------------
|
||||
|
||||
void BuildFigure()
|
||||
{
|
||||
figure = new GameObject("Figure").transform;
|
||||
figure.SetParent(transform, false);
|
||||
Part(PrimitiveType.Capsule, new Vector3(0, 0.32f, 0), new Vector3(0.28f, 0.3f, 0.22f), new Color(0.55f, 0.4f, 0.2f)); // кафтан
|
||||
Part(PrimitiveType.Sphere, new Vector3(0, 0.72f, 0), new Vector3(0.2f, 0.2f, 0.2f), new Color(1f, 0.85f, 0.7f)); // голова
|
||||
Part(PrimitiveType.Sphere, new Vector3(0, 0.8f, 0), new Vector3(0.22f, 0.14f, 0.22f), new Color(0.75f, 0.75f, 0.8f)); // шлем
|
||||
Part(PrimitiveType.Cylinder, new Vector3(0, 0.9f, 0), new Vector3(0.03f, 0.06f, 0.03f), new Color(0.75f, 0.75f, 0.8f)); // шишак
|
||||
Part(PrimitiveType.Cube, new Vector3(0.17f, 0.36f, 0.04f), new Vector3(0.04f, 0.26f, 0.2f), new Color(0.8f, 0.15f, 0.15f)); // щит
|
||||
Part(PrimitiveType.Cylinder, new Vector3(-0.17f, 0.5f, 0), new Vector3(0.025f, 0.5f, 0.025f), new Color(0.45f, 0.3f, 0.15f)); // копьё
|
||||
Part(PrimitiveType.Cylinder, new Vector3(0, 0.005f, 0), new Vector3(0.36f, 0.005f, 0.36f), new Color(0.18f, 0.22f, 0.14f)); // тень
|
||||
|
||||
// Тап по герою: коллайдер чуть больше фигурки (City3DController ищет City3DHero под пальцем)
|
||||
var hit = gameObject.AddComponent<BoxCollider>();
|
||||
hit.center = new Vector3(0, 0.5f, 0);
|
||||
hit.size = new Vector3(0.7f, 1.1f, 0.7f);
|
||||
}
|
||||
|
||||
void Part(PrimitiveType type, Vector3 pos, Vector3 scale, Color color)
|
||||
{
|
||||
var p = GameObject.CreatePrimitive(type);
|
||||
Destroy(p.GetComponent<Collider>());
|
||||
p.transform.SetParent(figure, false);
|
||||
p.transform.localPosition = pos;
|
||||
p.transform.localScale = scale;
|
||||
p.GetComponent<Renderer>().sharedMaterial = Map3D.Mat(color);
|
||||
}
|
||||
|
||||
// ---------------- Прогулка по клеткам ----------------
|
||||
|
||||
static Vector3 CellWorld(Vector2Int c)
|
||||
{
|
||||
float x = c.x + 0.5f, z = c.y + 0.5f;
|
||||
return new Vector3(x, City3DLayout.HeightAt(x, z), z);
|
||||
}
|
||||
|
||||
bool Walkable(int x, int y)
|
||||
{
|
||||
if (map == null || !map.InMap(x, y)) return false;
|
||||
if (map.KindAt(x, y) != CellKind.Ground || !map.IsOpen(x, y, townHallLevel != null ? townHallLevel() : 1)) return false;
|
||||
return map.BuildingAt(x, y) == null && map.ObstacleAt(x, y) == null;
|
||||
}
|
||||
|
||||
bool CastleRect(out PlacedRect r)
|
||||
{
|
||||
r = default;
|
||||
return map != null && map.TryGetBuilding(CastleId, out r);
|
||||
}
|
||||
|
||||
bool NearHome(int x, int y)
|
||||
{
|
||||
if (!CastleRect(out var r)) return true;
|
||||
float cx = r.X + r.W / 2f, cy = r.Y + r.H / 2f;
|
||||
return Mathf.Abs(x + 0.5f - cx) <= WalkRadius + r.W / 2f && Mathf.Abs(y + 0.5f - cy) <= WalkRadius + r.H / 2f;
|
||||
}
|
||||
|
||||
// Ворота: ближайшая свободная клетка вокруг Терема (с нижней стороны -- первой)
|
||||
Vector2Int Gate()
|
||||
{
|
||||
if (!CastleRect(out var r)) return Vector2Int.zero;
|
||||
for (int ring = 1; ring <= WalkRadius; ring++)
|
||||
for (int x = r.X - ring; x < r.X + r.W + ring; x++)
|
||||
foreach (int y in new[] { r.Y - ring, r.Y + r.H - 1 + ring })
|
||||
if (Walkable(x, y)) return new Vector2Int(x, y);
|
||||
return new Vector2Int(r.X + r.W / 2, r.Y - 1);
|
||||
}
|
||||
|
||||
static readonly Vector2Int[] Dirs = { Vector2Int.up, Vector2Int.down, Vector2Int.left, Vector2Int.right };
|
||||
|
||||
// Следующая клетка: соседняя свободная рядом с Теремом; назад -- только если больше некуда
|
||||
Vector2Int NextCell()
|
||||
{
|
||||
var options = new System.Collections.Generic.List<Vector2Int>();
|
||||
foreach (var d in Dirs)
|
||||
{
|
||||
var c = cell + d;
|
||||
if (c != previous && Walkable(c.x, c.y) && NearHome(c.x, c.y)) options.Add(c);
|
||||
}
|
||||
if (options.Count == 0 && Walkable(previous.x, previous.y)) return previous;
|
||||
return options.Count > 0 ? options[Random.Range(0, options.Count)] : cell;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Hidden) return;
|
||||
if (!Walkable(cell.x, cell.y) && cell != Gate()) { cell = previous = Gate(); transform.position = CellWorld(cell); } // на клетку поставили здание
|
||||
if (waitLeft > 0f) { waitLeft -= Time.deltaTime; figure.localPosition = Vector3.zero; return; }
|
||||
|
||||
Vector3 goal = CellWorld(cell), pos = transform.position;
|
||||
Vector3 flat = new Vector3(goal.x - pos.x, 0, goal.z - pos.z);
|
||||
if (flat.magnitude < 0.03f)
|
||||
{
|
||||
if (stepsLeft <= 0) { stepsLeft = Random.Range(3, 7); waitLeft = Random.Range(1f, 3f); return; }
|
||||
stepsLeft--;
|
||||
var next = NextCell();
|
||||
previous = cell;
|
||||
cell = next;
|
||||
return;
|
||||
}
|
||||
Vector3 step = flat.normalized * Speed * Time.deltaTime;
|
||||
if (step.magnitude > flat.magnitude) step = flat;
|
||||
pos += step;
|
||||
pos.y = City3DLayout.HeightAt(pos.x, pos.z); // по земле, через холмы
|
||||
transform.position = pos;
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(flat), Time.deltaTime * 10f); // смотрит, куда идёт
|
||||
figure.localPosition = new Vector3(0f, Mathf.Abs(Mathf.Sin(Time.time * 10f)) * 0.04f, 0f); // покачивание при ходьбе
|
||||
}
|
||||
|
||||
// ---------------- Тап ----------------
|
||||
|
||||
public void OnTapped()
|
||||
{
|
||||
UIKit.Toast("Богатырь: " + Phrases[Random.Range(0, Phrases.Length)]);
|
||||
waitLeft = 2f; // остановился поговорить
|
||||
if (CastleView != null) BuildingWindow.Open(CastleView);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d4c2a7e1f5b4e93b6a1c0d9e2f73a58
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,66 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
// Палец над HUD в 3D-поселении (05.11): «над интерфейсом» -- только если под пальцем то, что нажимают или крутят
|
||||
// (кнопка, поле, ползунок, прокручиваемое окно) или небольшая панель. Невидимый слой во весь экран
|
||||
// (затемнение, контейнер безопасной зоны, фон) карту не блокирует -- иначе не работают ни тап, ни зум, ни стройка.
