Compare commits
1
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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1180fb9d1b |
Vendored
+1
-1
@@ -60,7 +60,7 @@
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"*.asset": "yaml",
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"*.meta": "yaml",
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"*.prefab": "yaml",
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"*.unity": "yaml"
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"*.unity": "yaml",
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},
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"explorer.fileNesting.enabled": true,
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"explorer.fileNesting.patterns": {
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@@ -1,27 +0,0 @@
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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// Tools -> Fix Camera & HUD: один раз исправить сцену и сохранить.
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// - HUD_Canvas -> Screen Space Overlay, отвязан от камеры
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// - с камеры убраны CameraZoom / CameraController / FlyCamera, добавлена CityCamera
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// - удалены компоненты с "Missing script" (скрипты, которых в проекте уже нет)
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public static class CameraHUDFixer
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{
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// [MenuItem("Tools/Fix Camera & HUD")] -- отключено, см. RestoreOldCamera
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public static void Fix()
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{
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int missing = 0;
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var hud = GameObject.Find("HUD_Canvas");
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if (hud != null) missing += GameObjectUtility.RemoveMonoBehavioursWithMissingScript(hud);
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if (Camera.main != null) missing += GameObjectUtility.RemoveMonoBehavioursWithMissingScript(Camera.main.gameObject);
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int changes = HUDCameraSetup.Apply(true);
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if (hud != null) EditorSceneManager.MarkSceneDirty(hud.scene);
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else if (Camera.main != null) EditorSceneManager.MarkSceneDirty(Camera.main.gameObject.scene);
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Debug.Log("Камера и HUD исправлены: изменений " + changes + ", удалено пустых скриптов " + missing +
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". Сохрани сцену (Ctrl+S). Границы карты камеры: компонент CityCamera на Main Camera.");
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 43380bdc85562cc4abb95b707e06cfb6
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@@ -1,337 +0,0 @@
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEditor;
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using UnityEditor.Events;
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using UnityEditor.SceneManagement;
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using TMPro;
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// Кладётся в Assets/Editor/.
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// Tools -> Build HUD Panels:
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// 1) находит HUD_Canvas,
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// 2) создаёт для каждой кнопки свою панель (заголовок + крестик + область Content),
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// 3) вешает на панель её скрипт (QuestsPanel, ShopPanel...) -- он сам рисует содержимое в игре,
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// 4) вешает UIPanelManager и подключает onClick ВСЕХ кнопок по их именам,
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// 5) добавляет красные значки (HUDBadge) на кнопки, где бывает "что забрать".
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// Можно запускать повторно -- старые панели пересоздаются.
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public class HUDPanelsBuilder
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{
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class Entry
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{
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public string button, id, title; public Type panel; public bool badge;
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public Entry(string button, string id, string title, Type panel, bool badge)
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{ this.button = button; this.id = id; this.title = title; this.panel = panel; this.badge = badge; }
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}
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// имя кнопки в иерархии -> id панели, заголовок, скрипт панели, нужен ли значок
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static readonly Entry[] Map =
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{
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new Entry("RightBtn_Quests", "Quests", "ЗАДАНИЯ", typeof(QuestsPanel), true),
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new Entry("RightBtn_Events", "Events", "СОБЫТИЯ", typeof(EventsPanel), true),
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new Entry("RightBtn_Rewards", "Rewards", "НАГРАДЫ", typeof(RewardsPanel), true),
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new Entry("NavBtn_Mail", "Mail", "ПОЧТА", typeof(MailPanel), true),
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new Entry("SettingsButton", "Settings", "НАСТРОЙКИ", typeof(SettingsPanel), false),
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new Entry("PlayerAvatar", "Profile", "ПРОФИЛЬ", typeof(ProfilePanel), false),
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new Entry("Nav_Hero", "Hero", "ГЕРОЙ", typeof(HeroPanel), true),
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new Entry("Nav_Battle", "Battle", "БОЙ", typeof(BattlePanel), false),
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new Entry("Nav_Arena", "Arena", "АРЕНА", typeof(ArenaPanel), true),
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new Entry("Nav_Troops", "Troops", "ВОЙСКА", typeof(TroopsPanel), false),
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new Entry("Nav_Shop", "Shop", "МАГАЗИН", typeof(ShopPanel), true),
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new Entry("Nav_World", "World", null, null, false), // кнопка "МИР" -> сцена большой карты (UIPanelManager.Open)
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new Entry("Nav_Home", "Home", null, null, false), // без панели: закрывает всё
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};
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[MenuItem("Tools/Build HUD Panels")]
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public static void Build()
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{
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GameObject canvasGO = GameObject.Find("HUD_Canvas");
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if (canvasGO == null) { Debug.LogError("Не найден объект HUD_Canvas на сцене."); return; }
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// казармы: префаб + данные здания + в список стройки
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EnsureBarracks();
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// менеджер
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UIPanelManager manager = canvasGO.GetComponent<UIPanelManager>();
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if (manager == null) manager = canvasGO.AddComponent<UIPanelManager>();
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manager.panels.Clear();
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// корень для панелей (пересоздаём)
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Transform old = canvasGO.transform.Find("Panels");
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if (old != null) UnityEngine.Object.DestroyImmediate(old.gameObject);
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GameObject root = new GameObject("Panels", typeof(RectTransform));
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root.transform.SetParent(canvasGO.transform, false);
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Stretch(root.GetComponent<RectTransform>(), Vector4.zero);
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// Корень сам не блокирует клики (нет Image), поэтому нижняя/верхняя панели HUD остаются живыми.
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int wired = 0;
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string missing = "";
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foreach (var m in Map)
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{
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if (m.title != null)
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{
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// карте мира нужно больше места -- её окно почти на весь экран между верхней и нижней панелями
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Vector4 offsets = m.id == "World" ? new Vector4(16, 145, 16, 195) : new Vector4(30, 250, 30, 230);
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GameObject panel = CreatePanel(root.transform, m.id, m.title, manager, offsets);
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if (m.panel != null) panel.AddComponent(m.panel);
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manager.panels.Add(new UIPanelManager.PanelEntry { id = m.id, panel = panel });
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}
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Button btn = FindButton(canvasGO.transform, m.button);
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if (btn == null && m.id == "World") btn = CreateWorldButton(canvasGO.transform, root.transform);
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if (btn == null) { Debug.LogWarning("Кнопка не найдена: " + m.button); missing += " " + m.button; continue; }
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// убираем старые подписки из Inspector и вешаем свою
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for (int i = btn.onClick.GetPersistentEventCount() - 1; i >= 0; i--)
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UnityEventTools.RemovePersistentListener(btn.onClick, i);
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UnityEventTools.AddStringPersistentListener(btn.onClick, manager.Open, m.id);
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// красный значок "есть что забрать"
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HUDBadge badge = btn.GetComponent<HUDBadge>();
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if (m.badge)
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{
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if (badge == null) badge = btn.gameObject.AddComponent<HUDBadge>();
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badge.panelId = m.id;
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}
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else if (badge != null) UnityEngine.Object.DestroyImmediate(badge);
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wired++;
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}
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// Кнопка "СТРОЙКА": включает/выключает режим стройки (тап по участку -> выбор здания).
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// Старое меню стройки прячем: при запуске игры оно больше не открывается.
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GameObject buildMenu = null;
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foreach (var t in canvasGO.GetComponentsInChildren<Transform>(true))
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if (t.name == "BuildMenuPanel") { buildMenu = t.gameObject; break; }
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if (buildMenu != null) buildMenu.SetActive(false);
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BuildModeController buildMode = canvasGO.GetComponent<BuildModeController>();
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if (buildMode == null) buildMode = canvasGO.AddComponent<BuildModeController>();
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Button buildBtn = FindButton(canvasGO.transform, "Nav_Build");
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if (buildBtn == null)
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buildBtn = CreateSideButton(canvasGO.transform, root.transform, "Nav_Build", "СТРОЙКА",
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"Assets/UI/HUD v2/Рюкзак/v1.png", new Vector2(30, 400), new Color(0.55f, 0.4f, 0.2f));
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for (int i = buildBtn.onClick.GetPersistentEventCount() - 1; i >= 0; i--)
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UnityEventTools.RemovePersistentListener(buildBtn.onClick, i);
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UnityEventTools.AddVoidPersistentListener(buildBtn.onClick, buildMode.ToggleMode);
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buildMode.modeButton = buildBtn;
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buildMode.legacyBuildMenu = buildMenu;
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EditorUtility.SetDirty(buildMode);
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// Меню стройки растянуто на весь экран и закрывало все кнопки HUD (ловило клики и белило экран).
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// Делаем его фон прозрачным и "сквозным" -- кнопки зданий внутри продолжают работать.
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foreach (string see in new[] { "BuildMenuPanel", "ButtonContainer" })
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{
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foreach (var t in canvasGO.GetComponentsInChildren<Transform>(true))
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{
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if (t.name != see) continue;
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var img = t.GetComponent<Image>();
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if (img == null) continue;
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var c = img.color; c.a = 0f; img.color = c;
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img.raycastTarget = false;
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EditorUtility.SetDirty(img);
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}
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}
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EditorUtility.SetDirty(manager);
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EditorSceneManager.MarkSceneDirty(canvasGO.scene);
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Debug.Log("Готово: панелей " + manager.panels.Count + ", подключено кнопок " + wired + " из " + Map.Length +
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(missing.Length > 0 ? ". Не найдены:" + missing : "") + ". Не забудь сохранить сцену (Ctrl+S).");
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}
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// ===================== КАЗАРМЫ =====================
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const string BarracksPrefabPath = "Assets/Prefab/Buildings/Barracks.prefab";
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const string BarracksDataPath = "Assets/Prefab/Buildings/Data_Barracks.asset";
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[MenuItem("Tools/Create Barracks")]
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public static void EnsureBarracks()
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{
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Sprite icon = LoadSprite("Assets/UI/HUD v2/Войска/v1.png");
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GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(BarracksPrefabPath);
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if (prefab == null)
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{
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// берём готовое здание как шаблон: тот же масштаб, слой, материал, коллайдер
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string template = "Assets/Prefab/Buildings/Food.prefab";
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if (AssetDatabase.LoadAssetAtPath<GameObject>(template) == null)
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{
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var bmT = UnityEngine.Object.FindAnyObjectByType<BuildManager>();
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if (bmT != null)
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foreach (var b in bmT.allBuildings)
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if (b != null && b.prefab != null) { template = AssetDatabase.GetAssetPath(b.prefab); break; }
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}
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if (!AssetDatabase.CopyAsset(template, BarracksPrefabPath))
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{
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Debug.LogError("Не удалось создать префаб казарм из " + template);
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return;
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}
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GameObject root = PrefabUtility.LoadPrefabContents(BarracksPrefabPath);
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root.name = "Barracks";
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foreach (var c in root.GetComponents<ResourceCollector>()) UnityEngine.Object.DestroyImmediate(c);
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foreach (var c in root.GetComponents<ResourceProducer>()) UnityEngine.Object.DestroyImmediate(c);
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foreach (var c in root.GetComponents<BuildingUI>()) UnityEngine.Object.DestroyImmediate(c);
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var kids = new System.Collections.Generic.List<GameObject>();
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foreach (Transform ch in root.transform) kids.Add(ch.gameObject); // полоска запаса ресурса -- не нужна
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foreach (var k in kids) UnityEngine.Object.DestroyImmediate(k);
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var sr = root.GetComponent<SpriteRenderer>();
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if (sr != null)
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{
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if (icon != null)
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{
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Vector2 oldSize = sr.sprite != null ? (Vector2)sr.sprite.bounds.size : Vector2.one;
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sr.sprite = icon;
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sr.color = Color.white;
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float k = Mathf.Min(oldSize.x / icon.bounds.size.x, oldSize.y / icon.bounds.size.y);
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root.transform.localScale = Vector3.Scale(root.transform.localScale, new Vector3(k, k, 1));
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}
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else sr.color = new Color(1f, 0.6f, 0.6f); // нет иконки -- хотя бы отличаем цветом
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var box = root.GetComponent<BoxCollider2D>();
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if (box != null && sr.sprite != null) { box.size = sr.sprite.bounds.size; box.offset = sr.sprite.bounds.center; }
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}
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if (root.GetComponent<Barracks>() == null) root.AddComponent<Barracks>();
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PrefabUtility.SaveAsPrefabAsset(root, BarracksPrefabPath);
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PrefabUtility.UnloadPrefabContents(root);
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prefab = AssetDatabase.LoadAssetAtPath<GameObject>(BarracksPrefabPath);
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Debug.Log("Создан префаб казарм: " + BarracksPrefabPath);
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}
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BuildingData data = AssetDatabase.LoadAssetAtPath<BuildingData>(BarracksDataPath);
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if (data == null)
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{
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data = ScriptableObject.CreateInstance<BuildingData>();
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data.buildingName = "Казармы";
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data.icon = icon;
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data.prefab = prefab;
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data.requiredTownHallLevel = 1;
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data.cost = new[]
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{
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new ResourceCost { type = ResourceType.Wood, amount = 300 },
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new ResourceCost { type = ResourceType.Stone, amount = 200 },
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};
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AssetDatabase.CreateAsset(data, BarracksDataPath);
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AssetDatabase.SaveAssets();
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Debug.Log("Созданы данные здания: " + BarracksDataPath);
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}
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var bm = UnityEngine.Object.FindAnyObjectByType<BuildManager>();
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if (bm != null && !bm.allBuildings.Contains(data))
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{
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bm.allBuildings.Add(data);
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EditorUtility.SetDirty(bm);
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EditorSceneManager.MarkSceneDirty(bm.gameObject.scene);
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Debug.Log("Казармы добавлены в список стройки (BuildManager)");
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}
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}
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static Sprite LoadSprite(string path)
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{
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foreach (var a in AssetDatabase.LoadAllAssetsAtPath(path))
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if (a is Sprite) return (Sprite)a;
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return null;
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}
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// ищем объект по имени среди всех детей (включая выключенные); Button может быть на нём или внутри
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static Button FindButton(Transform root, string name)
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{
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foreach (var t in root.GetComponentsInChildren<Transform>(true))
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{
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if (t.name != name) continue;
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Button b = t.GetComponent<Button>();
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if (b == null) b = t.GetComponentInChildren<Button>(true);
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if (b == null) b = t.gameObject.AddComponent<Button>(); // на случай если там просто Image
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return b;
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}
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return null;
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}
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// Кнопка "МИР" слева над нижней панелью (если дизайнер ещё не сделал свою с именем Nav_World)
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static Button CreateWorldButton(Transform canvas, Transform panelsRoot)
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{
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return CreateSideButton(canvas, panelsRoot, "Nav_World", "МИР", "Assets/UI/HUD v2/Мир/v1.png",
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new Vector2(30, 210), new Color(0.2f, 0.45f, 0.3f));
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}
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static Button CreateSideButton(Transform canvas, Transform panelsRoot, string objName, string label, string spritePath, Vector2 pos, Color fallback)
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{
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GameObject go = new GameObject(objName, typeof(RectTransform), typeof(Image), typeof(Button));
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go.transform.SetParent(canvas, false);
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go.transform.SetSiblingIndex(panelsRoot.GetSiblingIndex()); // под панелями, чтобы открытая панель её закрывала
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RectTransform rt = go.GetComponent<RectTransform>();
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rt.anchorMin = rt.anchorMax = rt.pivot = new Vector2(0, 0);
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rt.sizeDelta = new Vector2(150, 150);
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rt.anchoredPosition = pos;
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var img = go.GetComponent<Image>();
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Sprite sprite = null;
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foreach (var a in AssetDatabase.LoadAllAssetsAtPath(spritePath))
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if (a is Sprite) { sprite = (Sprite)a; break; }
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if (sprite != null) { img.sprite = sprite; img.preserveAspect = true; }
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else img.color = fallback;
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GameObject t = new GameObject("Label", typeof(RectTransform), typeof(TextMeshProUGUI));
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t.transform.SetParent(go.transform, false);
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var tmp = t.GetComponent<TextMeshProUGUI>();
|
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tmp.text = label; tmp.fontSize = 30; tmp.fontStyle = FontStyles.Bold;
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tmp.alignment = TextAlignmentOptions.Center; tmp.color = Color.white; tmp.raycastTarget = false;
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tmp.outlineWidth = 0.25f; tmp.outlineColor = Color.black;
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RectTransform tr = t.GetComponent<RectTransform>();
|
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tr.anchorMin = new Vector2(0, 0); tr.anchorMax = new Vector2(1, 0); tr.pivot = new Vector2(0.5f, 1);
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tr.sizeDelta = new Vector2(0, 40); tr.anchoredPosition = new Vector2(0, 8);
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return go.GetComponent<Button>();
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}
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static GameObject CreatePanel(Transform parent, string id, string title, UIPanelManager manager, Vector4 offsets)
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{
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// окно оставляет сверху и снизу место под TopPanel и BottomNavBar, чтобы они были кликабельны
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GameObject go = new GameObject("Panel_" + id, typeof(RectTransform), typeof(Image));
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go.transform.SetParent(parent, false);
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go.GetComponent<Image>().color = new Color(0.1f, 0.12f, 0.15f, 0.97f);
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Stretch(go.GetComponent<RectTransform>(), offsets); // left, top, right, bottom
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|
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// заголовок
|
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GameObject t = new GameObject("Title", typeof(RectTransform), typeof(TextMeshProUGUI));
|
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t.transform.SetParent(go.transform, false);
|
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var tmp = t.GetComponent<TextMeshProUGUI>();
|
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tmp.text = title; tmp.fontSize = 52; tmp.fontStyle = FontStyles.Bold;
|
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tmp.alignment = TextAlignmentOptions.Center; tmp.color = new Color(0.95f, 0.75f, 0.25f);
|
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tmp.raycastTarget = false;
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RectTransform tr = t.GetComponent<RectTransform>();
|
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tr.anchorMin = new Vector2(0, 1); tr.anchorMax = new Vector2(1, 1); tr.pivot = new Vector2(0.5f, 1);
|
||||
tr.sizeDelta = new Vector2(0, 110); tr.anchoredPosition = Vector2.zero;
|
||||
|
||||
// область содержимого: сюда скрипт панели рисует списки, кнопки и т.д.
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||||
GameObject content = new GameObject("Content", typeof(RectTransform));
|
||||
content.transform.SetParent(go.transform, false);
|
||||
Stretch(content.GetComponent<RectTransform>(), new Vector4(20, 120, 20, 20));
|
||||
|
||||
// крестик
|
||||
GameObject c = new GameObject("CloseButton", typeof(RectTransform), typeof(Image), typeof(Button));
|
||||
c.transform.SetParent(go.transform, false);
|
||||
c.GetComponent<Image>().color = new Color(0.6f, 0.15f, 0.15f);
|
||||
RectTransform cr = c.GetComponent<RectTransform>();
|
||||
cr.anchorMin = cr.anchorMax = cr.pivot = new Vector2(1, 1);
|
||||
cr.sizeDelta = new Vector2(90, 90); cr.anchoredPosition = new Vector2(-12, -10);
|
||||
GameObject x = new GameObject("X", typeof(RectTransform), typeof(TextMeshProUGUI));
|
||||
x.transform.SetParent(c.transform, false);
|
||||
var xt = x.GetComponent<TextMeshProUGUI>();
|
||||
xt.text = "X"; xt.fontSize = 44; xt.alignment = TextAlignmentOptions.Center; xt.color = Color.white;
|
||||
xt.raycastTarget = false;
|
||||
Stretch(x.GetComponent<RectTransform>(), Vector4.zero);
|
||||
UnityEventTools.AddVoidPersistentListener(c.GetComponent<Button>().onClick, manager.CloseAll);
|
||||
|
||||
go.SetActive(false);
|
||||
return go;
|
||||
}
|
||||
|
||||
// left, top, right, bottom -- отступы от краёв родителя
|
||||
static void Stretch(RectTransform rt, Vector4 ltrb)
|
||||
{
|
||||
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
|
||||
rt.offsetMin = new Vector2(ltrb.x, ltrb.w);
|
||||
rt.offsetMax = new Vector2(-ltrb.z, -ltrb.y);
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26bcfec97167cdb4b9dee113e5f85abc
|
||||
@@ -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
|
||||
@@ -1,43 +0,0 @@
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
// Tools -> Сбросить сохранения. Для разработчиков: новая игра одной кнопкой.
|
||||
// - в Play Mode -- тот же сброс, что кнопка в Настройках (все модули + прогресс);
|
||||
// - вне Play Mode -- просто удаляет файлы save.json и progress.json.
|
||||
// Документ: Docs/Modules/Save.md
|
||||
public static class SaveResetMenu
|
||||
{
|
||||
static readonly string[] SaveFiles = { "save.json", "progress.json" };
|
||||
|
||||
[MenuItem("Tools/Сбросить сохранения")]
|
||||
static void ResetSaves()
|
||||
{
|
||||
if (!EditorUtility.DisplayDialog("Сбросить сохранения?",
|
||||
"Ресурсы, здания, Ратуша, войска, походы, задания и почта начнутся заново.\nЭто нельзя отменить.",
|
||||
"Сбросить", "Отмена"))
|
||||
return;
|
||||
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
GameProgress.Instance.ResetAll();
|
||||
return;
|
||||
}
|
||||
|
||||
int deleted = 0;
|
||||
foreach (var name in SaveFiles)
|
||||
{
|
||||
string path = Path.Combine(Application.persistentDataPath, name);
|
||||
if (!File.Exists(path)) continue;
|
||||
File.Delete(path);
|
||||
deleted++;
|
||||
}
|
||||
Debug.Log($"[СОХРАНЕНИЕ] Удалено файлов сохранения: {deleted} ({Application.persistentDataPath}). Следующий запуск -- новая игра.");
|
||||
}
|
||||
|
||||
[MenuItem("Tools/Открыть папку сохранений")]
|
||||
static void OpenSaveFolder()
|
||||
{
|
||||
EditorUtility.RevealInFinder(Application.persistentDataPath);
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 972f2f5a1fa0c38439b03355997f98e9
|
||||
@@ -1,34 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
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.
|
||||
[InitializeOnLoad]
|
||||
public static class SceneListFixer
|
||||
{
|
||||
const string CityScene = "Assets/Scenes/MVP1.unity";
|
||||
const string WorldScene = "Assets/Scenes/WorldMap.unity";
|
||||
|
||||
static SceneListFixer() { EditorApplication.delayCall += Ensure; }
|
||||
|
||||
static void Ensure()
|
||||
{
|
||||
var scenes = new List<EditorBuildSettingsScene>(EditorBuildSettings.scenes);
|
||||
bool changed = false;
|
||||
foreach (var path in new[] { CityScene, WorldScene })
|
||||
{
|
||||
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);
|
||||
if (city > 0) { var c = scenes[city]; scenes.RemoveAt(city); scenes.Insert(0, c); changed = true; }
|
||||
if (changed)
|
||||
{
|
||||
EditorBuildSettings.scenes = scenes.ToArray();
|
||||
UnityEngine.Debug.Log("[СЦЕНЫ] Build Settings: город + карта мира добавлены");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 89a48f1e99f1cd4469929f3c418ce55b
|
||||
@@ -1,526 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using TMPro;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
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).
|
||||
// 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";
|
||||
|
||||
[MenuItem("Tools/Build World Map Scene")]
|
||||
public static void Build()
|
||||
{
|
||||
if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) return;
|
||||
|
||||
CreateWorldMapScene();
|
||||
UpdateBuildSettings();
|
||||
HookUpCityBattleButton();
|
||||
|
||||
Debug.Log("[КАРТА] Сцена карты мира создана, кнопка БОЙ в городе подключена. Запускай MVP1 и жми БОЙ.");
|
||||
}
|
||||
|
||||
// ---------------- СЦЕНА КАРТЫ ----------------
|
||||
|
||||
static void CreateWorldMapScene()
|
||||
{
|
||||
var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
|
||||
|
||||
var camGO = new GameObject("Main Camera", typeof(Camera), typeof(MapCameraController));
|
||||
camGO.tag = "MainCamera";
|
||||
camGO.transform.position = new Vector3(0, 0, -10);
|
||||
Camera cam = camGO.GetComponent<Camera>();
|
||||
cam.orthographic = true;
|
||||
cam.orthographicSize = 8f;
|
||||
cam.clearFlags = CameraClearFlags.SolidColor;
|
||||
cam.backgroundColor = new Color(0.12f, 0.16f, 0.12f);
|
||||
|
||||
new GameObject("EventSystem", typeof(EventSystem), typeof(StandaloneInputModule));
|
||||
|
||||
var canvasGO = new GameObject("WorldMap_Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||
canvasGO.GetComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
CanvasScaler scaler = canvasGO.GetComponent<CanvasScaler>();
|
||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
scaler.referenceResolution = new Vector2(1920, 1080);
|
||||
scaler.matchWidthOrHeight = 0.5f;
|
||||
RectTransform canvasRect = canvasGO.GetComponent<RectTransform>();
|
||||
|
||||
var controller = new GameObject("WorldMapController").AddComponent<WorldMapController>();
|
||||
controller.mapCamera = camGO.GetComponent<MapCameraController>();
|
||||
|
||||
// ---- Верхняя панель: назад | войско | мой город ----
|
||||
RectTransform topBar = CreatePanel(canvasRect, "TopBar", new Color(0.08f, 0.08f, 0.1f, 0.85f));
|
||||
AnchorStretch(topBar, top: true, height: 110);
|
||||
|
||||
controller.soldiersText = CreateText(topBar, "SoldiersText", "Войска дома: 30", 40);
|
||||
|
||||
RectTransform back = CreateButton(topBar, "BackButton", "НАЗАД", new Color(0.3f, 0.3f, 0.33f), out _);
|
||||
AnchorSide(back, left: true, new Vector2(220, 80), 20);
|
||||
controller.backButton = back.GetComponent<Button>();
|
||||
|
||||
RectTransform myCity = CreateButton(topBar, "MyCityButton", "МОЙ ГОРОД", new Color(0.25f, 0.45f, 0.8f), out _);
|
||||
AnchorSide(myCity, left: false, new Vector2(280, 80), 20);
|
||||
controller.myCityButton = myCity.GetComponent<Button>();
|
||||
|
||||
// ---- Подсказка (над нижней панелью, правее чата) ----
|
||||
RectTransform hintBar = CreatePanel(canvasRect, "HintBar", new Color(0.08f, 0.08f, 0.1f, 0.75f));
|
||||
SetRect(hintBar, new Vector2(0, 0), new Vector2(1, 0), new Vector2(0.5f, 0), Vector2.zero, Vector2.zero);
|
||||
hintBar.offsetMin = new Vector2(ChatWidth + 24, 172);
|
||||
hintBar.offsetMax = new Vector2(-12, 222);
|
||||
controller.hintText = CreateText(hintBar, "Hint", "", 28);
|
||||
|
||||
// ---- Чат слева внизу ----
|
||||
BuildChat(canvasRect);
|
||||
|
||||
// ---- Нижняя панель: Карта мира | События | Круг | Поселение ----
|
||||
BuildNavBar(canvasRect, controller);
|
||||
|
||||
// ---- Кнопка "Рейтинг" слева ----
|
||||
RectTransform ratingBtn = CreateButton(canvasRect, "RatingButton", "Рейтинг", new Color(0.12f, 0.2f, 0.4f, 0.95f), out _);
|
||||
SetRect(ratingBtn, new Vector2(0, 1), new Vector2(0, 1), new Vector2(0, 1), new Vector2(12, -122), new Vector2(210, 110));
|
||||
controller.ratingButton = ratingBtn.GetComponent<Button>();
|
||||
|
||||
// ---- Панель рейтинга (выше всего, кроме окна атаки и уведомлений) ----
|
||||
controller.ratingPanel = BuildRatingPanel(canvasRect);
|
||||
|
||||
// ---- Окно атаки ----
|
||||
RectTransform attack = CreateCenterPanel(canvasRect, "AttackPanel", new Vector2(900, 640));
|
||||
controller.attackPanel = attack.gameObject;
|
||||
|
||||
RectTransform attackTitle = CreateTextRect(attack, "Title", "Замок", 56);
|
||||
AnchorTop(attackTitle, 110, 20);
|
||||
controller.attackTitleText = attackTitle.GetComponent<TMP_Text>();
|
||||
|
||||
RectTransform attackInfo = CreateTextRect(attack, "Info", "", 32);
|
||||
AnchorTop(attackInfo, 170, 130);
|
||||
controller.attackInfoText = attackInfo.GetComponent<TMP_Text>();
|
||||
|
||||
RectTransform sendCount = CreateTextRect(attack, "SoldiersToSend", "Отправить: 30 из 30", 36);
|
||||
AnchorTop(sendCount, 60, 310);
|
||||
controller.soldiersToSendText = sendCount.GetComponent<TMP_Text>();
|
||||
|
||||
GameObject sliderGO = DefaultControls.CreateSlider(new DefaultControls.Resources());
|
||||
sliderGO.name = "SoldiersSlider";
|
||||
RectTransform sliderRect = sliderGO.GetComponent<RectTransform>();
|
||||
sliderRect.SetParent(attack, false);
|
||||
AnchorTop(sliderRect, 50, 390);
|
||||
sliderRect.offsetMin = new Vector2(80, sliderRect.offsetMin.y);
|
||||
sliderRect.offsetMax = new Vector2(-80, sliderRect.offsetMax.y);
|
||||
StyleSlider(sliderGO);
|
||||
controller.soldiersSlider = sliderGO.GetComponent<Slider>();
|
||||
|
||||
RectTransform send = CreateButton(attack, "SendButton", "В ПОХОД", new Color(0.75f, 0.25f, 0.15f), out _);
|
||||
AnchorBottom(send, new Vector2(320, 100), new Vector2(170, 30));
|
||||
controller.sendButton = send.GetComponent<Button>();
|
||||
|
||||
RectTransform cancel = CreateButton(attack, "CancelButton", "ОТМЕНА", new Color(0.3f, 0.3f, 0.33f), out _);
|
||||
AnchorBottom(cancel, new Vector2(320, 100), new Vector2(-170, 30));
|
||||
controller.cancelButton = cancel.GetComponent<Button>();
|
||||
|
||||
attack.gameObject.SetActive(false);
|
||||
|
||||
// ---- Уведомление ----
|
||||
RectTransform popup = CreateCenterPanel(canvasRect, "PopupPanel", new Vector2(860, 520));
|
||||
controller.popupPanel = popup.gameObject;
|
||||
|
||||
RectTransform popupTitle = CreateTextRect(popup, "Title", "ПОБЕДА", 72);
|
||||
AnchorTop(popupTitle, 120, 20);
|
||||
controller.popupTitleText = popupTitle.GetComponent<TMP_Text>();
|
||||
|
||||
RectTransform popupBody = CreateTextRect(popup, "Body", "", 32);
|
||||
popupBody.offsetMin = new Vector2(40, 140);
|
||||
popupBody.offsetMax = new Vector2(-40, -140);
|
||||
controller.popupBodyText = popupBody.GetComponent<TMP_Text>();
|
||||
|
||||
RectTransform ok = CreateButton(popup, "OkButton", "OK", new Color(0.2f, 0.5f, 0.25f), out _);
|
||||
AnchorBottom(ok, new Vector2(300, 100), new Vector2(0, 30));
|
||||
controller.popupOkButton = ok.GetComponent<Button>();
|
||||
|
||||
popup.gameObject.SetActive(false);
|
||||
|
||||
EditorSceneManager.SaveScene(scene, WorldMapScenePath);
|
||||
}
|
||||
|
||||
// ---------------- ЧАТ ----------------
|
||||
|
||||
const float ChatWidth = 620f;
|
||||
|
||||
static void BuildChat(RectTransform canvasRect)
|
||||
{
|
||||
RectTransform panel = CreatePanel(canvasRect, "ChatPanel", new Color(0.05f, 0.06f, 0.09f, 0.9f));
|
||||
SetRect(panel, Vector2.zero, Vector2.zero, Vector2.zero, new Vector2(12, 12), new Vector2(ChatWidth, 350));
|
||||
ChatPanel chat = panel.gameObject.AddComponent<ChatPanel>();
|
||||
|
||||
RectTransform worldTab = CreateButton(panel, "WorldTab", "Общий мир", new Color(0.16f, 0.35f, 0.7f), out _);
|
||||
SetRect(worldTab, new Vector2(0, 1), new Vector2(0, 1), new Vector2(0, 1), new Vector2(10, -10), new Vector2(220, 54));
|
||||
chat.worldTabButton = worldTab.GetComponent<Button>();
|
||||
|
||||
RectTransform circleTab = CreateButton(panel, "CircleTab", "Круг", new Color(0.12f, 0.13f, 0.17f), out _);
|
||||
SetRect(circleTab, new Vector2(0, 1), new Vector2(0, 1), new Vector2(0, 1), new Vector2(240, -10), new Vector2(220, 54));
|
||||
chat.circleTabButton = circleTab.GetComponent<Button>();
|
||||
|
||||
RectTransform expand = CreateButton(panel, "ExpandButton", "Развернуть", new Color(0.12f, 0.13f, 0.17f), out TMP_Text expandText);
|
||||
SetRect(expand, new Vector2(1, 1), new Vector2(1, 1), new Vector2(1, 1), new Vector2(-10, -10), new Vector2(150, 54));
|
||||
expandText.fontSize = 24;
|
||||
chat.expandButton = expand.GetComponent<Button>();
|
||||
|
||||
// Лента: текст прижат к низу, старые строки уходят вверх и обрезаются маской
|
||||
var messagesGO = new GameObject("Messages", typeof(RectTransform), typeof(RectMask2D));
|
||||
RectTransform messages = messagesGO.GetComponent<RectTransform>();
|
||||
messages.SetParent(panel, false);
|
||||
messages.anchorMin = Vector2.zero;
|
||||
messages.anchorMax = Vector2.one;
|
||||
messages.offsetMin = new Vector2(14, 86);
|
||||
messages.offsetMax = new Vector2(-14, -74);
|
||||
|
||||
RectTransform messagesText = CreateTextRect(messages, "MessagesText", "", 24, TextAlignmentOptions.BottomLeft);
|
||||
TMP_Text tmp = messagesText.GetComponent<TMP_Text>();
|
||||
tmp.overflowMode = TextOverflowModes.Overflow;
|
||||
chat.messagesText = tmp;
|
||||
|
||||
// Поле ввода
|
||||
GameObject inputGO = TMP_DefaultControls.CreateInputField(new TMP_DefaultControls.Resources());
|
||||
inputGO.name = "InputField";
|
||||
RectTransform inputRect = inputGO.GetComponent<RectTransform>();
|
||||
inputRect.SetParent(panel, false);
|
||||
SetRect(inputRect, Vector2.zero, new Vector2(1, 0), new Vector2(0.5f, 0), Vector2.zero, Vector2.zero);
|
||||
inputRect.offsetMin = new Vector2(12, 12);
|
||||
inputRect.offsetMax = new Vector2(-124, 74);
|
||||
inputGO.GetComponent<Image>().color = new Color(0.12f, 0.13f, 0.17f);
|
||||
|
||||
TMP_InputField input = inputGO.GetComponent<TMP_InputField>();
|
||||
input.pointSize = 26;
|
||||
input.textComponent.color = Color.white;
|
||||
((TMP_Text)input.placeholder).text = "Введите сообщение...";
|
||||
((TMP_Text)input.placeholder).color = new Color(1f, 1f, 1f, 0.35f);
|
||||
chat.inputField = input;
|
||||
|
||||
RectTransform send = CreateButton(panel, "SendButton", ">", new Color(0.2f, 0.45f, 0.85f), out _);
|
||||
SetRect(send, new Vector2(1, 0), new Vector2(1, 0), new Vector2(1, 0), new Vector2(-12, 12), new Vector2(100, 62));
|
||||
chat.sendButton = send.GetComponent<Button>();
|
||||
}
|
||||
|
||||
// ---------------- НИЖНЯЯ ПАНЕЛЬ ----------------
|
||||
|
||||
static void BuildNavBar(RectTransform canvasRect, WorldMapController controller)
|
||||
{
|
||||
RectTransform bar = CreatePanel(canvasRect, "BottomNavBar", new Color(0.06f, 0.07f, 0.1f, 0.92f));
|
||||
SetRect(bar, Vector2.zero, new Vector2(1, 0), new Vector2(0.5f, 0), Vector2.zero, Vector2.zero);
|
||||
bar.offsetMin = new Vector2(ChatWidth + 24, 12);
|
||||
bar.offsetMax = new Vector2(-12, 162);
|
||||
|
||||
var layout = bar.gameObject.AddComponent<HorizontalLayoutGroup>();
|
||||
layout.padding = new RectOffset(10, 10, 10, 10);
|
||||
layout.spacing = 10;