|
||||
// Такой слой пишется в Console один раз, чтобы его можно было найти и убрать.
|
||||
public static class City3DInput
|
||||
{
|
||||
static readonly List<RaycastResult> hits = new List<RaycastResult>();
|
||||
static readonly HashSet<string> reported = new HashSet<string>();
|
||||
|
||||
public static bool OverHud(Vector2 screen)
|
||||
{
|
||||
var es = EventSystem.current;
|
||||
if (es == null) return false;
|
||||
// Открыто окно HUD (панель) -- весь ввод его, карта не трогается
|
||||
if (UIPanelManager.Instance != null && UIPanelManager.Instance.CurrentId != "")
|
||||
{
|
||||
if (reported.Add("panel:" + UIPanelManager.Instance.CurrentId))
|
||||
Debug.Log($"[3D] Открыта панель HUD «{UIPanelManager.Instance.CurrentId}» -- 3D-карта не принимает нажатия, пока её не закрыть");
|
||||
return true;
|
||||
}
|
||||
hits.Clear();
|
||||
es.RaycastAll(new PointerEventData(es) { position = screen }, hits);
|
||||
foreach (var h in hits)
|
||||
{
|
||||
if (h.gameObject == null) continue;
|
||||
if (IsInteractive(h.gameObject) || !CoversScreen(h.gameObject)) return true;
|
||||
if (reported.Add(h.gameObject.name))
|
||||
Debug.Log($"[3D] Слой интерфейса во весь экран ловит нажатия, 3D-карта его пропускает: «{Path(h.gameObject.transform)}». " +
|
||||
"Если он не нужен -- выключить у него Raycast Target");
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool IsInteractive(GameObject go)
|
||||
{
|
||||
// кнопки, прокрутка, поля, а также всё, что само ловит нажатие (затемнение модального окна закрывает его тапом)
|
||||
return go.GetComponentInParent<Selectable>() != null || go.GetComponentInParent<ScrollRect>() != null
|
||||
|| go.GetComponentInParent<IPointerClickHandler>() != null || go.GetComponentInParent<IPointerDownHandler>() != null
|
||||
|| go.name == "Modal" || go.GetComponentInParent<TMPro.TMP_InputField>() != null;
|
||||
}
|
||||
|
||||
// Занимает почти весь экран (больше 80% по ширине и высоте)
|
||||
static bool CoversScreen(GameObject go)
|
||||
{
|
||||
if (!(go.transform is RectTransform rt)) return false;
|
||||
var corners = new Vector3[4];
|
||||
rt.GetWorldCorners(corners);
|
||||
var canvas = go.GetComponentInParent<Canvas>();
|
||||
Camera cam = canvas != null && canvas.renderMode != RenderMode.ScreenSpaceOverlay ? canvas.worldCamera : null;
|
||||
Vector2 a = RectTransformUtility.WorldToScreenPoint(cam, corners[0]);
|
||||
Vector2 b = RectTransformUtility.WorldToScreenPoint(cam, corners[2]);
|
||||
return Mathf.Abs(b.x - a.x) > Screen.width * 0.8f && Mathf.Abs(b.y - a.y) > Screen.height * 0.8f;
|
||||
}
|
||||
|
||||
static string Path(Transform t)
|
||||
{
|
||||
string p = t.name;
|
||||
for (var x = t.parent; x != null; x = x.parent) p = x.name + "/" + p;
|
||||
return p;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c71f24a7cb164064b98f198eec9665d3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,110 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Bogatyri.Settlement.Placement;
|
||||
using UnityEngine;
|
||||
|
||||
// ТЕСТОВЫЙ УЧАСТОК 3D-ПОСЕЛЕНИЯ (ТЗ «Система строительства поселения» от 04.11.2026, этап I, прототип).
|
||||
// Холмы, река, скалы, деревья и валуны строятся из seed -- одинаково при каждом запуске.
|
||||
// Зоны стройки открываются уровнем Ратуши квадратами от центра (ТЕСТ, число и пороги зон -- на согласование).
|
||||
// Все числа здесь -- предложение для прототипа, не утверждённый баланс.
|
||||
public sealed class City3DLayout
|
||||
{
|
||||
public const int Size = 48; // клеток по каждой стороне
|
||||
public const int Seed = 4112026;
|
||||
|
||||
public struct Obstacle
|
||||
{
|
||||
public string Id;
|
||||
public bool IsTree; // дерево (иначе валун)
|
||||
public List<(int x, int y)> Cells;
|
||||
}
|
||||
|
||||
public SettlementMap Map;
|
||||
public readonly List<Obstacle> Obstacles = new List<Obstacle>();
|
||||
public readonly List<Vector2> Grass = new List<Vector2>(); // мелкий декор: скрывается под зданиями
|
||||
|
||||
// Сколько клеток от центра открывает уровень Ратуши: 1 -- 16 x 16, 2 -- 24 x 24, ... 5 -- весь участок
|
||||
public static int ZoneHalfSize(int townHallLevel) => Mathf.Min(Size / 2, 8 + 4 * (Mathf.Max(1, townHallLevel) - 1));
|
||||
|
||||
// Высота земли в точке (мировые единицы, клетка = 1)
|
||||
public static float HeightAt(float x, float z)
|
||||
{
|
||||
float cx = x - Size / 2f, cz = z - Size / 2f;
|
||||
float fromCenter = Mathf.Sqrt(cx * cx + cz * cz) / (Size / 2f);
|
||||
// Холмы: в центре почти ровно, к краям -- выше и круче
|
||||
float hills = (Mathf.Sin(x * 0.27f) * 0.5f + Mathf.Cos(z * 0.21f) * 0.45f + Mathf.PerlinNoise(x * 0.11f, z * 0.11f) * 0.9f)
|
||||
* Mathf.Lerp(0.25f, 1.6f, Mathf.Clamp01(fromCenter));
|
||||
if (IsMountain(x, z)) hills += 2.5f + Mathf.PerlinNoise(x * 0.3f, z * 0.3f) * 2f;
|
||||
if (IsRiver(x, z)) hills = -0.5f;
|
||||
return hills;
|
||||
}
|
||||
|
||||
public static float RiverX(float z) => 37f + 3f * Mathf.Sin(z * 0.17f);
|
||||
public static bool IsRiver(float x, float z) => Mathf.Abs(x - RiverX(z)) < 1.3f;
|
||||
public static bool IsMountain(float x, float z) => x < 9f && z > 34f || x < 4f && z > 24f;
|
||||
|
||||
// Местность за краем участка (только вид, стройки нет): те же холмы, река и горы продолжаются без шва,
|
||||
// к дальнему краю (SkirtCells) плавно опускаются до общей равнины SkirtFloor (06.11: при отдалении край участка
|
||||
// выглядел обрезанным -- холмы и река обрывались уступом)
|
||||
public const int SkirtCells = 60;
|
||||
public const float SkirtFloor = -0.7f;
|
||||
|
||||
public static float SkirtHeight(float x, float z)
|
||||
{
|
||||
float outside = Mathf.Max(0f, Mathf.Max(Mathf.Max(-x, x - Size), Mathf.Max(-z, z - Size)));
|
||||
float fade = 1f - Mathf.SmoothStep(0f, 1f, Mathf.InverseLerp(SkirtCells - 20f, SkirtCells, outside));
|
||||
return Mathf.Lerp(SkirtFloor, HeightAt(x, z), fade);
|
||||
}
|
||||
|
||||
public static City3DLayout Create(PlacementRules rules = null)
|
||||
{
|
||||
var layout = new City3DLayout { Map = new SettlementMap(Size, Size, rules) };
|
||||
var map = layout.Map;
|
||||
int c = Size / 2;
|
||||
|
||||
for (int y = 0; y < Size; y++)
|
||||
for (int x = 0; x < Size; x++)
|
||||
{
|
||||
float px = x + 0.5f, pz = y + 0.5f;
|
||||
CellKind kind = IsRiver(px, pz) ? CellKind.Water : IsMountain(px, pz) ? CellKind.Mountain : CellKind.Ground;
|
||||
float dist = Mathf.Max(Mathf.Abs(px - c), Mathf.Abs(pz - c)); // квадратное кольцо от центра
|
||||
int zone = 0;
|
||||
for (int lvl = 1; lvl <= 5; lvl++) if (dist < ZoneHalfSize(lvl)) { zone = lvl; break; }
|
||||
map.SetCell(x, y, kind, Mathf.RoundToInt(HeightAt(px, pz) * 1000f), zone);
|
||||
}
|
||||
|
||||
// Деревья и валуны: не в центральной поляне 10 x 10 (там Ратуша), не на воде и скалах
|
||||
var rng = new System.Random(Seed);
|
||||
var taken = new HashSet<int>();
|
||||
bool Free(int x, int y) => map.InMap(x, y) && map.KindAt(x, y) == CellKind.Ground && !taken.Contains(y * Size + x)
|
||||
&& (Math.Abs(x - c) > 5 || Math.Abs(y - c) > 5);
|
||||
int trees = 0, rocks = 0;
|
||||
for (int attempt = 0; attempt < 4000 && trees < 90; attempt++)
|
||||
{
|
||||
int x = rng.Next(Size), y = rng.Next(Size);
|
||||
if (!Free(x, y)) continue;
|
||||
taken.Add(y * Size + x);
|
||||
layout.Obstacles.Add(new Obstacle { Id = "tree_" + (++trees), IsTree = true, Cells = new List<(int, int)> { (x, y) } });
|
||||
}
|
||||
for (int attempt = 0; attempt < 4000 && rocks < 22; attempt++)
|
||||
{
|
||||
int x = rng.Next(Size - 1), y = rng.Next(Size - 1);
|
||||
bool big = rng.Next(3) == 0; // каждый третий валун -- 2 x 2
|
||||
var cells = big ? new List<(int, int)> { (x, y), (x + 1, y), (x, y + 1), (x + 1, y + 1) } : new List<(int, int)> { (x, y) };
|
||||
bool ok = true;
|
||||
foreach (var cell in cells) if (!Free(cell.Item1, cell.Item2)) { ok = false; break; }
|
||||
if (!ok) continue;
|
||||
foreach (var cell in cells) taken.Add(cell.Item2 * Size + cell.Item1);
|
||||
layout.Obstacles.Add(new Obstacle { Id = "rock_" + (++rocks), IsTree = false, Cells = cells });
|
||||
}
|
||||
foreach (var o in layout.Obstacles) map.AddObstacle(o.Id, o.Cells);
|
||||
|
||||
// Трава -- только украшение: не мешает стройке, прячется под зданием и возвращается, когда здание ушло
|
||||
for (int i = 0; i < 260; i++)
|
||||
{
|
||||
float x = (float)rng.NextDouble() * Size, z = (float)rng.NextDouble() * Size;
|
||||
if (map.KindAt((int)x, (int)z) == CellKind.Ground) layout.Grass.Add(new Vector2(x, z));
|
||||
}
|
||||
return layout;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 31e2f86e3dff430ea8a67cc6f1cb4038
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,93 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// Сохранение 3D-поселения: секция "settlement3d" (05.11, Валдемар). 2D-город сохраняется отдельно ("settlement"),
|
||||
// поэтому 3D-сцена его не трогает. Здания: id, тип, клетка, поворот, уровень, стройка или улучшение, которое идёт;
|
||||
// Ратуша: уровень и её улучшение; расчищенные деревья и валуны.
|
||||
// Регистрирует App/GameModules. Пока сцена City3D открыта, данные берутся у неё (Live), иначе -- последние известные.
|
||||
public sealed class City3DSave : ISaveParticipant
|
||||
{
|
||||
[Serializable]
|
||||
public class Entry
|
||||
{
|
||||
public string id;
|
||||
public string type; // тип 3D-сцены: "Ратуша", "Дом", "Ферма"...