|
||||
layout.childForceExpandWidth = true;
|
||||
layout.childForceExpandHeight = true;
|
||||
layout.childControlWidth = true;
|
||||
layout.childControlHeight = true;
|
||||
|
||||
Color navColor = new Color(0.14f, 0.16f, 0.22f);
|
||||
controller.worldMapNavButton = CreateButton(bar, "Nav_WorldMap", "Карта мира", navColor, out _).GetComponent<Button>();
|
||||
controller.eventsNavButton = CreateButton(bar, "Nav_Events", "События", navColor, out _).GetComponent<Button>();
|
||||
controller.circleNavButton = CreateButton(bar, "Nav_Circle", "Круг", navColor, out _).GetComponent<Button>();
|
||||
controller.settlementNavButton = CreateButton(bar, "Nav_Settlement", "Поселение", new Color(0.18f, 0.25f, 0.45f), out _).GetComponent<Button>();
|
||||
}
|
||||
|
||||
// ---------------- РЕЙТИНГ ----------------
|
||||
|
||||
static readonly Color RatingBg = new Color(0.04f, 0.06f, 0.1f, 0.97f);
|
||||
static readonly Color RatingGold = new Color(0.95f, 0.8f, 0.5f);
|
||||
|
||||
const float RatingTableLeft = 340f;
|
||||
const float RatingTableRight = 25f;
|
||||
|
||||
static RatingPanel BuildRatingPanel(RectTransform canvasRect)
|
||||
{
|
||||
RectTransform panel = CreatePanel(canvasRect, "RatingPanel", RatingBg);
|
||||
SetRect(panel, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), Vector2.zero, new Vector2(1640, 920));
|
||||
RatingPanel rating = panel.gameObject.AddComponent<RatingPanel>();
|
||||
|
||||
// Заголовок-баннер
|
||||
RectTransform banner = CreatePanel(panel, "TitleBanner", new Color(0.12f, 0.25f, 0.55f));
|
||||
SetRect(banner, new Vector2(0.5f, 1), new Vector2(0.5f, 1), new Vector2(0.5f, 1), new Vector2(0, -15), new Vector2(640, 90));
|
||||
CreateText(banner, "Title", "Рейтинг", 60).color = RatingGold;
|
||||
|
||||
RectTransform close = CreateButton(panel, "CloseButton", "X", new Color(0.35f, 0.15f, 0.15f), out _);
|
||||
SetRect(close, new Vector2(1, 1), new Vector2(1, 1), new Vector2(1, 1), new Vector2(-15, -15), new Vector2(80, 80));
|
||||
rating.closeButton = close.GetComponent<Button>();
|
||||
|
||||
// Разделы слева -- порядок совпадает с RatingCategory
|
||||
string[] categories = { "Игроки", "Круги", "Мощь", "PvP", "Развитие", "Сезон" };
|
||||
rating.categoryButtons = new Button[categories.Length];
|
||||
for (int i = 0; i < categories.Length; i++)
|
||||
{
|
||||
RectTransform tab = CreateButton(panel, "Category_" + i, categories[i], new Color(0.1f, 0.12f, 0.17f), out _);
|
||||
SetRect(tab, new Vector2(0, 1), new Vector2(0, 1), new Vector2(0, 1), new Vector2(25, -130 - i * 112), new Vector2(290, 100));
|
||||
rating.categoryButtons[i] = tab.GetComponent<Button>();
|
||||
}
|
||||
|
||||
// Таблица
|
||||
var tableGO = new GameObject("Table", typeof(RectTransform));
|
||||
RectTransform table = tableGO.GetComponent<RectTransform>();
|
||||
table.SetParent(panel, false);
|
||||
table.anchorMin = Vector2.zero;
|
||||
table.anchorMax = Vector2.one;
|
||||
table.offsetMin = new Vector2(RatingTableLeft, 110);
|
||||
table.offsetMax = new Vector2(-RatingTableRight, -130);
|
||||
|
||||
RectTransform header = CreatePanel(table, "Header", new Color(0.08f, 0.1f, 0.15f));
|
||||
SetRect(header, new Vector2(0, 1), new Vector2(1, 1), new Vector2(0.5f, 1), Vector2.zero, new Vector2(0, 50));
|
||||
Color headerColor = new Color(0.8f, 0.82f, 0.88f);
|
||||
PlaceInRow(CreateTextRect(header, "Place", "Место", 26), 0, 140, 50).GetComponent<TMP_Text>().color = headerColor;
|
||||
TMP_Text nameHeader = PlaceInRow(CreateTextRect(header, "Name", "Игрок", 26, TextAlignmentOptions.Left), 225, 330, 50).GetComponent<TMP_Text>();
|
||||
nameHeader.color = headerColor;
|
||||
rating.nameColumnHeader = nameHeader;
|
||||
TMP_Text circleHeader = PlaceInRow(CreateTextRect(header, "Circle", "Круг", 26, TextAlignmentOptions.Left), 625, 320, 50).GetComponent<TMP_Text>();
|
||||
circleHeader.color = headerColor;
|
||||
rating.circleColumnHeader = circleHeader;
|
||||
PlaceInRow(CreateTextRect(header, "Power", "Мощь", 26), 950, 220, 50).GetComponent<TMP_Text>().color = headerColor;
|
||||
|
||||
rating.rows = new RatingRowView[RatingPanel.PageSize];
|
||||
for (int i = 0; i < rating.rows.Length; i++)
|
||||
{
|
||||
rating.rows[i] = BuildRatingRow(table, i);
|
||||
}
|
||||
|
||||
rating.emptyText = CreateText(table, "EmptyText", "Раздел в разработке", 40);
|
||||
rating.emptyText.gameObject.SetActive(false);
|
||||
|
||||
RectTransform status = CreateTextRect(panel, "StatusText", "", 26, TextAlignmentOptions.Left);
|
||||
SetRect(status, Vector2.zero, Vector2.zero, Vector2.zero, new Vector2(RatingTableLeft, 30), new Vector2(520, 60));
|
||||
rating.statusText = status.GetComponent<TMP_Text>();
|
||||
|
||||
// Страницы: < 1 2 3 4 5 > -- по центру под таблицей (а не под всей панелью)
|
||||
float tableCenterX = (RatingTableLeft - RatingTableRight) / 2f;
|
||||
Color pageColor = new Color(0.1f, 0.12f, 0.17f);
|
||||
|
||||
RectTransform prev = CreateButton(panel, "PrevPage", "<", pageColor, out _);
|
||||
SetRect(prev, new Vector2(0.5f, 0), new Vector2(0.5f, 0), new Vector2(0.5f, 0), new Vector2(tableCenterX - 240, 25), new Vector2(64, 64));
|
||||
rating.prevPageButton = prev.GetComponent<Button>();
|
||||
|
||||
rating.pageButtons = new Button[5];
|
||||
for (int i = 0; i < rating.pageButtons.Length; i++)
|
||||
{
|
||||
RectTransform page = CreateButton(panel, "Page_" + i, (i + 1).ToString(), pageColor, out _);
|
||||
SetRect(page, new Vector2(0.5f, 0), new Vector2(0.5f, 0), new Vector2(0.5f, 0), new Vector2(tableCenterX - 150 + i * 75, 25), new Vector2(64, 64));
|
||||
rating.pageButtons[i] = page.GetComponent<Button>();
|
||||
}
|
||||
|
||||
RectTransform next = CreateButton(panel, "NextPage", ">", pageColor, out _);
|
||||
SetRect(next, new Vector2(0.5f, 0), new Vector2(0.5f, 0), new Vector2(0.5f, 0), new Vector2(tableCenterX + 240, 25), new Vector2(64, 64));
|
||||
rating.nextPageButton = next.GetComponent<Button>();
|
||||
|
||||
panel.gameObject.SetActive(false);
|
||||
return rating;
|
||||
}
|
||||
|
||||
static RatingRowView BuildRatingRow(RectTransform table, int index)
|
||||
{
|
||||
const float rowHeight = 54f;
|
||||
var view = new RatingRowView();
|
||||
|
||||
RectTransform row = CreatePanel(table, "Row_" + (index + 1), new Color(0.07f, 0.09f, 0.13f));
|
||||
SetRect(row, new Vector2(0, 1), new Vector2(1, 1), new Vector2(0.5f, 1), new Vector2(0, -56 - index * 58), new Vector2(0, rowHeight));
|
||||
view.root = row.gameObject;
|
||||
view.background = row.GetComponent<Image>();
|
||||
|
||||
RectTransform medal = CreatePanel(row, "Medal", Color.white);
|
||||
PlaceInRow(medal, 45, 50, 50);
|
||||
view.medal = medal.GetComponent<Image>();
|
||||
view.placeText = PlaceInRow(CreateTextRect(row, "Place", "1", 30), 0, 140, rowHeight).GetComponent<TMP_Text>();
|
||||
|
||||
RectTransform avatar = CreatePanel(row, "Avatar", Color.gray);
|
||||
PlaceInRow(avatar, 150, 48, 48);
|
||||
view.avatar = avatar.GetComponent<Image>();
|
||||
view.avatarLetter = CreateText(avatar, "Letter", "В", 28);
|
||||
|
||||
view.nameText = PlaceInRow(CreateTextRect(row, "Name", "Игрок", 30, TextAlignmentOptions.Left), 225, 330, rowHeight).GetComponent<TMP_Text>();
|
||||
|
||||
RectTransform circleBanner = CreatePanel(row, "CircleBanner", Color.blue);
|
||||
PlaceInRow(circleBanner, 570, 36, 46);
|
||||
view.circleBanner = circleBanner.GetComponent<Image>();
|
||||
view.circleText = PlaceInRow(CreateTextRect(row, "Circle", "Круг", 28, TextAlignmentOptions.Left), 625, 320, rowHeight).GetComponent<TMP_Text>();
|
||||
|
||||
TMP_Text power = PlaceInRow(CreateTextRect(row, "Power", "0", 28), 950, 220, rowHeight).GetComponent<TMP_Text>();
|
||||
power.color = RatingGold;
|
||||
view.powerText = power;
|
||||
|
||||
RectTransform inspect = CreateButton(row, "InspectButton", "?", new Color(0.18f, 0.2f, 0.27f), out _);
|
||||
PlaceInRow(inspect, 1190, 56, 44);
|
||||
view.inspectButton = inspect.GetComponent<Button>();
|
||||
|
||||
return view;
|
||||
}
|
||||
|
||||
// Элемент строки: прижат к левому краю строки с отступом x, по вертикали по центру
|
||||
static RectTransform PlaceInRow(RectTransform rt, float x, float width, float height)
|
||||
{
|
||||
SetRect(rt, new Vector2(0, 0.5f), new Vector2(0, 0.5f), new Vector2(0, 0.5f), new Vector2(x, 0), new Vector2(width, height));
|
||||
return rt;
|
||||
}
|
||||
|
||||
static void SetRect(RectTransform rt, Vector2 anchorMin, Vector2 anchorMax, Vector2 pivot, Vector2 position, Vector2 size)
|
||||
{
|
||||
rt.anchorMin = anchorMin;
|
||||
rt.anchorMax = anchorMax;
|
||||
rt.pivot = pivot;
|
||||
rt.sizeDelta = size;
|
||||
rt.anchoredPosition = position;
|
||||
}
|
||||
|
||||
// ---------------- BUILD SETTINGS ----------------
|
||||
|
||||
static void UpdateBuildSettings()
|
||||
{
|
||||
var scenes = new List<EditorBuildSettingsScene>
|
||||
{
|
||||
new EditorBuildSettingsScene(CityScenePath, true),
|
||||
new EditorBuildSettingsScene(WorldMapScenePath, true)
|
||||
};
|
||||
|
||||
// Остальные уже добавленные сцены сохраняем (кроме удалённых файлов, например старой Battle)
|
||||
foreach (var existing in EditorBuildSettings.scenes)
|
||||
{
|
||||
if (existing.path == CityScenePath || existing.path == WorldMapScenePath) continue;
|
||||
if (!File.Exists(existing.path)) continue;
|
||||
scenes.Add(existing);
|
||||
}
|
||||
|
||||
EditorBuildSettings.scenes = scenes.ToArray();
|
||||
}
|
||||
|
||||
// ---------------- КНОПКА В ГОРОДЕ ----------------
|
||||
|
||||
static void HookUpCityBattleButton()
|
||||
{
|
||||
var city = EditorSceneManager.OpenScene(CityScenePath, OpenSceneMode.Single);
|
||||
|
||||
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.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (navBattle.GetComponent<OpenBattleButton>() == null)
|
||||
{
|
||||
Undo.AddComponent<OpenBattleButton>(navBattle); // RequireComponent сам добавит Button, если его нет
|
||||
EditorSceneManager.MarkSceneDirty(city);
|
||||
EditorSceneManager.SaveScene(city);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------- HELPERS ----------------
|
||||
|
||||
static RectTransform CreatePanel(RectTransform parent, string name, Color color)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform), typeof(Image));
|
||||
go.transform.SetParent(parent, false);
|
||||
go.GetComponent<Image>().color = color;
|
||||
return go.GetComponent<RectTransform>();
|
||||
}
|
||||
|
||||
static RectTransform CreateCenterPanel(RectTransform parent, string name, Vector2 size)
|
||||
{
|
||||
RectTransform rt = CreatePanel(parent, name, new Color(0.05f, 0.05f, 0.07f, 0.94f));
|
||||
rt.anchorMin = rt.anchorMax = new Vector2(0.5f, 0.5f);
|
||||
rt.sizeDelta = size;
|
||||
return rt;
|
||||
}
|
||||
|
||||
static RectTransform CreateTextRect(RectTransform parent, string name, string content, int fontSize,
|
||||
TextAlignmentOptions alignment = TextAlignmentOptions.Center)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform), typeof(TextMeshProUGUI));
|
||||
go.transform.SetParent(parent, false);
|
||||
var tmp = go.GetComponent<TextMeshProUGUI>();
|
||||
tmp.text = content;
|
||||
tmp.fontSize = fontSize;
|
||||
tmp.color = Color.white;
|
||||
tmp.alignment = alignment;
|
||||
tmp.raycastTarget = false;
|
||||
RectTransform rt = go.GetComponent<RectTransform>();
|
||||
rt.anchorMin = Vector2.zero;
|
||||
rt.anchorMax = Vector2.one;
|
||||
rt.offsetMin = Vector2.zero;
|
||||
rt.offsetMax = Vector2.zero;
|
||||
return rt;
|
||||
}
|
||||
|
||||
static TMP_Text CreateText(RectTransform parent, string name, string content, int fontSize)
|
||||
{
|
||||
return CreateTextRect(parent, name, content, fontSize).GetComponent<TMP_Text>();
|
||||
}
|
||||
|
||||
static RectTransform CreateButton(RectTransform parent, string name, string label, Color color, out TMP_Text labelText)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform), typeof(Image), typeof(Button));
|
||||
go.transform.SetParent(parent, false);
|
||||
go.GetComponent<Image>().color = color;
|
||||
RectTransform rt = go.GetComponent<RectTransform>();
|
||||
labelText = CreateText(rt, "Label", label, 36);
|
||||
return rt;
|
||||
}
|
||||
|
||||
static void StyleSlider(GameObject sliderGO)
|
||||
{
|
||||
Image[] images = sliderGO.GetComponentsInChildren<Image>();
|
||||
foreach (var img in images)
|
||||
{
|
||||
if (img.name == "Background") img.color = new Color(0.25f, 0.25f, 0.28f);
|
||||
else if (img.name == "Fill") img.color = new Color(0.3f, 0.55f, 1f);
|
||||
else if (img.name == "Handle") img.color = Color.white;
|
||||
}
|
||||
// Ручка крупнее -- удобнее тянуть пальцем
|
||||
Transform handle = sliderGO.transform.Find("Handle Slide Area/Handle");
|
||||
if (handle != null) ((RectTransform)handle).sizeDelta = new Vector2(50, 0);
|
||||
}
|
||||
|
||||
static void AnchorStretch(RectTransform rt, bool top, float height)
|
||||
{
|
||||
float y = top ? 1 : 0;
|
||||
rt.anchorMin = new Vector2(0, y);
|
||||
rt.anchorMax = new Vector2(1, y);
|
||||
rt.pivot = new Vector2(0.5f, y);
|
||||
rt.sizeDelta = new Vector2(0, height);
|
||||
rt.anchoredPosition = Vector2.zero;
|
||||
}
|
||||
|
||||
static void AnchorSide(RectTransform rt, bool left, Vector2 size, float offset)
|
||||
{
|
||||
float x = left ? 0 : 1;
|
||||
rt.anchorMin = new Vector2(x, 0.5f);
|
||||
rt.anchorMax = new Vector2(x, 0.5f);
|
||||
rt.pivot = new Vector2(x, 0.5f);
|
||||
rt.sizeDelta = size;
|
||||
rt.anchoredPosition = new Vector2(left ? offset : -offset, 0);
|
||||
}
|
||||
|
||||
// Растянуть по ширине родителя, прижать к верху с отступом
|
||||
static void AnchorTop(RectTransform rt, float height, float topOffset)
|
||||
{
|
||||
rt.anchorMin = new Vector2(0, 1);
|
||||
rt.anchorMax = new Vector2(1, 1);
|
||||
rt.pivot = new Vector2(0.5f, 1);
|
||||
rt.sizeDelta = new Vector2(0, height);
|
||||
rt.anchoredPosition = new Vector2(0, -topOffset);
|
||||
}
|
||||
|
||||
static void AnchorBottom(RectTransform rt, Vector2 size, Vector2 offset)
|
||||
{
|
||||
rt.anchorMin = rt.anchorMax = new Vector2(0.5f, 0);
|
||||
rt.pivot = new Vector2(0.5f, 0);
|
||||
rt.sizeDelta = size;
|
||||
rt.anchoredPosition = offset;
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5fea028791c631d4c88cccc887d23df9
|
||||
@@ -482,306 +482,6 @@ CanvasRenderer:
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 165797562}
|
||||
m_CullTransparentMesh: 1
|
||||
--- !u!1 &191012908
|
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using UnityEngine;
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// ТАБЛИЦА БАЛАНСА БОЯ. Все числа боевой системы -- здесь, а не в коде модуля (ревью от 27.10.2026, п. 2.5).
|
||||
//
|
||||
// Ассет: Assets/Resources/BattleConfig.asset (выдели его в окне Project и меняй числа в Inspector,
|
||||
// перекомпиляция не нужна; изменения действуют со следующего запуска игры). Создать заново:
|
||||
// правый клик в Project -> Create -> Bogatyri -> Battle Config, имя файла -- BattleConfig, папка -- Resources.
|
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//
|
||||
// Модуль Боя таблицу не видит: App/GameModules переводит её в BattleRules.
|
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// Сила воинов -- в GameData.Troops (рядом с ценой и временем обучения), здесь её нет.
|
||||
// Числа -- стартовые для тестирования (план от 27.10.2026), утверждает команда.