|
||||
public int x, y, rot;
|
||||
public int level = 1;
|
||||
public int timerKind; // 0 -- нет, 1 -- постройка, 2 -- улучшение (BuildTimer.Kind)
|
||||
public long timerStartMs, timerEndMs;
|
||||
public int timerTargetLevel;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class Data
|
||||
{
|
||||
public int nextId = 1;
|
||||
public List<Entry> buildings = new List<Entry>();
|
||||
public List<string> cleared = new List<string>();
|
||||
// Здания 2D-города, которым при переносе не нашлось места (зона закрыта, всё занято): ждут и ставятся,
|
||||
// как только место появится. Не теряются (05.11)
|
||||
public List<Entry> pendingFrom2D = new List<Entry>();
|
||||
}
|
||||
|
||||
public interface ILive
|
||||
{
|
||||
Data CaptureState();
|
||||
void OnSaveLoaded(); // загрузили другое сохранение или сбросили -- сцена должна перестроиться
|
||||
}
|
||||
|
||||
public static readonly City3DSave Instance = new City3DSave();
|
||||
public static Data Cached { get; private set; }
|
||||
// Сохранение уже прочитано (или новая игра): по Cached можно считать здания вне 3D-сцены (Кристальная шахта на карте мира)
|
||||
public static bool Loaded { get; private set; }
|
||||
public static ILive Live;
|
||||
|
||||
public string SaveKey => "settlement3d";
|
||||
|
||||
public string Capture()
|
||||
{
|
||||
if (Live != null) Cached = Live.CaptureState();
|
||||
return Cached != null ? JsonUtility.ToJson(Cached) : null;
|
||||
}
|
||||
|
||||
public void Restore(string json)
|
||||
{
|
||||
Loaded = true;
|
||||
Cached = string.IsNullOrEmpty(json) ? null : JsonUtility.FromJson<Data>(json);
|
||||
if (Cached != null)
|
||||
{
|
||||
if (Cached.buildings == null) Cached.buildings = new List<Entry>();
|
||||
if (Cached.cleared == null) Cached.cleared = new List<string>();
|
||||
if (Cached.pendingFrom2D == null) Cached.pendingFrom2D = new List<Entry>();
|
||||
}
|
||||
Live?.OnSaveLoaded();
|
||||
}
|
||||
|
||||
public void ResetState()
|
||||
{
|
||||
Loaded = true;
|
||||
Cached = null;
|
||||
Live?.OnSaveLoaded();
|
||||
}
|
||||
|
||||
// Запись таймера здания в Entry и обратно
|
||||
public static void WriteTimer(Entry e, GameObject view)
|
||||
{
|
||||
var t = BuildTimer.Of(view);
|
||||
bool on = t != null && BuildTimer.All.Contains(t);
|
||||
e.timerKind = on ? (int)t.kind : 0;
|
||||
e.timerStartMs = on ? t.startMs : 0;
|
||||
e.timerEndMs = on ? t.endMs : 0;
|
||||
e.timerTargetLevel = on ? t.targetLevel : 0;
|
||||
}
|
||||
|
||||
// Таймер из файла -- только осмысленный: постройка у 1 уровня, улучшение до уровня выше текущего
|
||||
public static void ReadTimer(Entry e, GameObject view)
|
||||
{
|
||||
bool build = e.timerKind == (int)BuildTimer.Kind.Build && e.level <= 1;
|
||||
bool upgrade = e.timerKind == (int)BuildTimer.Kind.Upgrade && e.timerTargetLevel > Mathf.Max(1, e.level);
|
||||
if ((build || upgrade) && e.timerEndMs > 0)
|
||||
BuildTimer.Begin(view, (BuildTimer.Kind)e.timerKind, Mathf.Max(1, e.timerTargetLevel), e.timerStartMs, e.timerEndMs);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 037c1ed1fee52f74da1eaaeb4c20e3b1
|
||||
@@ -1,54 +1,10 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using System.Collections.Generic;
|
||||
|
||||
// Заполняет меню стройки кнопками для каждого доступного здания.
|
||||
// Вешается на пустой объект-контейнер меню (например BuildMenuPanel).
|
||||
|
||||
|
||||
// Старое меню 2D-стройки. Компонент ещё висит в HUD_Canvas (BuildModeController прячет это меню), но ничего не делает:
|
||||
// 2D-стройка удалена 06.11, список зданий 3D-поселения рисует City3DController. Можно убрать из префаба.
|
||||
public class BuildMenuUi : MonoBehaviour
|
||||
{
|
||||
[Header("Ссылки")]
|
||||
public Transform buttonContainer; //Куда савить снопки
|
||||
public GameObject buildingButtonPrefab; //Преваб одной кнопки здания
|
||||
|
||||
void Start()
|
||||
{
|
||||
RefreshMenu();
|
||||
}
|
||||
void OnEnable()
|
||||
{
|
||||
if (BuildManager.Instance == null) return;
|
||||
RefreshMenu();
|
||||
}
|
||||
|
||||
public void RefreshMenu()
|
||||
{
|
||||
//Чистка старых кнопок перед сборкой списка
|
||||
foreach (Transform child in buttonContainer)
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
List<BuildingData> available = BuildManager.Instance.GetAvailableBuildings();
|
||||
foreach (var building in available)
|
||||
{
|
||||
GameObject btnGO = Instantiate(buildingButtonPrefab, buttonContainer);
|
||||
|
||||
Transform iconT = btnGO.transform.Find("Icon");
|
||||
Transform nameT = btnGO.transform.Find("NameText");
|
||||
Transform costT = btnGO.transform.Find("CostText");
|
||||
|
||||
if (iconT != null) iconT.GetComponent<Image>().sprite = building.icon;
|
||||
if (nameT != null) nameT.GetComponent<TMP_Text>().text = building.buildingName;
|
||||
if (costT != null) costT.GetComponent<TMP_Text>().text = building.GetCostText();
|
||||
Button btn = btnGO.GetComponent<Button>();
|
||||
BuildingData capturedBuilding = building; // важно для замыкания в цикле
|
||||
btn.onClick.AddListener(() =>
|
||||
{
|
||||
BuildManager.Instance.StartPlacing(capturedBuilding);
|
||||
gameObject.SetActive(false); // закрываем меню после выбора, идём размещать здание
|
||||
});
|
||||
}
|
||||
}
|
||||
public Transform buttonContainer;
|
||||
public GameObject buildingButtonPrefab;
|
||||
}
|
||||
|
||||
@@ -1,70 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
|
||||
// Подпись над зданием -- больше не показывается: всё о здании теперь в его окне (App/BuildingWindow, тап по зданию).