|
||||
[CreateAssetMenu(fileName = "BattleConfig", menuName = "Bogatyri/Battle Config")]
|
||||
public class BattleConfig : ScriptableObject
|
||||
{
|
||||
[Tooltip("Версия баланса боя. Поменял числа -- подними версию: итог боя запоминает, по какой версии посчитан")]
|
||||
public int version = 4;
|
||||
|
||||
[Tooltip("Контра, %: пехота > кавалерия > лучники > пехота. Взвешивается по доле нужного типа у врага")]
|
||||
public int counterPercent = 25;
|
||||
[Tooltip("Стены, %: усиление защитников замка и городов")]
|
||||
public int wallsPercent = 20;
|
||||
[Tooltip("Осадные при штурме стен, %")]
|
||||
public int siegeVsWallsPercent = 50;
|
||||
[Tooltip("Осадные в поле и в обороне, % (минус)")]
|
||||
public int siegeInFieldPercent = -25;
|
||||
[Tooltip("Случайность каждой стороны: от -N% до +N%. 0 -- без случайности")]
|
||||
public int randomPercent = 5;
|
||||
|
||||
[Header("Кривая потерь (решение №14, регламент 31.10, ТЕСТ)")]
|
||||
[Tooltip("Опорные точки соотношения сил (сильная / слабая) в десятых долях процента: 1000 = 1:1, 3000 = 3:1. Первая -- обязательно 1000, дальше по возрастанию")]
|
||||
public int[] lossRatioPermille = { 1000, 3000, 5000, 7000, 10000 };
|
||||
[Tooltip("Доля выбывших у сильной стороны в каждой точке, десятые доли процента: 450 = 45%")]
|
||||
public int[] strongLossPermille = { 450, 160, 110, 74, 20 };
|
||||
[Tooltip("Доля выбывших у слабой стороны в каждой точке, десятые доли процента: 740 = 74%")]
|
||||
public int[] weakLossPermille = { 450, 740, 880, 920, 950 };
|
||||
[Tooltip("Разгром дальше последней точки: слабая сторона плавно стремится к этому пределу, десятые доли процента. Решения 31.10, п. 5: 990 = 99%")]
|
||||
public int weakLossMaxPermille = 990;
|
||||
|
||||
[Header("Погибшие и раненые (регламент 31.10, решения 31.10, п. 7, ТЕСТ)")]
|
||||
[Tooltip("Соотношение сил стороны (своя / чужая) в десятых долях процента: 200 = 1:5, 1000 = 1:1, 3000 = 3:1. По возрастанию")]
|
||||
public int[] deadRatioPermille = { 200, 500, 1000, 3000 };
|
||||
[Tooltip("Доля погибших среди выбывших в каждой точке, десятые доли процента: 700 = 70%. Остальные выбывшие -- раненые")]
|
||||
public int[] deadSharePermille = { 700, 450, 300, 200 };
|
||||
|
||||
[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%")]
|
||||
public int fatigueStrengthPercent = 80;
|
||||
|
||||
static BattleConfig cached;
|
||||
|
||||
public static BattleConfig Load()
|
||||
{
|
||||
if (cached != null) return cached;
|
||||
cached = Resources.Load<BattleConfig>("BattleConfig");
|
||||
if (cached == null)
|
||||
{
|
||||
Debug.LogWarning("[БОЙ] Нет Assets/Resources/BattleConfig.asset -- берутся числа по умолчанию из BattleConfig.cs.");
|
||||
cached = CreateInstance<BattleConfig>();
|
||||
}
|
||||
return cached;
|
||||
}
|
||||
|
||||
// Правила для модуля Боя
|
||||
public BattleRules ToRules(int[] unitPower)
|
||||
{
|
||||
return new BattleRules
|
||||
{
|
||||
Version = version,
|
||||
UnitPower = unitPower,
|
||||
CounterPercent = counterPercent,
|
||||
WallsPercent = wallsPercent,
|
||||
SiegeVsWallsPercent = siegeVsWallsPercent,
|
||||
SiegeInFieldPercent = siegeInFieldPercent,
|
||||
LossRatioPermille = lossRatioPermille,
|
||||
StrongLossPermille = strongLossPermille,
|
||||
WeakLossPermille = weakLossPermille,
|
||||
WeakLossMaxPermille = weakLossMaxPermille,
|
||||
DeadRatioPermille = deadRatioPermille,
|
||||
DeadSharePermille = deadSharePermille,
|
||||
RandomPercent = Mathf.Max(0, randomPercent),
|
||||
FamineStrengthPercent = Mathf.Clamp(famineStrengthPercent, 0, 100),
|
||||
FatigueStrengthPercent = Mathf.Clamp(fatigueStrengthPercent, 0, 100)
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
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@@ -1,518 +0,0 @@
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using System;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
// Окно здания. Открывается тапом по зданию (подписей над зданиями больше нет -- всё здесь).
|
||||
// У каждого здания своё окно:
|
||||
// - добывающее (Лесопилка, Ферма, Каменоломня, Шахта, Рудник): рабочие этой профессии и кнопки "−" / "+",
|
||||
// добыча в час, сколько ресурса на складе и когда склад заполнится, что даст улучшение и его цена;
|
||||
// - Склад и Амбар: запас / лимит по их ресурсам, что даст улучшение и цена;
|
||||
// - Дом: сколько жилья даёт, население / предел, улучшение и цена;
|
||||
// - Ратуша: жильё, резерв для найма, что откроется на следующем уровне, цена улучшения;
|
||||
// - Кристалл: где добывается, запас / лимит;
|
||||
// - Казармы: очередь обучения, какие войска открыты и что нужно для остальных, улучшение (открывает войска),
|
||||
// кнопка "Нанять войска" (панель "Войска").
|
||||
// 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).
|
||||
public static class BuildingWindow
|
||||
{
|
||||
static GameObject root;
|
||||
static GameObject focus; // здание, по которому тапнули (null -- список рабочих)
|
||||
static readonly List<Action> live = new List<Action>(); // что обновлять, пока окно открыто
|
||||
|
||||
public static void OnWorkplaceTapped(ResourceCollector building) { Open(building != null ? building.gameObject : null); }
|
||||
public static void OnStorageTapped(StorageBuilding building) { Open(building != null ? building.gameObject : null); }
|
||||
public static void OnTownHallTapped(TownHall townHall) { Open(townHall != null ? townHall.gameObject : null); }
|
||||
|
||||
public static void Open(GameObject building)
|
||||
{
|
||||
// В режиме стройки тап -- это выбор места, а не здания
|
||||
if (BuildModeController.Instance != null && BuildModeController.Instance.IsActive) return;
|
||||
focus = building;
|
||||
Rebuild();
|
||||
}
|
||||
|
||||
public static void Close()
|
||||
{
|
||||
if (root != null) UnityEngine.Object.Destroy(root);
|
||||
root = null;
|
||||
focus = null;
|
||||
live.Clear();
|
||||
}
|
||||
|
||||
static void Rebuild()
|
||||
{
|
||||
if (root != null) UnityEngine.Object.Destroy(root);
|
||||
live.Clear();
|
||||
var card = UIKit.Modal(TitleFor(focus), out root);
|
||||
root.AddComponent<BuildingWindowTicker>();
|
||||
|
||||
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;
|
||||
|
||||
if (focus == null) WorkersList(card);
|
||||
else if (townHall != null) TownHallSection(card, townHall);
|
||||
else if (barracks != null) BarracksSection(card, barracks);
|
||||
else if (hospital != null) HospitalSection(card, hospital);
|
||||
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);
|
||||
}
|
||||
|
||||
internal static void Tick()
|
||||
{
|
||||
if (root == null) return;
|
||||
if (focus == null && FocusWasDestroyed) { Close(); return; }
|
||||
foreach (var update in live) update();
|
||||
}
|
||||
|
||||
static bool focusSet;
|
||||
static bool FocusWasDestroyed => focusSet && focus == null;
|
||||
|
||||
static string TitleFor(GameObject building)
|
||||
{
|
||||
focusSet = building != null;
|
||||
if (building == null) return "РАБОЧИЕ";
|
||||
var townHall = building.GetComponent<TownHall>();
|
||||
if (townHall != null) return $"РАТУША — {townHall.currentLevel} УР.";
|
||||
var id = building.GetComponent<PlacedBuildingId>();
|
||||
var leveled = building.GetComponent<ILeveledBuilding>();
|
||||
string name = id != null && !string.IsNullOrEmpty(id.buildingName) ? id.buildingName : building.name;
|
||||
return leveled != null ? $"{name.ToUpper()} — {leveled.Level} УР." : name.ToUpper();
|
||||
}
|
||||
|
||||
// ---------------- Добывающее здание ----------------
|
||||
|
||||
static void WorkplaceSection(RectTransform card, ResourceCollector rc)
|
||||
{
|
||||
if (!WorkJobs.TryFromResource(rc.resourceType, out WorkJob job)) return;
|
||||
var production = GameModules.Production;
|
||||
if (production == null || !GameServices.TryGet(out IPopulation population) || !GameServices.TryGet(out IEconomy economy))
|
||||
{
|
||||
UIKit.Text(card, "Модули Населения и Экономики не подключены", 26, UIKit.Theme.Red, TextAlignmentOptions.Center);
|
||||
return;
|
||||
}
|
||||
ResourceType res = WorkJobs.Resource(job);
|
||||
string resName = GameData.ResName(res).ToLower();
|
||||
double norm = production.Rules.PerWorkerPerHour[(int)job];
|
||||
|
||||
// Что даёт это здание
|
||||
int slots = production.BuildingSlots(rc.level);
|
||||
double eff = production.BuildingEfficiency(rc.level);
|
||||
UIKit.Text(card, $"Здание даёт {slots} мест, норма ×{eff:0.##} — до {slots * norm * eff:0.#} {resName} в час при полном штате.",
|
||||
24, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
|
||||
// Рабочие профессии и кнопки
|
||||
Header(card, $"Рабочие: {WorkJobs.Name(job).ToLower()}");
|
||||
Live(card, () => $"{population.GetWorkers(job)} / {production.Slots(job)} мест в городе • свободных жителей: {population.FreeWorkers}",
|
||||
26, UIKit.Theme.Text);
|
||||
var row = UIKit.Row(card, 72, 8);
|
||||
StepButton(row, "−5", job, -5);
|
||||
StepButton(row, "−1", job, -1);
|
||||
StepButton(row, "+1", job, +1);
|
||||
StepButton(row, "+5", job, +5);
|
||||
|
||||
// Добыча и склад
|
||||
Header(card, "Добыча и склад");
|
||||
Live(card, () =>
|
||||
{
|
||||
float rate = production.RatePerHour(res);
|
||||
string famine = population.IsStarving ? " <color=#ff7a7a>голод: добыча ×0.5</color>" : "";
|
||||
return $"Сейчас: <color=#9be29b>+{rate:0.#} {resName} в час</color>{famine}";
|
||||
}, 26, UIKit.Theme.Text);
|
||||
StorageBar(card, economy, res);
|
||||
Live(card, () => FillTimeText(economy, res, production.RatePerHour(res)), 22, UIKit.Theme.TextDim);
|
||||
|
||||
// Улучшение
|
||||
int nextSlots = production.BuildingSlots(rc.level + 1);
|
||||
double nextEff = production.BuildingEfficiency(rc.level + 1);
|
||||
UpgradeBlock(card, rc.level,
|
||||
$"мест {slots} → {nextSlots}, норма ×{eff:0.##} → ×{nextEff:0.##}",
|
||||
() => rc.Level = rc.level + 1);
|
||||
|
||||
UIKit.Button(card, "Все рабочие", UIKit.Theme.Blue, () => Open(null), -1, 70, 24);
|
||||
}
|
||||
|
||||
// ---------------- Дом ----------------
|
||||
|
||||
static void HouseSection(RectTransform card, ResourceCollector house)
|
||||
{
|
||||
int perLevel = EconomyConfig.Load().population.housingPerHouseLevel;
|
||||
UIKit.Text(card, $"Дом даёт +{perLevel * house.level} к пределу жилья (+{perLevel} за уровень).", 24, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
if (GameServices.TryGet(out IPopulation population))
|
||||
{
|
||||
Header(card, "Население");
|
||||
LiveBar(card, () => population.HousingCap > 0 ? (float)population.Total / population.HousingCap : 0f,
|
||||
() => $"{population.Total} / {population.HousingCap} человек", UIKit.Theme.Blue);
|
||||
Live(card, () => population.Total >= population.HousingCap
|
||||
? "Предел жилья: прирост стоит, нужны Дома или Ратуша выше"
|
||||
: $"Прирост: +{population.GrowthPerHour:0.#} человека в час", 22, UIKit.Theme.TextDim);
|
||||
}
|
||||
UpgradeBlock(card, house.level, $"жильё +{perLevel * house.level} → +{perLevel * (house.level + 1)}", () => house.Level = house.level + 1);
|
||||
}
|
||||
|
||||
// ---------------- Кристалл ----------------
|
||||
|
||||
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);
|
||||
if (GameServices.TryGet(out IEconomy economy)) StorageBar(card, economy, ResourceType.Gems);
|
||||
}
|
||||
|
||||
// ---------------- Склад и Амбар ----------------
|
||||
|
||||
static void StorageSection(RectTransform card, StorageBuilding storage)
|
||||
{
|
||||
var s = EconomyConfig.Load().storage;
|
||||
bool warehouse = storage.kind == StorageBuilding.Kind.Warehouse;
|
||||
float perLevel = warehouse ? s.perWarehouseLevel : s.perGranaryLevel;
|
||||
UIKit.Text(card, warehouse
|
||||
? $"Склад даёт +{perLevel * storage.level:0} к лимиту дерева, камня, металла и золота."
|
||||
: $"Амбар даёт +{perLevel * storage.level:0} к лимиту еды.",
|
||||
24, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
|
||||
if (GameServices.TryGet(out IEconomy economy))
|
||||
{
|
||||
Header(card, "Запас / лимит");
|
||||
if (warehouse)
|
||||
{
|
||||
StorageBar(card, economy, ResourceType.Wood);
|
||||
StorageBar(card, economy, ResourceType.Stone);
|
||||
StorageBar(card, economy, ResourceType.Iron);
|
||||
StorageBar(card, economy, ResourceType.Gold);
|
||||
}
|
||||
else StorageBar(card, economy, ResourceType.Food);
|
||||
UIKit.Text(card, "Сверх лимита ресурс не прибавляется — пропадает.", 22, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
}
|
||||
|
||||
UpgradeBlock(card, storage.level, $"лимит +{perLevel * storage.level:0} → +{perLevel * (storage.level + 1):0}",
|
||||
() => storage.Level = storage.level + 1);
|
||||
}
|
||||
|
||||
// ---------------- Ратуша ----------------
|
||||
|
||||
static void TownHallSection(RectTransform card, TownHall townHall)
|
||||
{
|
||||
var config = EconomyConfig.Load();
|
||||
int level = townHall.currentLevel;
|
||||
int next = level + 1;
|
||||
var p = config.population;
|
||||
|
||||
UIKit.Text(card, $"Ратуша даёт {p.housingBase + p.housingPerTownHallLevel * (level - 1)} мест жилья. От её уровня зависят резерв для найма и доступные здания и войска.",
|
||||
24, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
|
||||
if (GameServices.TryGet(out IPopulation population))
|
||||
{
|
||||
Header(card, "Город");
|
||||
LiveBar(card, () => population.HousingCap > 0 ? (float)population.Total / population.HousingCap : 0f,
|
||||
() => $"Население {population.Total} / {population.HousingCap}", UIKit.Theme.Blue);
|
||||
Live(card, () => $"Жителей {population.Civilians}: рабочих {population.Workers}, свободных {population.Idle} • воинов {population.Soldiers}",
|
||||
22, UIKit.Theme.TextDim);
|
||||
Live(card, () => $"Резерв для найма: {population.CivilianReserve} • можно нанять: {population.Recruitable}", 22, UIKit.Theme.TextDim);
|
||||
}
|
||||
|
||||
if (level >= townHall.maxLevel)
|
||||
{
|
||||
UIKit.Text(card, "Максимальный уровень", 26, UIKit.Theme.Gold, TextAlignmentOptions.Center);
|
||||
return;
|
||||
}
|
||||
|
||||
// Что даст следующий уровень
|
||||
Header(card, $"Уровень {next}");
|
||||
var gains = new List<string> { $"жильё +{p.housingPerTownHallLevel}" };
|
||||
int nowReserve = ReserveAt(level), nextReserve = ReserveAt(next);
|
||||
if (nextReserve != nowReserve) gains.Add($"резерв для найма {nowReserve} → {nextReserve}");
|
||||
UIKit.Text(card, string.Join(", ", gains.ToArray()), 24, UIKit.Theme.Text, TextAlignmentOptions.Center);
|
||||
string unlocks = UnlocksAt(next);
|
||||
if (unlocks.Length > 0) UIKit.Text(card, "Откроется: " + unlocks, 24, UIKit.Theme.Gold, TextAlignmentOptions.Center);
|
||||
|
||||
var cost = BuildingData.ToAmounts(townHall.GetUpgradeCost());
|
||||
UIKit.Text(card, "Цена: " + CostText(cost), 24, UIKit.Theme.Text, TextAlignmentOptions.Center);
|
||||
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");
|
||||
Rebuild();
|
||||
}, -1, 80, 26);
|
||||
b.interactable = canPay;
|
||||
}
|
||||
|
||||
// ---------------- Казармы ----------------
|
||||
|
||||
static void BarracksSection(RectTransform card, Barracks barracks)
|
||||
{
|
||||
var gp = GameProgress.Instance;
|
||||
UIKit.Text(card, $"Казармы обучают войска. Казарм в городе: {Barracks.Count}, мест в очереди: {Barracks.QueueSize}. " +
|
||||
$"Новые войска открывает уровень самых прокачанных Казарм ({Barracks.MaxLevel} ур.) вместе с уровнем Ратуши.",
|
||||
24, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
|
||||
if (gp != null)
|
||||
{
|
||||
Header(card, "Обучение");
|
||||
Live(card, () =>
|
||||
{
|
||||
var training = gp.Training;
|
||||
if (training.Count == 0) return "Никто не обучается";
|
||||
var o = training[0];
|
||||
string more = training.Count > 1 ? $" (ещё заказов: {training.Count - 1})" : "";
|
||||
return $"{GameData.Troops[o.Type].name} ×{o.Count} — осталось {GameData.FormatTime(gp.TrainingSecondsLeft(o))}{more}";
|
||||
}, 24, UIKit.Theme.Text);
|
||||
if (GameServices.TryGet(out IPopulation population))
|
||||
Live(card, () => $"Можно нанять из жителей: {population.Recruitable} • в Казармах: {population.InTraining}", 22, UIKit.Theme.TextDim);
|
||||
|
||||
Header(card, "Войска");
|
||||
for (int i = 0; i < GameData.Troops.Count; i++)
|
||||
{
|
||||
string lockText = gp.TroopLockText(i);
|
||||
UIKit.Text(card, lockText.Length == 0
|
||||
? $"<color=#9be59b>{GameData.Troops[i].name} — открыты</color>"
|
||||
: $"{GameData.Troops[i].name} — нужно: {lockText}",
|
||||
24, lockText.Length == 0 ? UIKit.Theme.Text : UIKit.Theme.Gold, TextAlignmentOptions.Center);
|
||||
}
|
||||
}
|
||||
|
||||
// Что откроет следующий уровень этих Казарм
|
||||
var opens = new List<string>();
|
||||
if (gp != null)
|
||||
for (int i = 0; i < GameData.Troops.Count; i++)
|
||||
if (gp.RequiredBarracksLevel(i) == barracks.level + 1 && Barracks.MaxLevel <= barracks.level) opens.Add(GameData.Troops[i].name);
|
||||
string effect = opens.Count > 0
|
||||
? $"откроются: {string.Join(", ", opens.ToArray())} (если хватает уровня Ратуши)"
|
||||
: "ближе к новым войскам";
|
||||
UpgradeBlock(card, barracks.level, effect, () => barracks.Level = barracks.level + 1);
|
||||
|
||||
UIKit.Button(card, "Нанять войска", UIKit.Theme.Blue, () =>
|
||||
{
|
||||
Close();
|
||||
if (UIPanelManager.Instance != null) UIPanelManager.Instance.Open("Troops");
|
||||
}, -1, 80, 26);
|
||||
}
|
||||
|
||||
// ---------------- Госпиталь (решения 31.10, п. 7) ----------------
|
||||
|
||||
static void HospitalSection(RectTransform card, Hospital hospital)
|
||||
{
|
||||
UIKit.Text(card, $"Госпиталь лечит раненых после боёв. Мест: {Hospital.BedsAt(Hospital.MaxLevel)} " +
|
||||
"(считается самый прокачанный госпиталь). Кто не поместился -- ждёт места.",
|
||||
24, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
|
||||
if (GameServices.TryGet(out IArmy army))
|
||||
{
|
||||
Header(card, "Раненые");
|
||||
Live(card, () =>
|
||||
{
|
||||
int healingNow = 0, waiting = 0;
|
||||
long readyMs = long.MaxValue;
|
||||
foreach (var h in army.Healing) { healingNow += h.Count; readyMs = Math.Min(readyMs, h.EndMs); }
|
||||
for (int t = 0; t < army.TypeCount; t++) waiting += army.GetWoundedWaiting(t);
|
||||
if (healingNow + waiting == 0) return "Раненых нет";
|
||||
string next = readyMs != long.MaxValue
|
||||
? $", ближайшие вылечатся через {GameData.FormatTime(Math.Max(0, readyMs - GameClock.UnixNowMs) / 1000.0)}"
|
||||
: "";
|
||||
return $"Лечатся {healingNow} из {army.HospitalBeds} мест, ждут места {waiting}{next}";
|
||||
}, 24, UIKit.Theme.Text);
|
||||
Live(card, () =>
|
||||
{
|
||||
var lines = new List<string>();
|
||||
foreach (var h in army.Healing)
|
||||
if (h.Type >= 0 && h.Type < GameData.Troops.Count)
|
||||
lines.Add($"{GameData.Troops[h.Type].name} ×{h.Count} — {GameData.FormatTime(Math.Max(0, h.EndMs - GameClock.UnixNowMs) / 1000.0)}");
|
||||
return lines.Count > 0 ? string.Join("\n", lines.ToArray()) : "";
|
||||
}, 22, UIKit.Theme.TextDim);
|
||||
var rules = HospitalConfig.Load().healGameHours;
|
||||
UIKit.Text(card, $"Лечение одного воина: пехота и лучники {rules[0]}, кавалерия {rules[2]}, осадные {rules[3]} игровых ч " +
|
||||
"(игровой час = 5 мин). Лечатся и пока игра закрыта.", 22, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
|
||||
}
|
||||
|
||||
UpgradeBlock(card, hospital.level, $"мест {Hospital.BedsAt(hospital.level)} → {Hospital.BedsAt(hospital.level + 1)}",
|
||||
() => hospital.Level = hospital.level + 1, Hospital.MaxBuildLevel);
|
||||
}
|
||||
|
||||
// Резерв для найма на уровне Ратуши (те же числа, что у модуля Населения)
|
||||
static int ReserveAt(int townHallLevel)
|
||||
{
|
||||
var table = GameModules.Population != null ? GameModules.Population.Rules.CivilianReserveByTownHallLevel : null;
|
||||
if (table == null || table.Length == 0) return 0;
|
||||
return table[Mathf.Clamp(townHallLevel, 1, table.Length) - 1];
|
||||
}
|
||||
|
||||
// Здания и войска, которые открываются ровно на этом уровне Ратуши
|
||||
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);
|
||||
foreach (var t in GameData.Troops)
|
||||
if (t.requiredTownHall == townHallLevel) names.Add(t.name);
|
||||
return string.Join(", ", names.ToArray());
|
||||
}
|
||||
|
||||
// ---------------- Улучшение (общее для зданий с уровнем, кроме Ратуши) ----------------
|
||||
|
||||
static void UpgradeBlock(RectTransform card, int level, string effect, Action raiseLevel, int maxLevel = 0)
|
||||
{
|
||||
var config = EconomyConfig.Load();
|
||||
if (level >= (maxLevel > 0 ? maxLevel : config.upgrade.maxLevel)) // у госпиталя свой предел: I-V
|
||||
{
|
||||
UIKit.Text(card, "Максимальный уровень", 26, UIKit.Theme.Gold, TextAlignmentOptions.Center);
|
||||
return;
|
||||
}
|
||||
Header(card, $"Улучшение до {level + 1} ур.");
|
||||
UIKit.Text(card, effect, 24, UIKit.Theme.Text, TextAlignmentOptions.Center);
|
||||
var cost = config.UpgradeCost(level);
|
||||
UIKit.Text(card, "Цена: " + CostText(cost), 24, UIKit.Theme.Text, TextAlignmentOptions.Center);
|
||||
|
||||
bool canPay = GameServices.TryGet(out IEconomy economy) && economy.CanAfford(cost);
|
||||
var b = UIKit.Button(card, $"Улучшить до {level + 1} ур.", canPay ? UIKit.Theme.Green : UIKit.Theme.Gray, () =>
|
||||
{
|
||||
if (!GameServices.TryGet(out IEconomy e) || !e.TrySpend(cost)) { UIKit.Toast("Не хватает ресурсов"); return; }
|
||||
raiseLevel();
|
||||
if (CitySync.Instance != null) CitySync.Instance.SyncNow();
|
||||
UIKit.Toast($"Улучшено до {level + 1} уровня");
|
||||
Rebuild();
|
||||
}, -1, 80, 26);
|
||||
b.interactable = canPay;
|
||||
}
|
||||
|
||||
// Цена: чего хватает -- зелёным, чего нет -- красным, со сколько есть
|
||||
static string CostText(ResourceAmount[] cost)
|
||||
{
|
||||
GameServices.TryGet(out IEconomy economy);
|
||||
var parts = new string[cost.Length];
|
||||
for (int i = 0; i < cost.Length; i++)
|
||||
{
|
||||
float have = economy != null ? economy.Get(cost[i].Type) : 0f;
|
||||
bool ok = have >= cost[i].Amount;
|
||||
string name = GameData.ResName(cost[i].Type).ToLower();
|
||||
parts[i] = ok
|
||||
? $"<color=#9be59b>{cost[i].Amount:0}</color> {name}"
|
||||
: $"<color=#ff7a7a>{cost[i].Amount:0}</color> {name} (есть {have:0})";
|
||||
}
|
||||
return string.Join(", ", parts);
|
||||
}
|
||||
|
||||
// ---------------- Склад: полоска и время до заполнения ----------------
|
||||
|
||||
static void StorageBar(RectTransform card, IEconomy economy, ResourceType res)
|
||||
{
|
||||
string name = GameData.ResName(res);
|
||||
LiveBar(card, () =>
|
||||
{
|
||||
float cap = economy.GetCapacity(res);
|
||||
return float.IsInfinity(cap) || cap <= 0 ? 0f : economy.Get(res) / cap;
|
||||
},
|
||||
() =>
|
||||
{
|
||||
float cap = economy.GetCapacity(res);
|
||||
return float.IsInfinity(cap) ? $"{name}: {economy.Get(res):0}" : $"{name}: {economy.Get(res):0} / {cap:0}";
|
||||
},
|
||||
new Color(0.85f, 0.65f, 0.25f));
|
||||
}
|
||||
|
||||
static string FillTimeText(IEconomy economy, ResourceType res, float ratePerHour)
|
||||
{
|
||||
float cap = economy.GetCapacity(res), have = economy.Get(res);
|
||||
if (float.IsInfinity(cap)) return "";
|
||||
if (have >= cap) return "<color=#ff7a7a>Склад полон — добыча пропадает. Улучшите Склад или Амбар.</color>";
|
||||
if (ratePerHour <= 0) return "Добычи нет — поставьте рабочих";
|
||||
float hours = (cap - have) / ratePerHour;
|
||||
return hours < 1f ? $"Склад заполнится через {Mathf.CeilToInt(hours * 60)} мин" : $"Склад заполнится через {hours:0.#} ч";
|
||||
}
|
||||
|
||||
// ---------------- Список рабочих по всем профессиям ----------------
|
||||
|
||||
static void WorkersList(RectTransform card)
|
||||
{
|
||||
if (!GameServices.TryGet(out IPopulation pop) || !GameServices.TryGet(out IProduction prod))
|
||||
{
|
||||
UIKit.Text(card, "Модули Населения и Экономики не подключены", 26, UIKit.Theme.Red, TextAlignmentOptions.Center);
|
||||
return;
|
||||
}
|
||||
|
||||
for (int j = 0; j < WorkJobs.Count; j++)
|
||||
{
|
||||
var job = (WorkJob)j;
|
||||
var row = UIKit.Row(card, 72, 8);
|
||||
var label = Live(row, () =>
|
||||
{
|
||||
int slots = prod.Slots(job);
|
||||
if (slots <= 0) return $"{WorkJobs.Name(job)}: нет зданий";
|
||||
return $"{WorkJobs.Name(job)}: {pop.GetWorkers(job)} / {slots} <color=#9be29b>+{prod.RatePerHour(WorkJobs.Resource(job)):0.#}/ч</color>";
|
||||
}, 24, UIKit.Theme.Text);
|
||||
label.enableAutoSizing = true; label.fontSizeMin = 14; label.fontSizeMax = 24;
|
||||
label.alignment = TextAlignmentOptions.Left;
|
||||
UIKit.Size(label, -1, 72, 1);
|
||||
|
||||
StepButton(row, "−5", job, -5);
|
||||
StepButton(row, "−1", job, -1);
|
||||
StepButton(row, "+1", job, +1);
|
||||
StepButton(row, "+5", job, +5);
|
||||
}
|
||||
|
||||
Live(card, () => $"Свободных жителей: <b>{pop.FreeWorkers}</b> из {pop.Civilians}", 24, UIKit.Theme.Gold);
|
||||
}
|
||||
|
||||
// Кнопка "−" / "+": активна, только если есть кого снять или куда и кого поставить
|
||||
static void StepButton(Transform row, string label, WorkJob job, int delta)
|
||||
{
|
||||
Button b = null;
|
||||
b = UIKit.Button(row, label, delta > 0 ? UIKit.Theme.Blue : UIKit.Theme.Gray, () =>
|
||||
{
|
||||
if (GameServices.TryGet(out IPopulation pop)) pop.SetWorkers(job, pop.GetWorkers(job) + delta);
|
||||
Tick();
|
||||
}, 86, 64, 24);
|
||||
live.Add(() =>
|
||||
{
|
||||
if (b == null || !GameServices.TryGet(out IPopulation pop) || !GameServices.TryGet(out IProduction prod)) return;
|
||||
int workers = pop.GetWorkers(job), slots = prod.Slots(job);
|
||||
b.interactable = delta < 0 ? workers > 0 : slots > workers && pop.FreeWorkers > 0;
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------- Мелочи ----------------
|
||||
|
||||
static void Header(RectTransform card, string text)
|
||||
{
|
||||
UIKit.Text(card, text, 28, UIKit.Theme.Gold, TextAlignmentOptions.Center).fontStyle = FontStyles.Bold;
|
||||
}
|
||||
|
||||
// Текст, который обновляется, пока окно открыто
|
||||
static TextMeshProUGUI Live(Transform parent, Func<string> text, float size, Color color)
|
||||
{
|
||||
var t = UIKit.Text(parent, text(), size, color, TextAlignmentOptions.Center);
|
||||
live.Add(() => { if (t != null) t.text = text(); });
|
||||
return t;
|
||||
}
|
||||
|
||||
static void LiveBar(RectTransform card, Func<float> fraction, Func<string> label, Color color)
|
||||
{
|
||||
var bar = UIKit.Bar(card, fraction(), color, 34, label());
|
||||
live.Add(() => { if (bar != null) UIKit.SetBar(bar, fraction(), label()); });
|
||||
}
|
||||
}
|
||||
|
||||
// Обновляет открытое окно здания раз в полсекунды (добыча идёт, склад наполняется)
|
||||
public class BuildingWindowTicker : MonoBehaviour
|
||||
{
|
||||
float next;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Time.unscaledTime < next) return;
|
||||
next = Time.unscaledTime + 0.5f;
|
||||
BuildingWindow.Tick();
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50195a725abc4fe9b74871cd8cc4b273
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,129 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
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.
|
||||
// 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
|
||||
// (два одинаковых замера подряд) -- чтобы не поймать город посреди восстановления из сохранения.
|
||||
public class CitySync : MonoBehaviour
|
||||
{
|
||||
const float Interval = 0.5f;
|
||||
|
||||
public static CitySync Instance { get; private set; }
|
||||
|
||||
float next;
|
||||
string pending; // замер, который ждёт подтверждения
|
||||
string applied; // последний применённый замер
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
|
||||
static void Create()
|
||||
{
|
||||
if (Instance != null) return;
|
||||
var go = new GameObject("CitySync");
|
||||
DontDestroyOnLoad(go);
|
||||
Instance = go.AddComponent<CitySync>();
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (Instance == this) Instance = null;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Time.unscaledTime < next) return;
|
||||
next = Time.unscaledTime + Interval;
|
||||
if (BuildManager.Instance == null) return; // город не открыт -- модули помнят последнее
|
||||
|
||||
var city = Scan();
|
||||
if (city.Signature == applied) { pending = null; return; }
|
||||
if (city.Signature != pending) { pending = city.Signature; return; } // ждём подтверждения
|
||||
Apply(city);
|
||||
}
|
||||
|
||||
// Применить сразу (после улучшения здания в окне -- чтобы окно показало новые места)
|
||||
public void SyncNow()
|
||||
{
|
||||
if (BuildManager.Instance == null) return;
|
||||
Apply(Scan());
|
||||
}
|
||||
|
||||
class City
|
||||
{
|
||||
public readonly List<KeyValuePair<WorkJob, int>> Workplaces = new List<KeyValuePair<WorkJob, int>>();
|
||||
public int HouseLevels, WarehouseLevels, GranaryLevels;
|
||||
public string Signature;
|
||||
}
|
||||
|
||||
static City Scan()
|
||||
{
|
||||
var city = new City();
|
||||
var sig = new List<string>();
|
||||
foreach (var placed in FindObjectsByType<PlacedBuildingId>(FindObjectsSortMode.None))
|
||||
{
|
||||
if (string.IsNullOrEmpty(placed.buildingName)) continue; // убирается в этом кадре
|
||||
|
||||
var rc = placed.GetComponent<ResourceCollector>();
|
||||
if (rc != null)
|
||||
{
|
||||
if (WorkJobs.TryFromResource(rc.resourceType, out WorkJob job))
|
||||
{
|
||||
city.Workplaces.Add(new KeyValuePair<WorkJob, int>(job, rc.level));
|
||||
sig.Add("w" + (int)job + ":" + rc.level);
|
||||
}
|
||||
else if (rc.IsHouse)
|
||||
{
|
||||
city.HouseLevels += Mathf.Max(1, rc.level);
|
||||
sig.Add("h:" + rc.level);
|
||||
}
|
||||
}
|
||||
|
||||
var sb = placed.GetComponent<StorageBuilding>();
|
||||
if (sb != null)
|
||||
{
|
||||
if (sb.kind == StorageBuilding.Kind.Warehouse) city.WarehouseLevels += Mathf.Max(1, sb.level);
|
||||
else city.GranaryLevels += Mathf.Max(1, sb.level);
|
||||
sig.Add("s" + (int)sb.kind + ":" + sb.level);
|
||||
}
|
||||
}
|
||||
sig.Sort(System.StringComparer.Ordinal);
|
||||
var text = new StringBuilder();
|
||||
foreach (var s in sig) text.Append(s).Append(';');
|
||||
city.Signature = text.ToString();
|
||||
return city;
|
||||
}
|
||||
|
||||
void Apply(City city)
|
||||
{
|
||||
applied = city.Signature;
|
||||
pending = null;
|
||||
|
||||
var config = EconomyConfig.Load();
|
||||
|
||||
// Лимиты склада
|
||||
var rm = ResourceManager.Instance;
|
||||
if (rm != null)
|
||||
{
|
||||
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));
|
||||
}
|
||||
|
||||
var production = GameModules.Production;
|
||||
var population = GameModules.Population;
|
||||
if (production == null || population == null) return;
|
||||
|
||||
// Места для рабочих. Новые места (построили, улучшили) остаются пустыми, пока игрок сам
|
||||
// не поставит рабочих (регламент 31.10). Мест стало меньше -- лишних рабочих снимаем.
|
||||
production.SetBuildings(city.Workplaces);
|
||||
population.SetHouseLevels(city.HouseLevels);
|
||||
population.ClampJobs();
|
||||
|
||||
// Единственное автозаполнение -- стартовая расстановка, один раз: новая игра или первая загрузка старого сохранения
|
||||
if (!population.JobsInitialized) population.AutoFillAll();
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fbcccbb94e6f46c89d4c49bf589b9f19
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,165 +0,0 @@
|
||||
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
// ОТЛАДОЧНАЯ ПАНЕЛЬ для проверки баланса: кнопка "DEV" слева на экране.
|
||||
//
|
||||
// Есть только в редакторе и в Development Build -- в релизную сборку этот файл не попадает совсем.
|
||||
// "+1 час" не имеет своей логики: он двигает GameClock, и модули досчитывают время по своим обычным правилам,
|
||||
// ровно как при возвращении игрока в игру. Поэтому проверяешь настоящие правила, а не кнопку.
|
||||
//
|
||||
// Перемотка действует на то, что берёт время из GameClock (сейчас -- Население и походы). Обучение
|
||||
// войск пока идёт по реальным часам.