|
||||
// Компонент оставлен, чтобы не перенастраивать префабы: при запуске он прячет свою подпись и полоску и выключается.
|
||||
public class BuildingUI : MonoBehaviour
|
||||
{
|
||||
[Header("Настройки")]
|
||||
public ResourceCollector building;
|
||||
public TMP_Text stokText;
|
||||
public Slider progressBar;
|
||||
|
||||
float next;
|
||||
|
||||
public static bool ShowLabels = false; // вернуть подписи над зданиями -- поставить true
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (!ShowLabels)
|
||||
{
|
||||
HideLabel();
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
if (building == null)
|
||||
{
|
||||
Debug.LogError("Ошибка BuildingUI: не назначено здание (Building)!");
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
// Прячем холст с подписью и полоской. Сам объект здания не трогаем: компонент висит на его корне
|
||||
void HideLabel()
|
||||
{
|
||||
foreach (Component c in new Component[] { stokText, progressBar })
|
||||
{
|
||||
if (c == null) continue;
|
||||
var canvas = c.GetComponentInParent<Canvas>(true);
|
||||
GameObject target = canvas != null && canvas.gameObject != gameObject ? canvas.gameObject : c.gameObject;
|
||||
if (target != gameObject) target.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Time.unscaledTime < next) return;
|
||||
next = Time.unscaledTime + 0.5f;
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
void UpdateUI()
|
||||
{
|
||||
bool workplace = building.IsWorkplace;
|
||||
if (progressBar != null && progressBar.gameObject.activeSelf != workplace) progressBar.gameObject.SetActive(workplace);
|
||||
|
||||
if (!workplace)
|
||||
{
|
||||
if (stokText != null) stokText.text = building.IsHouse ? $"Дом {building.level} ур." : $"{building.level} ур.";
|
||||
return;
|
||||
}
|
||||
|
||||
float workers = building.GetCurrentStock();
|
||||
float slots = building.GetMaxCapacity();
|
||||
if (stokText != null) stokText.text = $"Рабочие {workers:0} / {slots:0}";
|
||||
if (progressBar != null) progressBar.value = slots > 0 ? Mathf.Clamp01(workers / slots) : 0f;
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 03e94b2f819b2884eb838f4c768e5d17
|
||||
@@ -1,67 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
// Добавляет "Казармы" в список стройки САМ при запуске сцены -- даже если никто не запускал
|
||||
// Tools -> Build HUD Panels. Если в BuildManager уже есть здание "Казармы" (из Data_Barracks.asset),
|
||||
// ничего не делает.
|
||||
//
|
||||
// Срабатывает после Awake всех объектов, но ДО Start -- то есть раньше, чем GameBootstrap загрузит
|
||||
// сохранение. Поэтому построенные казармы корректно восстанавливаются из save.json.
|
||||
// Имя здания «Казармы» (лимиты, сохранение, окна). 2D-шаблон удалён 06.11 вместе с 2D-городом;
|
||||
// 3D-здание -- City3D/City3DGameplay
|
||||
public static class BarracksBootstrap
|
||||
{
|
||||
public const string BarracksName = "Казармы";
|
||||
static GameObject runtimeTemplate;
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
|
||||
static void Init()
|
||||
{
|
||||
Ensure();
|
||||
// при каждом новом входе в город (например, возврат с карты мира) -- снова добавить в новый BuildManager
|
||||
UnityEngine.SceneManagement.SceneManager.sceneLoaded += (s, m) => Ensure();
|
||||
}
|
||||
|
||||
public static void Ensure()
|
||||
{
|
||||
var bm = BuildManager.Instance != null ? BuildManager.Instance : Object.FindAnyObjectByType<BuildManager>();
|
||||
if (bm == null || bm.allBuildings == null) return;
|
||||
|
||||
BuildingData template = null;
|
||||
foreach (var b in bm.allBuildings)
|
||||
{
|
||||
if (b == null) continue;
|
||||
if (b.buildingName == BarracksName) return; // уже есть
|
||||
if (template == null && b.prefab != null) template = b;
|
||||
}
|
||||
if (template == null) { Debug.LogWarning("[КАЗАРМЫ] Нет ни одного здания-шаблона в BuildManager"); return; }
|
||||
|
||||
// Префаб-шаблон в памяти: копия обычного здания без сбора ресурсов, с компонентом Barracks
|
||||
if (runtimeTemplate == null)
|
||||
{
|
||||
runtimeTemplate = Object.Instantiate(template.prefab);
|
||||
runtimeTemplate.name = "Barracks";
|
||||
runtimeTemplate.SetActive(false);
|
||||
Object.DontDestroyOnLoad(runtimeTemplate);
|
||||
foreach (var c in runtimeTemplate.GetComponents<ResourceCollector>()) Object.DestroyImmediate(c);
|
||||
foreach (var c in runtimeTemplate.GetComponents<ResourceProducer>()) Object.DestroyImmediate(c);
|
||||
foreach (var c in runtimeTemplate.GetComponents<BuildingUI>()) Object.DestroyImmediate(c);
|
||||
for (int i = runtimeTemplate.transform.childCount - 1; i >= 0; i--)
|
||||
Object.DestroyImmediate(runtimeTemplate.transform.GetChild(i).gameObject); // полоска запаса ресурса
|
||||
var sr = runtimeTemplate.GetComponent<SpriteRenderer>();
|
||||
if (sr != null) sr.color = new Color(1f, 0.55f, 0.55f); // пока нет арта -- отличаем цветом
|
||||
runtimeTemplate.AddComponent<Barracks>();
|
||||
}
|
||||
|
||||
var data = ScriptableObject.CreateInstance<BuildingData>();
|
||||
data.name = "Data_Barracks_Runtime";
|
||||
data.buildingName = BarracksName;
|
||||
data.icon = template.icon;
|
||||
data.prefab = runtimeTemplate;
|
||||
data.requiredTownHallLevel = 1;
|
||||
data.cost = new[]
|
||||
{
|
||||
new ResourceCost { type = ResourceType.Wood, amount = 300 },
|
||||
new ResourceCost { type = ResourceType.Stone, amount = 200 },
|
||||
};
|
||||
bm.allBuildings.Add(data);
|
||||
Debug.Log("[КАЗАРМЫ] Добавлены в список стройки");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,332 +1,51 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
|
||||
// СВОБОДНАЯ СТРОЙКА НА СЕТКЕ (игрок сам выбирает место):
|
||||
// 1. Кнопка "СТРОЙКА" включает режим: на земле появляется сетка (красные клетки заняты), сверху подсказка,
|
||||
// и сразу открывается список зданий.