|
||||
public class DebugPanel : MonoBehaviour
|
||||
{
|
||||
static DebugPanel instance;
|
||||
|
||||
GameObject panel;
|
||||
TextMeshProUGUI info;
|
||||
float nextRefresh;
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
|
||||
static void Create()
|
||||
{
|
||||
if (instance != null) return;
|
||||
var go = new GameObject("DebugPanel", typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||
DontDestroyOnLoad(go);
|
||||
var canvas = go.GetComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvas.sortingOrder = 1500; // поверх HUD и окон
|
||||
var scaler = go.GetComponent<CanvasScaler>();
|
||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
scaler.referenceResolution = new Vector2(1920, 1080);
|
||||
scaler.matchWidthOrHeight = 0.5f;
|
||||
instance = go.AddComponent<DebugPanel>();
|
||||
instance.Build();
|
||||
}
|
||||
|
||||
void Build()
|
||||
{
|
||||
// Панель -- внутри безопасной зоны, чтобы не уходила под вырез камеры
|
||||
var safe = new GameObject("SafeArea", typeof(RectTransform)).GetComponent<RectTransform>();
|
||||
safe.SetParent(transform, false);
|
||||
safe.anchorMin = Vector2.zero;
|
||||
safe.anchorMax = Vector2.one;
|
||||
safe.offsetMin = safe.offsetMax = Vector2.zero;
|
||||
safe.gameObject.AddComponent<SafeArea>();
|
||||
|
||||
// Кнопка-переключатель слева посередине: там нет кнопок HUD
|
||||
var toggle = UIKit.Button(transform, "DEV", new Color(0.8f, 0.2f, 0.8f, 1f), Toggle, 110, 64, 28);
|
||||
var trt = (RectTransform)toggle.transform;
|
||||
trt.anchorMin = trt.anchorMax = new Vector2(0, 0.5f);
|
||||
trt.pivot = new Vector2(0, 0.5f);
|
||||
trt.anchoredPosition = new Vector2(12, 0);
|
||||
trt.sizeDelta = new Vector2(110, 64);
|
||||
|
||||
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, 0);
|
||||
card.sizeDelta = new Vector2(620, 0);
|
||||
card.gameObject.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
panel = card.gameObject;
|
||||
|
||||
var title = UIKit.Text(card, "ОТЛАДКА БАЛАНСА", 30, UIKit.Theme.Gold, TextAlignmentOptions.Center);
|
||||
title.fontStyle = FontStyles.Bold;
|
||||
|
||||
info = UIKit.Text(card, "", 24, UIKit.Theme.Text);
|
||||
|
||||
var row1 = UIKit.Row(card, 70, 10);
|
||||
Btn(row1, "+1 час", UIKit.Theme.Blue, () => GameClock.Advance(3600));
|
||||
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 еды", UIKit.Theme.Green, () => AddResource(ResourceType.Food, 1000));
|
||||
|
||||
var row3 = UIKit.Row(card, 70, 10);
|
||||
Btn(row3, "Еда = 0", UIKit.Theme.Red, ZeroFood);
|
||||
Btn(row3, "Сбросить перемотку", UIKit.Theme.Gray, () => { GameClock.ResetOffset(); Refresh(); });
|
||||
|
||||
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));
|
||||
|
||||
panel.SetActive(false);
|
||||
}
|
||||
|
||||
static void Btn(Transform row, string label, Color color, System.Action onClick)
|
||||
{
|
||||
var b = UIKit.Button(row, label, color, onClick, -1, 70, 24);
|
||||
UIKit.Size(b, -1, 70, 1);
|
||||
}
|
||||
|
||||
void Toggle()
|
||||
{
|
||||
panel.SetActive(!panel.activeSelf);
|
||||
if (panel.activeSelf) Refresh();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (panel == null || !panel.activeSelf || Time.unscaledTime < nextRefresh) return;
|
||||
nextRefresh = Time.unscaledTime + 0.5f;
|
||||
Refresh();
|
||||
}
|
||||
|
||||
void Refresh()
|
||||
{
|
||||
if (info == null) return;
|
||||
var sb = new System.Text.StringBuilder();
|
||||
|
||||
if (GameServices.TryGet(out IPopulation p))
|
||||
{
|
||||
sb.Append($"Население: <b>{p.Total}</b> / {p.HousingCap}\n");
|
||||
sb.Append($" жители {p.Civilians}: на работе {p.Workers}, свободно {p.FreeWorkers} из {p.Workforce}; воины {p.Soldiers}\n");
|
||||
sb.Append($"Еда в час: <color=#ff8a80>-{p.FoodPerHour:0.#}</color> прирост в час: +{p.GrowthPerHour:0.#}\n");
|
||||
if (p.IsStarving) sb.Append("<color=#ff5252><b>ГОЛОД: еды не хватает, прирост остановлен</b></color>\n");
|
||||
}
|
||||
else sb.Append("Модуль Населения не зарегистрирован\n");
|
||||
|
||||
if (GameServices.TryGet(out IProduction prod))
|
||||
sb.Append($"Добыча в час: еда +{prod.RatePerHour(ResourceType.Food):0.#}, дерево +{prod.RatePerHour(ResourceType.Wood):0.#}, " +
|
||||
$"камень +{prod.RatePerHour(ResourceType.Stone):0.#}, металл +{prod.RatePerHour(ResourceType.Iron):0.#}, золото +{prod.RatePerHour(ResourceType.Gold):0.#}\n");
|
||||
|
||||
if (GameServices.TryGet(out IEconomy e))
|
||||
sb.Append($"Склад: еда {e.Get(ResourceType.Food):0}/{Cap(e, ResourceType.Food)} дерево {e.Get(ResourceType.Wood):0}/{Cap(e, ResourceType.Wood)} " +
|
||||
$"камень {e.Get(ResourceType.Stone):0}/{Cap(e, ResourceType.Stone)}\n");
|
||||
else sb.Append("Экономика не найдена (нет ResourceManager на сцене)\n");
|
||||
|
||||
long off = GameClock.OffsetSeconds;
|
||||
sb.Append(off > 0 ? $"Перемотано: +{off / 3600f:0.#} ч" : "Время: реальное");
|
||||
info.text = sb.ToString();
|
||||
}
|
||||
|
||||
static string Cap(IEconomy e, ResourceType t)
|
||||
{
|
||||
float c = e.GetCapacity(t);
|
||||
return float.IsInfinity(c) ? "∞" : c.ToString("0");
|
||||
}
|
||||
|
||||
void AddAllResources()
|
||||
{
|
||||
ResourceType[] types = { ResourceType.Wood, ResourceType.Food, ResourceType.Stone, ResourceType.Iron, ResourceType.Gold, ResourceType.Gems };
|
||||
foreach (var t in types) AddResource(t, 100);
|
||||
}
|
||||
|
||||
void AddResource(ResourceType type, float amount)
|
||||
{
|
||||
if (GameServices.TryGet(out IEconomy e)) e.Add(type, amount);
|
||||
Refresh();
|
||||
}
|
||||
|
||||
void ZeroFood()
|
||||
{
|
||||
if (GameServices.TryGet(out IEconomy e)) e.Add(ResourceType.Food, -e.Get(ResourceType.Food));
|
||||
Refresh();
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (instance == this) instance = null;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c2cba3db366a45feaaa3e1f4867ae423
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,217 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
// ТАБЛИЦА БАЛАНСА ЭКОНОМИКИ. Все числа экономики -- здесь, а не в коде модулей.
|
||||
//
|
||||
// Ассет: Assets/Resources/EconomyConfig.asset (выдели его в окне Project и меняй числа в Inspector,
|
||||
// перекомпиляция не нужна). Создать заново: правый клик в Project -> Create -> Bogatyri -> Economy Config,
|
||||
// имя файла -- EconomyConfig, папка -- Resources.
|
||||
//
|
||||
// Модули конфиг не видят: App/GameModules переводит его в правила модулей (например, правила Населения).
|
||||
// Числа -- из дизайн-документа. Помеченные "не утверждено" -- временные, их решает команда.
|
||||
[CreateAssetMenu(fileName = "EconomyConfig", menuName = "Bogatyri/Economy Config")]
|
||||
public class EconomyConfig : ScriptableObject
|
||||
{
|
||||
[Serializable]
|
||||
public class PopulationSettings
|
||||
{
|
||||
[Tooltip("Стартовый город T1: всего людей")]
|
||||
public int startTotal = 300;
|
||||
[Tooltip("Из них рабочих")]
|
||||
public int startWorkers = 120;
|
||||
[Tooltip("Из них воинов (выдаются в Армию пехотой при новой игре)")]
|
||||
public int startSoldiers = 30;
|
||||
|
||||
[Tooltip("Еды в час на одного жителя")]
|
||||
public float foodPerCivilianPerHour = 0.1f;
|
||||
[Tooltip("Еды в час на одного воина")]
|
||||
public float foodPerSoldierPerHour = 0.2f;
|
||||
|
||||
[Tooltip("Прирост людей в час, если есть еда (документ: 2–3)")]
|
||||
public float growthPerHour = 2.5f;
|
||||
|
||||
[Tooltip("Предел населения без Домов на 1 уровне Ратуши (решение команды от 19.10: 300 при 300 -- прирост стоит)")]
|
||||
public int housingBase = 300;
|
||||
[Tooltip("Прибавка к пределу за каждый следующий уровень Ратуши. Не утверждено")]
|
||||
public int housingPerTownHallLevel = 50;
|
||||
[Tooltip("Прибавка к пределу за каждый уровень Дома (здание \"Население\"). Не утверждено")]
|
||||
public int housingPerHouseLevel = 50;
|
||||
|
||||
[Tooltip("Офлайн-прогресс считается не больше чем за столько часов. Не утверждено")]
|
||||
public int maxOfflineHours = 48;
|
||||
|
||||
[Tooltip("Гражданский резерв по уровню Ратуши: [0] -- уровень 1, [1] -- уровень 2... Столько свободных жителей нельзя забрать в войско. Регламент 31.10, ТЕСТ: 1-2 -- 10, 3-5 -- 20, 6-10 -- 30")]
|
||||
public int[] civilianReserveByTownHallLevel = { 10, 10, 20, 20, 20, 30, 30, 30, 30, 30 };
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class ProductionSettings // этап 3: производство через рабочих
|
||||
{
|
||||
[Tooltip("Лесоруб T1: дерева в час")]
|
||||
public float woodcutterPerHour = 2f;
|
||||
[Tooltip("Фермер T1: еды в час")]
|
||||
public float farmerPerHour = 2f;
|
||||
[Tooltip("Каменотёс T1: камня в час")]
|
||||
public float stonecutterPerHour = 1.5f;
|
||||
[Tooltip("Шахтёр T1: металла в час")]
|
||||
public float minerIronPerHour = 1f;
|
||||
[Tooltip("Шахтёр T1: золота в час")]
|
||||
public float minerGoldPerHour = 0.4f;
|
||||
[Tooltip("Мест для рабочих в здании T1 (Лесопилка и т.п.)")]
|
||||
public int workerSlotsT1 = 30;
|
||||
[Tooltip("+ мест за каждый уровень здания выше первого. Не утверждено")]
|
||||
public int workerSlotsPerLevel = 10;
|
||||
[Tooltip("+ к норме за каждый уровень здания выше первого (0.1 = +10%). Не утверждено")]
|
||||
public float efficiencyPerLevel = 0.1f;
|
||||
[Tooltip("Голод: множитель добычи всех ресурсов, кроме еды (0.5 -- вдвое меньше). Еда добывается без штрафа. Регламент 31.10, ТЕСТ")]
|
||||
[Range(0f, 1f)] public float famineNonFoodMultiplier = 0.5f;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class StorageSettings // этап 1: лимиты хранения
|
||||
{
|
||||
[Tooltip("Лимит без Складов: дерево, камень, металл, золото. Не утверждено")]
|
||||
public float baseGoods = 1000f;
|
||||
[Tooltip("Лимит еды без Амбаров. Не утверждено")]
|
||||
public float baseFood = 1500f;
|
||||
[Tooltip("+ к лимиту дерева, камня, металла, золота за каждый уровень Склада. Не утверждено")]
|
||||
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")]
|
||||
public float crystalCap = 50f;
|
||||
|
||||
[Tooltip("Цена Склада: дерево / камень. Не утверждено")]
|
||||
public float warehouseWood = 200f;
|
||||
public float warehouseStone = 100f;
|
||||
[Tooltip("Цена Амбара: дерево / камень. Не утверждено")]
|
||||
public float granaryWood = 150f;
|
||||
public float granaryStone = 50f;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class UpgradeSettings // улучшение зданий (рабочие места, Дома, Склады, Амбары)
|
||||
{
|
||||
[Tooltip("Цена улучшения с 1 на 2 уровень: дерево / камень. Не утверждено")]
|
||||
public float baseWood = 150f;
|
||||
public float baseStone = 100f;
|
||||
[Tooltip("Во сколько раз дорожает каждый следующий уровень. Не утверждено")]
|
||||
public float multiplierPerLevel = 1.6f;
|
||||
public int maxLevel = 10;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class DepositSettings // этап 4: качество месторождения (пока не используется)
|
||||
{
|
||||
public float poor = 0.6f;
|
||||
public float normal = 1f;
|
||||
public float rich = 1.5f;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class SoldierSettings // этап 5: цена солдата
|
||||
{
|
||||
[Tooltip("Сколько жителей стоит один воин (берутся из жителей при начале обучения)")]
|
||||
public int people = 1;
|
||||
public float food = 15f;
|
||||
public float iron = 5f;
|
||||
public float gold = 5f;
|
||||
[Tooltip("Время подготовки, секунд. Не утверждено")]
|
||||
public int trainSeconds = 60;
|
||||
[Tooltip("Уровень Казарм, с которого открывается тип войск (порядок как в GameData.Troops: пехота, лучники, кавалерия, осадные). " +
|
||||
"Нужен и уровень Ратуши. Считаются самые прокачанные Казармы. ТЕСТ, не утверждено")]
|
||||
public int[] requiredBarracksLevel = { 1, 2, 3, 5 };
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class StartResources
|
||||
{
|
||||
[Tooltip("Ресурсы новой игры. Не утверждено")]
|
||||
public float wood = 500f;
|
||||
public float food = 500f;
|
||||
public float stone = 200f;
|
||||
public float iron = 100f;
|
||||
public float gold = 100f;
|
||||
public float gems = 0f;
|
||||
}
|
||||
|
||||
[Header("Население (этап 2)")]
|
||||
public PopulationSettings population = new PopulationSettings();
|
||||
|
||||
[Header("Стартовые ресурсы новой игры")]
|
||||
public StartResources startResources = new StartResources();
|
||||
|
||||
[Header("Склады и лимиты (этап 1)")]
|
||||
public StorageSettings storage = new StorageSettings();
|
||||
|
||||
[Header("Производство T1 (этап 3)")]
|
||||
public ProductionSettings production = new ProductionSettings();
|
||||
|
||||
[Header("Улучшение зданий")]
|
||||
public UpgradeSettings upgrade = new UpgradeSettings();
|
||||
|
||||
[Header("Месторождения (этап 4)")]
|
||||
public DepositSettings deposits = new DepositSettings();
|
||||
|
||||
[Header("Солдат T1 (этап 5)")]
|
||||
public SoldierSettings soldier = new SoldierSettings();
|
||||
|
||||
// ---------------- Загрузка ----------------
|
||||
|
||||
static EconomyConfig cached;
|
||||
|
||||
// Конфиг из Assets/Resources/EconomyConfig.asset. Нет ассета -- числа по умолчанию (из этого файла) и предупреждение.
|
||||
public static EconomyConfig Load()
|
||||
{
|
||||
if (cached != null) return cached;
|
||||
cached = Resources.Load<EconomyConfig>("EconomyConfig");
|
||||
if (cached == null)
|
||||
{
|
||||
Debug.LogWarning("[ЭКОНОМИКА] Нет Assets/Resources/EconomyConfig.asset -- берутся числа по умолчанию из EconomyConfig.cs.");
|
||||
cached = CreateInstance<EconomyConfig>();
|
||||
}
|
||||
return cached;
|
||||
}
|
||||
|
||||
// Лимит склада для ресурса по уровням Складов и Амбаров. PositiveInfinity -- без лимита (люди, сила)
|
||||
public float GetCapacity(ResourceType type, int warehouseLevels, int granaryLevels)
|
||||
{
|
||||
var s = storage;
|
||||
switch (type)
|
||||
{
|
||||
case ResourceType.Wood:
|
||||
case ResourceType.Stone:
|
||||
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;
|
||||
default: return float.PositiveInfinity;
|
||||
}
|
||||
}
|
||||
|
||||
// Цена улучшения здания с уровня level на level + 1
|
||||
public ResourceAmount[] UpgradeCost(int level)
|
||||
{
|
||||
float m = Mathf.Pow(upgrade.multiplierPerLevel, Mathf.Max(0, level - 1));
|
||||
return new[]
|
||||
{
|
||||
new ResourceAmount(ResourceType.Wood, Mathf.Round(upgrade.baseWood * m)),
|
||||
new ResourceAmount(ResourceType.Stone, Mathf.Round(upgrade.baseStone * m)),
|
||||
};
|
||||
}
|
||||
|
||||
public float GetStartResource(ResourceType type)
|
||||
{
|
||||
var s = startResources;
|
||||
switch (type)
|
||||
{
|
||||
case ResourceType.Wood: return s.wood;
|
||||
case ResourceType.Food: return s.food;
|
||||
case ResourceType.Stone: return s.stone;
|
||||
case ResourceType.Iron: return s.iron;
|
||||
case ResourceType.Gold: return s.gold;
|
||||
case ResourceType.Gems: return s.gems;
|
||||
default: return 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4ddb59400c6d4b08b3afaaadc461ec1e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,280 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
// ТОЧКА СБОРКИ МОДУЛЕЙ (слой приложения). Документ: Docs/Modules/README.md
|
||||
//
|
||||
// Здесь и только здесь модули соединяются с остальной игрой:
|
||||
// 1. регистрируются реализации контрактов, которые не регистрируются сами;
|
||||
// 2. события модулей подключаются к системам, которые ещё не разнесены по модулям (GameProgress, Казармы).
|
||||
// Модули друг о друге ничего не знают -- всю "проводку" видно в одном файле.
|
||||
public static class GameModules
|
||||
{
|
||||
// Модули экономики для слоя приложения (окна, синхронизация города). Модули друг друга так не берут -- только через контракты.
|
||||
public static PopulationService Population { get; private set; }
|
||||
public static ProductionService Production { get; private set; }
|
||||
|
||||
// После SubsystemRegistration (там ядро очищается) и раньше любых Awake
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
|
||||
static void Register()
|
||||
{
|
||||
// Боевая система -- чистый C#, сама зарегистрироваться не может.
|
||||
// Числа боя -- из таблицы BattleConfig, сила воина каждого типа -- из GameData.Troops
|
||||
var unitPower = new int[TroopType.Count];
|
||||
for (int i = 0; i < TroopType.Count && i < GameData.Troops.Count; i++) unitPower[i] = GameData.Troops[i].power;
|
||||
GameServices.Register<IBattleSystem>(new BattleSystem(BattleConfig.Load().ToRules(unitPower)));
|
||||
|
||||
// Марши: скорости по типам -- в модуль Мира, слоты похода -- в модуль Армии (таблица MarchConfig)
|
||||
var marchConfig = MarchConfig.Load();
|
||||
MarchManager.SpeedRules = marchConfig.ToSpeedRules();
|
||||
MarchManager.PointRules = WorldResourceConfig.Load().ToRules(); // ресурсные точки (регламент 31.10)
|
||||
MarchManager.Patrols = marchConfig.ToPatrolRules(); // патрули-заглушки соседей (Разведка М1)
|
||||
|
||||
// Разведка -- чистый C#: туман, обзор, чужие армии (секция "intelligence"). Карту и армии читает у Мира
|
||||
// через IWorldMap; досчитывает наблюдение перед каждым расчётом мира (WorldAdvancingEvent)
|
||||
var intelConfig = IntelligenceConfig.Load();
|
||||
var intelligence = new IntelligenceService(intelConfig.ToRules());
|
||||
GameServices.Register<IIntelligence>(intelligence);
|
||||
SaveRegistry.Register(intelligence);
|
||||
EventBus.Subscribe<WorldAdvancingEvent>(e => intelligence.ObserveUntil(e.ToMs));
|
||||
// «Обзор» для теста, пока нет дерева технологий (после загрузки и в новой игре)
|
||||
void TestObservation() { if (intelConfig.testObservationLevel > 0) intelligence.ObservationLevel = intelConfig.testObservationLevel; }
|
||||
TestObservation();
|
||||
EventBus.Subscribe<GameLoadedEvent>(_ => TestObservation());
|
||||
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)
|
||||
GameServices.Register<IArmy>(army);
|
||||
SaveRegistry.Register(army);
|
||||
EventBus.Subscribe<TroopsChangedEvent>(_ => { if (GameProgress.HasInstance) GameProgress.Instance.MarkChanged(); });
|
||||
EventBus.Subscribe<GameLoadedEvent>(_ => MigrateLegacyArmy(army));
|
||||
// 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));
|
||||
// Раненые вылечены -- вернулись в город
|
||||
EventBus.Subscribe<SoldiersHealedEvent>(e =>
|
||||
{
|
||||
if (e.Type >= 0 && e.Type < GameData.Troops.Count) UIKit.Toast("Вылечены в госпитале: " + e.Count + " × " + GameData.Troops[e.Type].name);
|
||||
if (GameProgress.HasInstance) GameProgress.Instance.MarkChanged();
|
||||
});
|
||||
|
||||
// Население -- чистый C#: жители, рабочие, еда, прирост (секция "population"). Числа -- из EconomyConfig.
|
||||
var config = EconomyConfig.Load();
|
||||
var population = new PopulationService(ToPopulationRules(config));
|
||||
Population = population;
|
||||
GameServices.Register<IPopulation>(population);
|
||||
SaveRegistry.Register(population);
|
||||
|
||||
// Добыча через рабочих -- чистый C# (секция "production"). Какие здания стоят, сообщает App/CitySync.
|
||||
var production = new ProductionService(ToProductionRules(config));
|
||||
Production = production;
|
||||
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;
|
||||
ResourceCollector.Tapped += BuildingWindow.OnWorkplaceTapped;
|
||||
StorageBuilding.Tapped -= BuildingWindow.OnStorageTapped;
|
||||
StorageBuilding.Tapped += BuildingWindow.OnStorageTapped;
|
||||
TownHall.Tapped -= BuildingWindow.OnTownHallTapped;
|
||||
TownHall.Tapped += BuildingWindow.OnTownHallTapped;
|
||||
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
|
||||
EventBus.Subscribe<TownHallLevelChangedEvent>(_ => population.Changed()); // предел жилья вырос
|
||||
EventBus.Subscribe<PopulationChangedEvent>(SyncPopulationResource);
|
||||
EventBus.Subscribe<NewGameStartedEvent>(_ => GiveStartingKit(population, army, config));
|
||||
EventBus.Subscribe<GameResetEvent>(_ => GiveStartingKit(population, army, config));
|
||||
|
||||
// Круг -- чистый C#, сам сохраняет, в каком Круге игрок (секция "circle")
|
||||
var circle = new CircleService();
|
||||
GameServices.Register<ICircle>(circle);
|
||||
SaveRegistry.Register(circle);
|
||||
|
||||
// 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);
|
||||
EventBus.Subscribe<MarchReturnedEvent>(OnMarchReturned);
|
||||
|
||||
// Окно "ВОЙСКО ВЕРНУЛОСЬ" в городе
|
||||
MarchReturnPopup.Reset();
|
||||
EventBus.Subscribe<MarchReturnedEvent>(MarchReturnPopup.OnMarchReturned);
|
||||
}
|
||||
|
||||
// Сцена загружена, Awake всех объектов прошли, Start -- ещё нет (сохранение грузится в Start)
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
|
||||
static void MigrateLegacyMarches()
|
||||
{
|
||||
// Раньше походы хранились в progress.json (GameProgress.Data.sashaMarches).
|
||||
// Теперь их сохраняет модуль Мира в save.json, секция "world". Переносим один раз.
|
||||
var data = GameProgress.Instance.Data;
|
||||
if (data.sashaMarches == null || data.sashaMarches.Count == 0 || MarchManager.Instance == null) return;
|
||||
|
||||
// Если в save.json уже есть секция "world", загрузка сохранения заменит эти походы на сохранённые
|
||||
MarchManager.Instance.LoadMarches(new System.Collections.Generic.List<Bogatyri.World.MarchData>(data.sashaMarches));
|
||||
|
||||
// Из progress.json убираем, только когда походы уже записаны в save.json -- иначе вылет игры их потеряет
|
||||
EventBus.Subscribe<GameSavedEvent>(ClearLegacyMarches);
|
||||
}
|
||||
|
||||
static void ClearLegacyMarches(GameSavedEvent e)
|
||||
{
|
||||
EventBus.Unsubscribe<GameSavedEvent>(ClearLegacyMarches);
|
||||
GameProgress.Instance.Data.sashaMarches.Clear();
|
||||
GameProgress.Instance.MarkChanged();
|
||||
Debug.Log("[МОДУЛИ] Походы перенесены из progress.json в модуль Мира.");
|
||||
}
|
||||
|
||||
// Раньше войска хранились в progress.json (GameProgress.Data.troops и sashaMarchUnits моста ArmyBridge).
|
||||
// Теперь -- в модуле Армии, save.json, секция "army". Переносим один раз, после загрузки сохранения.
|
||||
static void MigrateLegacyArmy(ArmyService army)
|
||||
{
|
||||
var data = GameProgress.Instance.Data;
|
||||
if (data.armyInModule) return;
|
||||
|
||||
if (!army.RestoredFromSave)
|
||||
{
|
||||
var legacyMarches = new System.Collections.Generic.List<System.Collections.Generic.KeyValuePair<int, int[]>>();
|
||||
foreach (var m in data.sashaMarchUnits)
|
||||
legacyMarches.Add(new System.Collections.Generic.KeyValuePair<int, int[]>(m.marchId, m.units));
|
||||
army.ImportLegacy(data.troops, legacyMarches);
|
||||
Debug.Log($"[МОДУЛИ] Войска перенесены из progress.json в модуль Армии: в городе {army.SoldiersAtHome}, в походах {army.TroopsInMarches}.");
|
||||
}
|
||||
|
||||
// Из progress.json убираем, только когда войска уже записаны в save.json -- иначе вылет игры их потеряет
|
||||
if (army.RestoredFromSave) ClearLegacyArmy(default);
|
||||
else EventBus.Subscribe<GameSavedEvent>(ClearLegacyArmy);
|
||||
}
|
||||
|
||||
static void ClearLegacyArmy(GameSavedEvent e)
|
||||
{
|
||||
EventBus.Unsubscribe<GameSavedEvent>(ClearLegacyArmy);
|
||||
var data = GameProgress.Instance.Data;
|
||||
data.armyInModule = true;
|
||||
System.Array.Clear(data.troops, 0, data.troops.Length);
|
||||
data.sashaMarchUnits.Clear();
|
||||
GameProgress.Instance.MarkChanged();
|
||||
}
|
||||
|
||||
// Очередь обучения раньше вёл GameProgress (progress.json, Data.training, время -- тики реальных часов).
|
||||
// Теперь -- Армия (save.json, "army", мс часов игры). Переносим один раз, с тем же оставшимся временем.
|
||||
static void MigrateLegacyTraining(ArmyService army)
|
||||
{
|
||||
var data = GameProgress.Instance.Data;
|
||||
if (data.training == null || data.training.Count == 0) return;
|
||||
|
||||
// В Армии уже есть заказы -- перенос уже был (сохранение записалось, а progress.json -- ещё нет): только убрать старое
|
||||
if (army.Training.Count == 0)
|
||||
{
|
||||
long epochTicks = new System.DateTime(1970, 1, 1, 0, 0, 0, System.DateTimeKind.Utc).Ticks;
|
||||
long offsetMs = GameClock.OffsetSeconds * 1000; // старые тики -- реальное время, Армия -- часы игры
|
||||
var orders = new System.Collections.Generic.List<(int, int, long, long, bool)>();
|
||||
foreach (var o in data.training)
|
||||
orders.Add((o.troopIndex, o.count, (o.startTicks - epochTicks) / 10_000 + offsetMs, (o.endTicks - epochTicks) / 10_000 + offsetMs, o.recruited));
|
||||
army.ImportLegacyTraining(orders);
|
||||
Debug.Log($"[МОДУЛИ] Очередь обучения перенесена из progress.json в модуль Армии: заказов {orders.Count}.");
|
||||
}
|
||||
|
||||
// Из progress.json убираем, только когда очередь уже записана в save.json -- иначе вылет игры её потеряет
|
||||
EventBus.Subscribe<GameSavedEvent>(ClearLegacyTraining);
|
||||
}
|
||||
|
||||
static void ClearLegacyTraining(GameSavedEvent e)
|
||||
{
|
||||
EventBus.Unsubscribe<GameSavedEvent>(ClearLegacyTraining);
|
||||
GameProgress.Instance.Data.training.Clear();
|
||||
GameProgress.Instance.MarkChanged();
|
||||
}
|
||||
|
||||
// ---------------- Население и экономика ----------------
|
||||
|
||||
static PopulationRules ToPopulationRules(EconomyConfig config)
|
||||
{
|
||||
var p = config.population;
|
||||
return new PopulationRules
|
||||
{
|
||||
StartTotal = p.startTotal,
|
||||
StartWorkers = p.startWorkers,
|
||||
StartSoldiers = p.startSoldiers,
|
||||
FoodPerCivilianPerHour = p.foodPerCivilianPerHour,
|
||||
FoodPerSoldierPerHour = p.foodPerSoldierPerHour,
|
||||
GrowthPerHour = p.growthPerHour,
|
||||
HousingBase = p.housingBase,
|
||||
HousingPerTownHallLevel = p.housingPerTownHallLevel,
|
||||
HousingPerHouseLevel = p.housingPerHouseLevel,
|
||||
MaxOfflineHours = p.maxOfflineHours,
|
||||
CivilianReserveByTownHallLevel = p.civilianReserveByTownHallLevel != null && p.civilianReserveByTownHallLevel.Length > 0
|
||||
? (int[])p.civilianReserveByTownHallLevel.Clone()
|
||||
: new PopulationRules().CivilianReserveByTownHallLevel,
|
||||
PeoplePerSoldier = Mathf.Max(1, config.soldier.people)
|
||||
};
|
||||
}
|
||||
|
||||
static ProductionRules ToProductionRules(EconomyConfig config)
|
||||
{
|
||||
var p = config.production;
|
||||
return new ProductionRules
|
||||
{
|
||||
// порядок как в WorkJob: лесоруб, фермер, каменотёс, шахтёр-металл, шахтёр-золото
|
||||
PerWorkerPerHour = new double[] { p.woodcutterPerHour, p.farmerPerHour, p.stonecutterPerHour, p.minerIronPerHour, p.minerGoldPerHour },
|
||||
SlotsPerBuilding = p.workerSlotsT1,
|
||||
SlotsPerLevel = p.workerSlotsPerLevel,
|
||||
EfficiencyPerLevel = p.efficiencyPerLevel,
|
||||
FamineNonFoodMultiplier = p.famineNonFoodMultiplier
|
||||
};
|
||||
}
|
||||
|
||||
// Новая игра: стартовое войско (пехота) и стартовые ресурсы из EconomyConfig. Один раз на новую игру.
|
||||
static void GiveStartingKit(PopulationService population, ArmyService army, EconomyConfig config)
|
||||
{
|
||||
if (!population.TryTakeStartingKit()) return;
|
||||
|
||||
if (population.Rules.StartSoldiers > 0) army.AddTroops(0, population.Rules.StartSoldiers);
|
||||
|
||||
if (GameServices.TryGet(out IEconomy economy))
|
||||
{
|
||||
ResourceType[] types = { ResourceType.Wood, ResourceType.Food, ResourceType.Stone, ResourceType.Iron, ResourceType.Gold, ResourceType.Gems };
|
||||
foreach (var t in types)
|
||||
{
|
||||
float target = config.GetStartResource(t);
|
||||
float current = economy.Get(t);
|
||||
if (target > current) economy.Add(t, target - current); // не меньше стартового
|
||||
}
|
||||
}
|
||||
Debug.Log($"[НАСЕЛЕНИЕ] Новая игра: {population.Total} человек, воинов {population.Soldiers}.");
|
||||
}
|
||||
|
||||
// Верхняя панель показывает людей как ресурс "Люди" -- держим его равным населению
|
||||
static void SyncPopulationResource(PopulationChangedEvent e)
|
||||
{
|
||||
if (!GameServices.TryGet(out IEconomy economy)) return;
|
||||
float delta = e.Total - economy.Get(ResourceType.Population);
|
||||
if (Mathf.Abs(delta) >= 0.5f) economy.Add(ResourceType.Population, delta);
|
||||
}
|
||||
|
||||
static void OnMarchStarted(MarchStartedEvent e)
|
||||
{
|
||||
var data = GameProgress.Instance.Data;
|
||||
data.marchesSent++;
|
||||
data.dailyMarches++;
|
||||
GameProgress.Instance.MarkChanged();
|
||||
}
|
||||
|
||||
static void OnMarchReturned(MarchReturnedEvent e)
|
||||
{
|
||||
if (!e.Victory) return;
|
||||
GameProgress.Instance.Data.worldWins++;
|
||||
GameProgress.Instance.MarkChanged();
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2afadf4e4024d5c48a2c26eddb75cbb1
|
||||
@@ -1,68 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
// ТАБЛИЦА ГОСПИТАЛЯ: места и время лечения раненых (регламент 31.10, решения по 8 вопросам Саши от 31.10, п. 7). Числа -- ТЕСТ.
|
||||
//
|
||||
// Ассет: Assets/Resources/HospitalConfig.asset (выдели его в окне Project и меняй числа в Inspector;
|
||||
// изменения действуют со следующего запуска игры). Создать заново: правый клик в Project ->
|
||||
// Create -> Bogatyri -> Hospital Config, имя файла -- HospitalConfig, папка -- Resources.
|
||||
//
|
||||
// Модуль Армии таблицу не видит: App/GameModules передаёт числа в ArmyService.
|
||||
// Места даёт здание «Госпиталь» (Meta/Build/Hospital.cs) через контракт IHospital.
|
||||
[CreateAssetMenu(fileName = "HospitalConfig", menuName = "Bogatyri/Hospital Config")]
|
||||
public class HospitalConfig : ScriptableObject
|
||||
{
|
||||
[Header("Здание «Госпиталь» (ТЕСТ)")]
|
||||
[Tooltip("Мест для лечения по уровням госпиталя I..V. Регламент 31.10: 20..60. Число строк -- число уровней")]
|
||||
public int[] bedsByLevel = { 20, 30, 40, 50, 60 };
|
||||
[Tooltip("Мест, пока в городе нет госпиталя. Решения 01.11, п. 3: 5. После постройки заменяются штатными, не складываются")]
|
||||
public int temporaryBeds = 5;
|
||||
[Tooltip("С какого уровня Ратуши можно строить")]
|
||||
public int requiredTownHallLevel = 1;
|
||||
[Tooltip("Цена постройки: дерево")]
|
||||
public int buildWood = 250;
|
||||
[Tooltip("Цена постройки: камень")]
|
||||
public int buildStone = 150;
|
||||
|
||||
[Header("Лечение одного воина, ИГРОВЫХ часов (1 игровой час = 5 реальных минут)")]
|
||||
[Tooltip("Пехота, лучники, кавалерия, осадные. Регламент 31.10: 4 / 4 / 6 / 8")]
|
||||
public int[] healGameHours = { 4, 4, 6, 8 };
|
||||
|
||||
[Header("Цена лечения одного воина (решения 01.11, п. 3: золото 1 / 1 / 2 / 3)")]
|
||||
[Tooltip("Еды за воина: пехота, лучники, кавалерия, осадные")]
|
||||
public int[] healFoodPerSoldier = { 0, 0, 0, 0 };
|
||||
[Tooltip("Золота за воина: пехота, лучники, кавалерия, осадные")]
|
||||
public int[] healGoldPerSoldier = { 1, 1, 2, 3 };
|
||||
|
||||
static HospitalConfig cached;
|
||||
|
||||
public static HospitalConfig Load()
|
||||
{
|
||||
if (cached != null) return cached;
|
||||
cached = Resources.Load<HospitalConfig>("HospitalConfig");
|
||||
if (cached == null)
|
||||
{
|
||||
Debug.LogWarning("[ГОСПИТАЛЬ] Нет Assets/Resources/HospitalConfig.asset -- берутся числа по умолчанию из HospitalConfig.cs.");
|
||||
cached = CreateInstance<HospitalConfig>();
|
||||
}
|
||||
return cached;
|
||||
}
|
||||
|
||||
public HospitalRules ToRules()
|
||||
{
|
||||
var hours = new int[TroopType.Count];
|
||||
var cost = new ResourceAmount[TroopType.Count][];
|
||||
for (int i = 0; i < TroopType.Count; i++)
|
||||
{
|
||||
hours[i] = healGameHours != null && i < healGameHours.Length ? Mathf.Max(0, healGameHours[i]) : 4;
|
||||
int food = healFoodPerSoldier != null && i < healFoodPerSoldier.Length ? Mathf.Max(0, healFoodPerSoldier[i]) : 0;
|
||||
int gold = healGoldPerSoldier != null && i < healGoldPerSoldier.Length ? Mathf.Max(0, healGoldPerSoldier[i]) : 0;
|
||||
cost[i] = new[] { new ResourceAmount(ResourceType.Food, food), new ResourceAmount(ResourceType.Gold, gold) };
|
||||
}
|
||||
return new HospitalRules
|
||||
{
|
||||
TemporaryBeds = Mathf.Max(0, temporaryBeds),
|
||||
HealGameHours = hours,
|
||||
HealCostPerSoldier = cost
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c25bbe993b314a15a6d1a8aaf0017d55
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,73 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
// ТАБЛИЦА РАЗВЕДКИ, этап М1: радиусы обзора, последний контакт, примерная численность, опознание (ТЗ разведки 31.10).
|
||||
// Числа -- ТЕСТ.
|
||||
//
|
||||
// Ассет: Assets/Resources/IntelligenceConfig.asset (выдели его в окне Project и меняй числа в Inspector;
|
||||
// изменения действуют со следующего запуска игры). Создать заново: правый клик в Project ->
|
||||
// Create -> Bogatyri -> Intelligence Config, имя файла -- IntelligenceConfig, папка -- Resources.
|
||||
//
|
||||
// Модуль таблицу не видит: App/GameModules передаёт числа в модуль Разведки.
|
||||
// Патрули-заглушки соседей включаются в таблице MarchConfig (это походы Мира).