|
||||
// 2. Выбрали здание -> появляется призрак: полупрозрачное здание и пятно его клеток.
|
||||
// Зелёное пятно -- можно ставить, красное -- занято или за границей сетки.
|
||||
// 3. Призрак двигают пальцем (тащить за само пятно) или тапом по земле -- он прыгает туда.
|
||||
// Камера в это время не ездит. Размер у зданий разный (BuildingData.footprint).
|
||||
// 4. Внизу панель: "Поставить" (если место свободно и хватает ресурсов), "Другое здание", "Отмена".
|
||||
// 5. После постройки режим остаётся включённым -- можно строить дальше. "Выйти" -- сетка прячется.
|
||||
//
|
||||
// Вешается билдером (Tools -> Build HUD Panels) на HUD_Canvas, кнопка Nav_Build вызывает ToggleMode().
|
||||
[DefaultExecutionOrder(-50)] // раньше камеры: захват пальца призраком должен быть виден ей в том же кадре
|
||||
// Кнопка «СТРОЙКА» общего HUD (HUD_Canvas, кнопка Nav_Build вызывает ToggleMode) и «Перенести» в окне здания.
|
||||
// Стройку ведёт 3D-поселение: City3DController задаёт ExternalToggle / ExternalMove, пока сцена City3D открыта.
|
||||
// 2D-стройка на сетке (BuildManager, BuildGrid, призрак) удалена 06.11 вместе с 2D-городом.
|
||||
public class BuildModeController : MonoBehaviour
|
||||
{
|
||||
public static BuildModeController Instance { get; private set; }
|
||||
|
||||
[Tooltip("Кнопка HUD, которая включает/выключает режим (надпись меняется сама)")]
|
||||
[Tooltip("Кнопка HUD «СТРОЙКА»")]
|
||||
public Button modeButton;
|
||||
[Tooltip("Старое меню стройки -- прячем, оно больше не используется")]
|
||||
[Tooltip("Старое меню стройки -- прячется, не используется")]
|
||||
public GameObject legacyBuildMenu;
|
||||
|
||||
public bool IsActive { get; private set; }
|
||||
// Своего режима стройки больше нет (он в 3D-сцене) -- всегда false
|
||||
public bool IsActive => false;
|
||||
|
||||
GameObject banner;
|
||||
GameObject chooser;
|
||||
GameObject placePanel;
|
||||
TextMeshProUGUI placeInfo;
|
||||
Button placeButton;
|
||||
|
||||
BuildGhost ghost;
|
||||
bool dragging;
|
||||
Vector2 grabOffset;
|
||||
Vector2 downPos;
|
||||
bool downOverUI;
|
||||
bool downOnGhost;
|
||||
float nextPanelRefresh;
|
||||
|
||||
const float TapThreshold = 25f;
|
||||
public static System.Action ExternalToggle;
|
||||
public static System.Action<GameObject> ExternalMove;
|
||||
|
||||
void Awake() { Instance = this; }
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (Instance == this) Instance = null;
|
||||
UIBlocker.WorldInputCaptured = false;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (legacyBuildMenu != null) legacyBuildMenu.SetActive(false);
|
||||
SetMode(false);
|
||||
}
|
||||
|
||||
public void ToggleMode() { SetMode(!IsActive); }
|
||||
public void ToggleMode()
|
||||
{
|
||||
if (ExternalToggle != null) ExternalToggle();
|
||||
else UIKit.Toast("Стройка -- в городе");
|
||||
}
|
||||
|
||||
// Открыть стройку (например, «Построить Казармы» в окне войск)
|
||||
public void SetMode(bool active)
|
||||
{
|
||||
IsActive = active;
|
||||
CloseChooser();
|
||||
CancelGhost();
|
||||
UpdateButtonLabel();
|
||||
BuildGrid.Instance.ShowOverlay(active);
|
||||
|
||||
if (banner != null) { Destroy(banner); banner = null; }
|
||||
if (active)
|
||||
{
|
||||
if (UIPanelManager.Instance != null) UIPanelManager.Instance.CloseAll();
|
||||
banner = CreateBanner();
|
||||
OpenChooser();
|
||||
}
|
||||
if (active) ToggleMode();
|
||||
}
|
||||
|
||||
void Update()
|
||||
public void StartMove(GameObject building)
|
||||
{
|
||||
if (!IsActive) return;
|
||||
// открыли любую панель HUD -- выходим из режима стройки
|
||||
if (UIPanelManager.Instance != null && UIPanelManager.Instance.CurrentId != "") { SetMode(false); return; }
|
||||
if (chooser != null || ghost == null) { StopDrag(); return; }
|
||||
|
||||
HandlePointer();
|
||||
|
||||
if (Time.unscaledTime >= nextPanelRefresh)
|
||||
{
|
||||
nextPanelRefresh = Time.unscaledTime + 0.3f;
|
||||
ghost.Recheck(); // клетки могли заняться (загрузка сохранения) или ресурсы -- прийти
|
||||
RefreshPlacePanel();
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------- палец: тащим призрак или тапаем по земле ----------------
|
||||
|
||||
void HandlePointer()
|
||||
{
|
||||
Vector2 world = PointerWorld();
|
||||
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
downPos = Input.mousePosition;
|
||||
downOverUI = UIBlocker.IsPointerOverUI();
|
||||
downOnGhost = !downOverUI && ghost.Contains(world);
|
||||
if (downOnGhost)
|
||||
{
|
||||
dragging = true;
|
||||
grabOffset = (Vector2)ghost.transform.position - world;
|
||||
UIBlocker.WorldInputCaptured = true; // камера не поедет
|
||||
}
|
||||
}
|
||||
|
||||
if (dragging && Input.GetMouseButton(0))
|
||||
{
|
||||
var before = ghost.Cell;
|
||||
ghost.MoveNear(world + grabOffset);
|
||||
if (ghost.Cell != before) RefreshPlacePanel();
|
||||
}
|
||||
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
bool wasDragging = dragging;
|
||||
StopDrag();
|
||||
if (wasDragging || downOverUI || UIBlocker.IsPointerOverUI()) return;
|
||||
if (((Vector2)Input.mousePosition - downPos).magnitude > TapThreshold) return; // тащили камеру
|
||||
ghost.MoveNear(world); // тап по земле -- призрак прыгает сюда