|
||||
[CreateAssetMenu(fileName = "IntelligenceConfig", menuName = "Bogatyri/Intelligence Config")]
|
||||
public class IntelligenceConfig : ScriptableObject
|
||||
{
|
||||
[Header("Радиус обзора, клеток карты")]
|
||||
[Tooltip("Своё поселение. ТЗ разведки: 5")]
|
||||
public float settlementRadius = 5f;
|
||||
[Tooltip("Обычная армия в походе. ТЗ разведки: 1")]
|
||||
public float armyRadius = 1f;
|
||||
|
||||
[Header("Технология «Обзор» (не складывается, уровень заменяет)")]
|
||||
[Tooltip("Прибавка к радиусам на уровнях I, II, III, %. ТЗ: 10 / 20 / 30")]
|
||||
public int[] observationPercent = { 10, 20, 30 };
|
||||
[Tooltip("ТОЛЬКО ДЛЯ ТЕСТА: уровень «Обзора» 0..3, пока нет дерева технологий")]
|
||||
public int testObservationLevel = 0;
|
||||
|
||||
[Header("Чужие армии")]
|
||||
[Tooltip("Метка последнего контакта живёт, РЕАЛЬНЫХ минут. ТЗ: 10")]
|
||||
public float lastContactMinutes = 10f;
|
||||
[Tooltip("Примерная численность: ±%. ТЗ: 20")]
|
||||
public int approxPercent = 20;
|
||||
[Tooltip("Шанс опознать владельца за одно событие наблюдения, %. ТЗ: 50")]
|
||||
public int identifyPercent = 50;
|
||||
[Tooltip("Шаг расчёта наблюдения за время, пока игра была закрыта, РЕАЛЬНЫХ секунд")]
|
||||
public float sampleStepSeconds = 10f;
|
||||
|
||||
[Header("Туман на карте")]
|
||||
[Tooltip("Выключено (по умолчанию): города, лагеря и точки видны всегда, туман только затемняет землю. " +
|
||||
"Включено: неисследованная местность закрыта полностью вместе с объектами. Решения 31.10, п. 1: для М1 не требуется, оставлено переключателем")]
|
||||
public bool hideUnexploredObjects = false;
|
||||
|
||||
static IntelligenceConfig cached;
|
||||
|
||||
public static IntelligenceConfig Load()
|
||||
{
|
||||
if (cached != null) return cached;
|
||||
cached = Resources.Load<IntelligenceConfig>("IntelligenceConfig");
|
||||
if (cached == null)
|
||||
{
|
||||
Debug.LogWarning("[РАЗВЕДКА] Нет Assets/Resources/IntelligenceConfig.asset -- берутся числа по умолчанию из IntelligenceConfig.cs.");
|
||||
cached = CreateInstance<IntelligenceConfig>();
|
||||
}
|
||||
return cached;
|
||||
}
|
||||
|
||||
public IntelligenceRules ToRules()
|
||||
{
|
||||
var levels = new int[4];
|
||||
for (int i = 0; i < 3 && observationPercent != null && i < observationPercent.Length; i++) levels[i + 1] = Mathf.Max(0, observationPercent[i]);
|
||||
return new IntelligenceRules
|
||||
{
|
||||
SettlementRadius = Milli(settlementRadius),
|
||||
ArmyRadius = Milli(armyRadius),
|
||||
ObservationPercent = levels,
|
||||
LastContactMs = (long)(Mathf.Max(0f, lastContactMinutes) * 60_000f),
|
||||
ApproxPercent = Mathf.Clamp(approxPercent, 0, 100),
|
||||
IdentifyPercent = Mathf.Clamp(identifyPercent, 0, 100),
|
||||
SampleStepMs = (long)(Mathf.Max(1f, sampleStepSeconds) * 1000f)
|
||||
};
|
||||
}
|
||||
|
||||
static int Milli(float cells) => Mathf.Max(0, Mathf.RoundToInt(cells * 1000f));
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c249ad34e2f94460b9f99b49c71760c8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,82 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
// ТАБЛИЦА МАРШЕЙ: скорости войск по типам и слоты похода (регламент 31.10, раздел 7). Числа -- ТЕСТ.
|
||||
//
|
||||
// Ассет: Assets/Resources/MarchConfig.asset (выдели его в окне Project и меняй числа в Inspector;
|
||||
// изменения действуют со следующего запуска игры). Создать заново: правый клик в Project ->
|
||||
// Create -> Bogatyri -> March Config, имя файла -- MarchConfig, папка -- Resources.
|
||||
//
|
||||
// Модули таблицу не видят: App/GameModules передаёт скорости в модуль Мира, слоты -- в модуль Армии.
|
||||
// Бонусы героя (+15%) и технологии (+20%) к скорости появятся вместе с героями и технологиями.
|
||||
[CreateAssetMenu(fileName = "MarchConfig", menuName = "Bogatyri/March Config")]
|
||||
public class MarchConfig : ScriptableObject
|
||||
{
|
||||
[Header("Скорость: клеток карты за 1 РЕАЛЬНЫЙ час (марш идёт в реальном времени)")]
|
||||
[Tooltip("Пехота. Регламент 31.10: 8")]
|
||||
public float infantry = 8f;
|
||||
[Tooltip("Лучники. Регламент 31.10: 9")]
|
||||
public float archers = 9f;
|
||||
[Tooltip("Кавалерия. Регламент 31.10: 12")]
|
||||
public float cavalry = 12f;
|
||||
[Tooltip("Осадные. Регламент 31.10: 4")]
|
||||
public float siege = 4f;
|
||||
|
||||
[Header("Модификаторы скорости, % (решения 31.10, п. 4: смешанное войско -- средняя по численности)")]
|
||||
[Tooltip("По типам: пехота, лучники, кавалерия, осадные. +10 -- быстрее на 10%. Позже -- бонусы героев и технологий. ТЕСТ")]
|
||||
public int[] typeSpeedBonusPercent = { 0, 0, 0, 0 };
|
||||
[Tooltip("Общий модификатор всего войска, применяется один раз. ТЕСТ")]
|
||||
public int armySpeedBonusPercent = 0;
|
||||
|
||||
[Header("Слоты похода")]
|
||||
[Tooltip("Сколько походов игрока могут идти одновременно. Регламент 31.10: 2 (технология «Военная логистика» -- до 7)")]
|
||||
public int baseMarchSlots = 2;
|
||||
|
||||
[Header("Патрули-заглушки соседей (Разведка М1, ВРЕМЕННАЯ тестовая механика)")]
|
||||
[Tooltip("Соседние города иногда отправляют отряды к другим городам и лагерям -- проверить обнаружение, численность, опознание и потерю контакта. Выключить, когда появится настоящий PvP")]
|
||||
public bool patrolsEnabled = true;
|
||||
[Tooltip("Сколько патрулей одновременно на карте")]
|
||||
public int patrolMaxActive = 3;
|
||||
[Tooltip("Новый патруль -- раз в столько РЕАЛЬНЫХ минут (если не превышен предел)")]
|
||||
public float patrolIntervalMinutes = 10f;
|
||||
public int patrolSoldiersMin = 10;
|
||||
public int patrolSoldiersMax = 40;
|
||||
|
||||
static MarchConfig cached;
|
||||
|
||||
public static MarchConfig Load()
|
||||
{
|
||||
if (cached != null) return cached;
|
||||
cached = Resources.Load<MarchConfig>("MarchConfig");
|
||||
if (cached == null)
|
||||
{
|
||||
Debug.LogWarning("[МАРШИ] Нет Assets/Resources/MarchConfig.asset -- берутся числа по умолчанию из MarchConfig.cs.");
|
||||
cached = CreateInstance<MarchConfig>();
|
||||
}
|
||||
return cached;
|
||||
}
|
||||
|
||||
// Скорости для модуля Мира: милли-единиц карты (1000 = клетка) за реальный час
|
||||
public Bogatyri.World.MarchSpeedRules ToSpeedRules()
|
||||
{
|
||||
return new Bogatyri.World.MarchSpeedRules
|
||||
{
|
||||
SpeedMilliPerHour = new[] { Milli(infantry), Milli(archers), Milli(cavalry), Milli(siege) },
|
||||
TypeBonusPercent = (int[])(typeSpeedBonusPercent ?? new int[4]).Clone(),
|
||||
ArmyBonusPercent = armySpeedBonusPercent
|
||||
};
|
||||
}
|
||||
|
||||
public Bogatyri.World.PatrolRules ToPatrolRules()
|
||||
{
|
||||
return new Bogatyri.World.PatrolRules
|
||||
{
|
||||
Enabled = patrolsEnabled,
|
||||
MaxActive = Mathf.Max(0, patrolMaxActive),
|
||||
IntervalMs = (long)(Mathf.Max(1f, patrolIntervalMinutes) * 60_000f),
|
||||
SoldiersMin = Mathf.Max(1, patrolSoldiersMin),
|
||||
SoldiersMax = Mathf.Max(1, patrolSoldiersMax)
|
||||
};
|
||||
}
|
||||
|
||||
static int Milli(float cellsPerHour) => Mathf.Max(1, Mathf.RoundToInt(cellsPerHour * 1000f));
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0427eef4612041d2b8a359f9bf358779
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,38 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
// Слой приложения: "сердцебиение" модуля Населения. Модуль -- чистый C# и не знает про Update,
|
||||
// поэтому раз в несколько секунд его досчитывает этот объект. Живёт между сценами (город <-> карта мира).
|
||||
// Создаётся сам при запуске игры, вешать никуда не нужно.
|
||||
public class PopulationTicker : MonoBehaviour
|
||||
{
|
||||
const float Interval = 2f; // секунд реального времени между расчётами
|
||||
|
||||
static PopulationTicker instance;
|
||||
float next;
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
|
||||
static void Create()
|
||||
{
|
||||
if (instance != null) return;
|
||||
var go = new GameObject("PopulationTicker");
|
||||
DontDestroyOnLoad(go);
|
||||
instance = go.AddComponent<PopulationTicker>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
next = Time.unscaledTime + Interval; // первый расчёт -- после загрузки сохранения (она идёт в Start сцены)
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Time.unscaledTime < next) return;
|
||||
next = Time.unscaledTime + Interval;
|
||||
if (GameServices.TryGet(out IPopulation population)) population.Tick(GameClock.UnixNow);
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (instance == this) instance = null;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d7b4f971ff440eaa5744fbe2a1e834d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,85 +0,0 @@
|
||||
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.
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 87b085cfbef5449b97456bea718c7466
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,35 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
// Склад или Амбар (этап 1): каждый уровень поднимает лимит хранения.
|
||||
// Склад -- дерево, камень, металл, золото; Амбар -- еда. Числа -- EconomyConfig, раздел "Склады и лимиты".
|
||||
// Здание появляется в списке стройки кодом (App/StorageBootstrap), отдельных префабов пока нет.
|
||||
// Уровень сохраняет модуль Поселения (ILeveledBuilding), лимиты считает App/CitySync.
|
||||
public class StorageBuilding : MonoBehaviour, ILeveledBuilding
|
||||
{
|
||||
public enum Kind { Warehouse, Granary }
|
||||
|
||||
public static event Action<StorageBuilding> Tapped;
|
||||
|
||||
public Kind kind;
|
||||
public int level = 1;
|
||||
|
||||
public int Level { get => level; set => level = Mathf.Max(1, value); }
|
||||
|
||||
public string Title => kind == Kind.Warehouse ? StorageBootstrap.WarehouseName : StorageBootstrap.GranaryName;
|
||||
|
||||
Vector3 downPos;
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
downPos = Input.mousePosition;
|
||||
}
|
||||
|
||||
// Тап, а не перетаскивание камеры
|
||||
void OnMouseUpAsButton()
|
||||
{
|
||||
if (UIBlocker.IsPointerOverUI()) return;
|
||||
if ((Input.mousePosition - downPos).magnitude > 25f) return;
|
||||
Tapped?.Invoke(this);
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bea97fb12da84c7daeb07f65d4947cae
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,84 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
// ТАБЛИЦА РЕСУРСНЫХ ТОЧЕК (регламент 31.10, раздел 7: «Изменять числа через WorldResourceConfig.asset»). Числа -- ТЕСТ.
|
||||
//
|
||||
// Ассет: Assets/Resources/WorldResourceConfig.asset (выдели его в окне Project и меняй числа в Inspector;
|
||||
// изменения действуют со следующего запуска игры). Создать заново: правый клик в Project ->
|
||||
// Create -> Bogatyri -> World Resource Config, имя файла -- WorldResourceConfig, папка -- Resources.
|
||||
//
|
||||
// Модуль Мира таблицу не видит: App/GameModules переводит её в ResourcePointRules.
|
||||
// Состояние точек (запас, сроки) ведёт Мир; зачисление добычи и складские лимиты -- Экономика (решение №46).
|
||||
[CreateAssetMenu(fileName = "WorldResourceConfig", menuName = "Bogatyri/World Resource Config")]
|
||||
public class WorldResourceConfig : ScriptableObject
|
||||
{
|
||||
[Header("Запас точки: малая / средняя / крупная")]
|
||||
public int[] woodStock = { 200, 600, 1500 };
|
||||
public int[] stoneStock = { 150, 450, 1000 };
|
||||
public int[] metalStock = { 80, 250, 600 };
|
||||
public int[] goldStock = { 30, 100, 250 };
|
||||
|
||||
[Header("Добыча одного воина за ИГРОВОЙ час (1 игровой час = 5 реальных минут)")]
|
||||
public float woodPerGameHour = 2f;
|
||||
public float stonePerGameHour = 1.5f;
|
||||
public float metalPerGameHour = 1f;
|
||||
public float goldPerGameHour = 0.5f;
|
||||
|
||||
[Header("Груз одного воина (осадные машины груза не несут)")]
|
||||
public int woodCargo = 12;
|
||||
public int stoneCargo = 10;
|
||||
public int metalCargo = 8;
|
||||
public int goldCargo = 5;
|
||||
|
||||
[Header("Срок жизни точки, РЕАЛЬНЫХ часов с момента появления: малая / средняя / крупная")]
|
||||
public int[] lifetimeRealHours = { 12, 24, 48 };
|
||||
|
||||
[Header("Сколько точек на карте: малых / средних / крупных (решения 31.10, п. 6, ТЕСТ)")]
|
||||
[Tooltip("Решения 31.10: всего 24 -- лес 8, камень 7, металл 5, золото 4; по размерам 12 / 8 / 4. Раскладка по ресурсам -- здесь")]
|
||||
public int[] woodCount = { 4, 3, 1 };
|
||||
public int[] stoneCount = { 4, 2, 1 };
|
||||
public int[] metalCount = { 2, 2, 1 };
|
||||
public int[] goldCount = { 2, 1, 1 };
|
||||
|
||||
static WorldResourceConfig cached;
|
||||
|
||||
public static WorldResourceConfig Load()
|
||||
{
|
||||
if (cached != null) return cached;
|
||||
cached = Resources.Load<WorldResourceConfig>("WorldResourceConfig");
|
||||
if (cached == null)
|
||||
{
|
||||
Debug.LogWarning("[РЕСУРСНЫЕ ТОЧКИ] Нет Assets/Resources/WorldResourceConfig.asset -- берутся числа по умолчанию.");
|
||||
cached = CreateInstance<WorldResourceConfig>();
|
||||
}
|
||||
return cached;
|
||||
}
|
||||
|
||||
public Bogatyri.World.ResourcePointRules ToRules()
|
||||
{
|
||||
var d = Bogatyri.World.ResourcePointRules.Default;
|
||||
return new Bogatyri.World.ResourcePointRules
|
||||
{
|
||||
Stock = new[] { Three(woodStock, d.Stock[0]), Three(stoneStock, d.Stock[1]), Three(metalStock, d.Stock[2]), Three(goldStock, d.Stock[3]) },
|
||||
MiningMilliPerGameHour = new[] { Milli(woodPerGameHour), Milli(stonePerGameHour), Milli(metalPerGameHour), Milli(goldPerGameHour) },
|
||||
CargoPerSoldier = new[] { Mathf.Max(0, woodCargo), Mathf.Max(0, stoneCargo), Mathf.Max(0, metalCargo), Mathf.Max(0, goldCargo) },
|
||||
LifetimeRealHours = Three(lifetimeRealHours, d.LifetimeRealHours),
|
||||
Count = new[] { Counts(woodCount, d.Count[0]), Counts(stoneCount, d.Count[1]), Counts(metalCount, d.Count[2]), Counts(goldCount, d.Count[3]) }
|
||||
};
|
||||
}
|
||||
|
||||
static int Milli(float perHour) => Mathf.Max(0, Mathf.RoundToInt(perHour * 1000f));
|
||||
|
||||
// Число точек: ровно три значения, не меньше 0 (0 -- такого размера нет), иначе -- значения по умолчанию
|
||||
static int[] Counts(int[] values, int[] fallback)
|
||||
{
|
||||
if (values == null || values.Length != 3) return (int[])fallback.Clone();
|
||||
return new[] { Mathf.Max(0, values[0]), Mathf.Max(0, values[1]), Mathf.Max(0, values[2]) };
|
||||
}
|
||||
|
||||
// Ровно три значения (малая / средняя / крупная), иначе -- значения по умолчанию
|
||||
static int[] Three(int[] values, int[] fallback)
|
||||
{
|
||||
if (values == null || values.Length != 3) return (int[])fallback.Clone();
|
||||
return new[] { Mathf.Max(1, values[0]), Mathf.Max(1, values[1]), Mathf.Max(1, values[2]) };
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6ee3759b377140c0b759a4a386327510
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,54 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraController : MonoBehaviour
|
||||
{
|
||||
[Header("Настройки перемещения")]
|
||||
public float moveSpeed = 10f;
|
||||
|
||||
[Header("Настройки зума")]
|
||||
public float zoomSpeed = 2f; // скорость изменения размера
|
||||
public float minOrthoSize = 2f; // минимальный размер (максимальное приближение)
|
||||
public float maxOrthoSize = 50f; // максимальный размер (максимальное удаление)
|
||||
|
||||
private Vector3 _lastMousePosition;
|
||||
private bool _isDragging = false;
|
||||
|
||||
void Update()
|
||||
{
|
||||
// --- Перемещение по зажатой левой кнопке мыши ---
|
||||
if (UIBlocker.WorldInputCaptured) _isDragging = false; // палец тащит призрак здания -- камера стоит
|
||||
|
||||
if (Input.GetMouseButtonDown(0) && !UIBlocker.IsPointerOverUI() && !UIBlocker.WorldInputCaptured) // не тащим камеру, когда листаем панель
|
||||
{
|
||||
_lastMousePosition = Input.mousePosition;
|
||||
_isDragging = true;
|
||||
}
|
||||
else if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
_isDragging = false;
|
||||
}
|
||||
|
||||
if (_isDragging)
|
||||
{
|
||||
Vector3 currentMousePosition = Input.mousePosition;
|
||||
Vector3 delta = currentMousePosition - _lastMousePosition;
|
||||
|
||||
// Двигаем камеру (инвертируем Y, потому что экранные координаты вверх, а мир вниз)
|
||||
transform.position += new Vector3(-delta.x, delta.y, 0) * moveSpeed * Time.deltaTime;
|
||||
|
||||
_lastMousePosition = currentMousePosition;
|
||||
}
|
||||
|
||||
// --- Зум по колёсику мыши ---
|
||||
float scroll = Input.GetAxis("Mouse ScrollWheel");
|
||||
if (scroll != 0f && !UIBlocker.IsPointerOverUI())
|
||||
{
|
||||
Camera cam = GetComponent<Camera>();
|
||||
float targetSize = cam.orthographicSize - scroll * zoomSpeed;
|
||||
|
||||
// Ограничиваем зум диапазоном
|
||||
targetSize = Mathf.Clamp(targetSize, minOrthoSize, maxOrthoSize);
|
||||
cam.orthographicSize = targetSize;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 772c25e1ad11ec84191ddd62a2559d77
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user