|
||||
RefreshPlacePanel();
|
||||
}
|
||||
}
|
||||
|
||||
void StopDrag()
|
||||
{
|
||||
dragging = false;
|
||||
UIBlocker.WorldInputCaptured = false;
|
||||
}
|
||||
|
||||
static Vector2 PointerWorld()
|
||||
{
|
||||
var cam = Camera.main;
|
||||
if (cam == null) return Vector2.zero;
|
||||
Vector3 w = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||
return new Vector2(w.x, w.y);
|
||||
}
|
||||
|
||||
// ---------------- призрак ----------------
|
||||
|
||||
void StartGhost(BuildingData data)
|
||||
{
|
||||
CancelGhost();
|
||||
CloseChooser();
|
||||
ghost = BuildGhost.Create(data);
|
||||
|
||||
// ставим в центр экрана, а если там занято -- на ближайшее свободное место
|
||||
var cam = Camera.main;
|
||||
Vector2 center = cam != null ? (Vector2)cam.transform.position : Vector2.zero;
|
||||
if (BuildGrid.Instance.FindFreeNear(center, ghost.Footprint.size, out var cell)) ghost.MoveToCell(cell);
|
||||
else
|
||||
{
|
||||
ghost.MoveNear(center);
|
||||
UIKit.Toast("Свободного места под это здание нет");
|
||||
}
|
||||
CreatePlacePanel();
|
||||
}
|
||||
|
||||
void CancelGhost()
|
||||
{
|
||||
StopDrag();
|
||||
if (ghost != null) Destroy(ghost.gameObject);
|
||||
ghost = null;
|
||||
if (placePanel != null) Destroy(placePanel);
|
||||
placePanel = null;
|
||||
}
|
||||
|
||||
void Place()
|
||||
{
|
||||
if (ghost == null || BuildManager.Instance == null) return;
|
||||
var d = ghost.Data;
|
||||
ghost.Recheck();
|
||||
if (!ghost.CellsFree) { UIKit.Toast("Здесь строить нельзя: клетки заняты"); return; }
|
||||
if (!d.CanAfford()) { UIKit.Toast(GameProgress.Instance.MissingText(ToRewards(d.cost))); return; }
|
||||
|
||||
if (BuildManager.Instance.BuildAt(d, ghost.Cell) != null)
|
||||
{
|
||||
UIKit.Toast("Построено: " + d.buildingName);
|
||||
CancelGhost(); // режим остаётся: "Здания" в подсказке сверху -- строить дальше
|
||||
}
|
||||
else UIKit.Toast("Не получилось построить");
|
||||
}
|
||||
|
||||
// ---------------- нижняя панель: Поставить / Другое здание / Отмена ----------------
|
||||
|
||||
void CreatePlacePanel()
|
||||
{
|
||||
if (placePanel != null) Destroy(placePanel);
|
||||
var bar = UIKit.Row(UIKit.Overlay, -1, 14, new Color(0.08f, 0.1f, 0.14f, 0.94f), 14);
|
||||
bar.name = "BuildPlacePanel";
|
||||
bar.anchorMin = new Vector2(0.04f, 0); bar.anchorMax = new Vector2(0.96f, 0);
|
||||
bar.pivot = new Vector2(0.5f, 0);
|
||||
bar.sizeDelta = new Vector2(0, 130); bar.anchoredPosition = new Vector2(0, 40);
|
||||
placePanel = bar.gameObject;
|
||||
|
||||
placeInfo = UIKit.Text(bar, "", 26, Color.white, TextAlignmentOptions.Left);
|
||||
UIKit.Size(placeInfo, -1, -1, 1);
|
||||
placeButton = UIKit.Button(bar, "Поставить", UIKit.Theme.Green, Place, 230, 90, 28);
|
||||
UIKit.Button(bar, "Другое", UIKit.Theme.Blue, OpenChooser, 180, 90, 26);
|
||||
UIKit.Button(bar, "Отмена", UIKit.Theme.Gray, CancelGhost, 180, 90, 26);
|
||||
RefreshPlacePanel();
|
||||
}
|
||||
|
||||
void RefreshPlacePanel()
|
||||
{
|
||||
if (ghost == null || placeInfo == null) return;
|
||||
var d = ghost.Data;
|
||||
bool afford = d.CanAfford();
|
||||
string where = ghost.CellsFree ? "<color=#9be59b>место свободно</color>" : "<color=#ff7a7a>клетки заняты</color>";
|
||||
placeInfo.text = "<b>" + d.buildingName + "</b> " + ghost.Footprint.size.x + "×" + ghost.Footprint.size.y +
|
||||
" кл. • " + where + "\n" + CostText(d);
|
||||
bool ok = ghost.CellsFree && afford;
|
||||
UIKit.SetButton(placeButton, ok ? "Поставить" : (ghost.CellsFree ? "Мало ресурсов" : "Занято"), ok);
|
||||
}
|
||||
|
||||
// ---------------- окно выбора здания ----------------
|
||||
|
||||
void OpenChooser()
|
||||
{
|
||||
CloseChooser();
|
||||
StopDrag();
|
||||
var bm = BuildManager.Instance;
|
||||
if (bm == null) return;
|
||||
GameObject root;
|
||||
var card = UIKit.Modal("Что построить?", out root);
|
||||
chooser = root;
|
||||
|
||||
// окно фиксированного размера с прокруткой, чтобы влезало на любом экране
|
||||
var fit = card.GetComponent<ContentSizeFitter>();
|
||||
if (fit != null) DestroyImmediate(fit);
|
||||
card.anchorMin = new Vector2(0.08f, 0.08f); card.anchorMax = new Vector2(0.92f, 0.92f);
|
||||
card.offsetMin = Vector2.zero; card.offsetMax = Vector2.zero;
|
||||
|
||||
int th = TownHall.Instance != null ? TownHall.Instance.currentLevel : 1;
|
||||
UIKit.Text(card, "Ратуша " + th + " ур. • выберите здание, потом место на сетке", 24, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
|
||||
var holder = UIKit.Make("ListHolder", card);
|
||||
UIKit.Size(holder, -1, -1).flexibleHeight = 1;
|
||||
ScrollRect scroll;
|
||||
var list = UIKit.ScrollList(holder, out scroll, 10);
|
||||
|
||||
// доступные сверху, закрытые по уровню Ратуши -- ниже
|
||||
var all = new List<BuildingData>(bm.allBuildings);
|
||||
all.RemoveAll(b => b == null || b.prefab == null);
|
||||
all.Sort((a, b) => a.requiredTownHallLevel.CompareTo(b.requiredTownHallLevel));
|
||||
|
||||
foreach (var data in all)
|
||||
{
|
||||
var d = data;
|
||||
bool locked = d.requiredTownHallLevel > th;
|
||||
bool afford = !locked && d.CanAfford();
|
||||
var size = BuildFootprint.Of(d).size;
|
||||
|
||||
var row = UIKit.Row(list, 120, 14, locked ? UIKit.Theme.CardDark : UIKit.Theme.Card, 10);
|
||||
var icon = UIKit.Box(row, d.icon != null ? Color.white : UIKit.Theme.Gray);
|
||||
if (d.icon != null) { icon.sprite = d.icon; icon.preserveAspect = true; }
|
||||
UIKit.Size(icon, 100, 100);
|
||||
|
||||
var info = UIKit.Card(row, new Color(0, 0, 0, 0), 0, 4);
|
||||
UIKit.Size(info, -1, -1, 1);
|
||||
UIKit.Text(info, d.buildingName + " <size=22><color=#aab>" + size.x + "×" + size.y + " кл.</color></size>", 30,
|
||||
locked ? UIKit.Theme.TextDim : UIKit.Theme.Text).fontStyle = FontStyles.Bold;
|
||||
UIKit.Text(info, locked ? "Откроется на Ратуше " + d.requiredTownHallLevel + " уровня" : CostText(d), 24,
|
||||
locked ? UIKit.Theme.Gold : UIKit.Theme.TextDim);
|
||||
|
||||
// выбрать можно и без ресурсов: место присмотреть, а "Поставить" загорится, когда хватит
|
||||
string label = locked ? "Закрыто" : "Выбрать";
|
||||
var b = UIKit.Button(row, label, afford ? UIKit.Theme.Green : UIKit.Theme.Gray, () => StartGhost(d), 230, 90, 26);
|
||||
b.interactable = !locked;
|
||||
}
|
||||
|
||||
UIKit.Button(card, "Закрыть", UIKit.Theme.Gray, CloseChooser, -1, 90, 30);
|
||||
}
|
||||
|
||||
void CloseChooser()
|
||||
{
|
||||
if (chooser != null) Destroy(chooser);
|
||||
chooser = null;
|
||||
}
|
||||
|
||||
static RewardItem[] ToRewards(ResourceCost[] cost)
|
||||
{
|
||||
if (cost == null) return new RewardItem[0];
|
||||
var r = new RewardItem[cost.Length];
|
||||
for (int i = 0; i < cost.Length; i++) r[i] = new RewardItem(cost[i].type, Mathf.CeilToInt(cost[i].amount));
|
||||
return r;
|
||||
}
|
||||
|
||||
// Цена по-русски, красным -- чего не хватает
|
||||
static string CostText(BuildingData d)
|
||||
{
|
||||
if (d.cost == null || d.cost.Length == 0) return "Бесплатно";
|
||||
var parts = new List<string>();
|
||||
foreach (var c in d.cost)
|
||||
{
|
||||
bool ok = ResourceManager.Instance != null && ResourceManager.Instance.HasEnough(c.type, c.amount);
|
||||
parts.Add("<color=" + (ok ? "#9be59b" : "#ff7a7a") + ">" + GameData.Short(c.amount) + "</color> " + GameData.ResName(c.type));
|
||||
}
|
||||
return string.Join(", ", parts.ToArray());
|
||||
}
|
||||
|
||||
// ---------------- подсказка сверху и кнопка ----------------
|
||||
|
||||
GameObject CreateBanner()
|
||||
{
|
||||
// полоска сверху экрана (не модальная: остальной экран остаётся кликабельным)
|
||||
var bar = UIKit.Row(UIKit.Overlay, -1, 16, new Color(0.1f, 0.25f, 0.12f, 0.92f), 14);
|
||||
bar.name = "BuildModeBanner";
|
||||
bar.anchorMin = new Vector2(0.1f, 1); bar.anchorMax = new Vector2(0.9f, 1);
|
||||
bar.pivot = new Vector2(0.5f, 1);
|
||||
bar.sizeDelta = new Vector2(0, 110); bar.anchoredPosition = new Vector2(0, -150);
|
||||
var t = UIKit.Text(bar, "РЕЖИМ СТРОЙКИ: двигайте здание по сетке, красное -- занято", 26, Color.white, TextAlignmentOptions.Left);
|
||||
UIKit.Size(t, -1, -1, 1);
|
||||
UIKit.Button(bar, "Здания", UIKit.Theme.Green, OpenChooser, 180, 80, 28);
|
||||
UIKit.Button(bar, "Выйти", UIKit.Theme.Red, () => SetMode(false), 160, 80, 28);
|
||||
return bar.gameObject;
|
||||
}
|
||||
|
||||
void UpdateButtonLabel()
|
||||
{
|
||||
if (modeButton == null) return;
|
||||
var t = modeButton.GetComponentInChildren<TextMeshProUGUI>();
|
||||
if (t != null) t.text = IsActive ? "ГОТОВО" : "СТРОЙКА";
|
||||
if (ExternalMove != null) ExternalMove(building);
|
||||
else UIKit.Toast("Это здание перенести нельзя");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,46 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// ТЕРЕМ БОГАТЫРЯ -- дом героя в городе.
|
||||
// - Пока Терем построен, у его ворот появляется герой и гуляет по свободным клеткам города (City3D/City3DHero).
|
||||
// Тап по герою или по Терему -- окно героя (App/BuildingWindow): уровень, сила, бонус армии, навыки, улучшение.
|
||||
// - Механику героя не меняет: уровень, цена улучшения и бонусы те же, что в панели "Герой" (GameProgress).
|
||||
// Нужен ли Терем для улучшения героя, даёт ли уровни и сколько стоит -- решает Дима (сейчас ТЕСТ).
|
||||
// - Терем один на город: второй ничего не добавляет, герой живёт у первого.
|
||||
// Вешается на копию обычного здания (HeroCastleBootstrap).
|
||||
public class HeroCastle : MonoBehaviour
|
||||
{
|
||||
public static readonly List<HeroCastle> All = new List<HeroCastle>();
|
||||
public static int Count => All.Count;
|
||||
public static HeroCastle Main => All.Count > 0 ? All[0] : null;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
if (!All.Contains(this)) All.Add(this);
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
All.Remove(this);
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
All.Remove(this);
|
||||
}
|
||||
|
||||
Vector3 downPos;
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
downPos = Input.mousePosition;
|
||||
}
|
||||
|
||||
// Тап (а не перетаскивание камеры) -- окно героя
|
||||
void OnMouseUpAsButton()
|
||||
{
|
||||
if (UIBlocker.IsPointerOverUI()) return;
|
||||
if ((Input.mousePosition - downPos).magnitude > 25f) return;
|
||||
BuildingWindow.Open(gameObject);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b3edb04b487c1554a91d69b16f7876e4
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user