Author SHA1 Message Date
vologdia 6567b78ecf Экономика, этапы 1 и 3: склады и лимиты, добыча через рабочих 2026-10-27 18:51:35 +03:00
vologdia 256a8fbc3f Экономика: EconomyConfig, модуль Населения, отладочная панель DEV 2026-10-27 18:04:27 +03:00
vologdia 679405b288 EconomyConfig: таблица баланса экономики 2026-10-27 17:59:16 +03:00
AlexanderandClaude Opus 5.5 f10fb3b3aa Модуль Армии хранит войска; окно «Войско вернулось» в городе
Модуль Армии (Bogatyri.Army, без Unity):
- ArmyService — единственное хранилище войск (4 типа), секция сохранения "army"
- IArmy расширен: войска по типам, обучение (AddTroops), потери (LoseFraction), войска в походах
- событие TroopsChangedEvent — по нему перерисовываются панели HUD
- GameProgress и панели работают с войсками только через IArmy
- перенос из progress.json (troops, sashaMarchUnits) при первой загрузке;
  старые данные удаляются только после записи save.json (флаг armyInModule)
- ArmyBridge удалён: контракты и перенос сохранений проверены тестами
- тесты: поход не создаёт и не теряет солдат, потери по типам, сохранение, перенос, сброс

Окно «ВОЙСКО ВЕРНУЛОСЬ» в городе (UI/MarchReturnPopup):
- куда ходили, победа/поражение, сколько вернулось из скольких, добыча
- показывается и за походы, закончившиеся пока игра была закрыта; несколько — по очереди
- в MarchReturnedEvent добавлены Sent, TargetName, LootText

GameLoadedEvent публикуется и без файла сохранения. Документы Army, Core, Save, World, README обновлены.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 18:33:04 +02:00
AlexanderandClaude Opus 5.5 d1c8215ed8 Слияние develop в feature/modules: модульная система становится общей
develop содержал первую версию карты мира, чата и рейтинга (коммиты 26c0a20, c86f43a),
которая уже была вручную перенесена в проект при слиянии ababe38 и затем развита.
Все конфликты разрешены в пользу feature/modules:
- ResourceManager/SaveManager/MarchManager/ChatService/Simulation переехали в Assets/Scripts/Modules
- ресурс Soldiers заменён армией из казарм (ArmyBridge), сохранение города и походов — секциями модулей
- сцены MVP1 и WorldMap — более новые версии (кнопка «БОЙ» с OpenBattleButton сохранена)
Содержимое ветки после слияния не изменилось.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 18:17:11 +02:00
AlexanderandClaude Opus 5.5 d570fddbc8 Одна карта мира: удалена маленькая карта Meta/World
- удалены WorldSystem, WorldMapPanel, WorldData, WorldLine и окно Panel_World из сцены города
- кнопка «МИР» в городе открывает большую карту (сцена WorldMap) через UIPanelManager.Open("World")
- перенос сохранений: солдаты из походов старой карты возвращаются в город при загрузке
  (отправленные, а если отряд шёл назад — выжившие); добыча таких походов не переносится
- ArmyBridge.TroopsInMarches: панель «Войска» показывает воинов в походах большой карты
- HUDPanelsBuilder: кнопка «МИР» без отдельной панели
- документы World, Army, README обновлены

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 19:27:34 +02:00
AlexanderandClaude Opus 5.5 15b06b8f42 Модули Чата и Круга, разворот чата на весь экран, кнопка «Почта» в Safe Area
Модуль Чата (Bogatyri.Chat, без Unity):
- чат вынесен из Social в отдельный модуль; контракт IChat в ядре,
  событие ChatMessageReceivedEvent, LocalPlayer (id и имя игрока)
- панель чата работает только через контракт и события
- разворот чата на весь экран: кнопка «Развернуть/Свернуть» или Esc

Модуль Круга (Bogatyri.Circle, без Unity):
- основать Круг, вступить, выйти; роли главы и участника; 30 мест
- уход главы передаёт главенство, последний участник распускает Круг
- секция сохранения "circle", участвует в сбросе сохранений
- окно «Круг» (кнопка внизу карты мира), демо-Круги до появления сервера
- канал «Круг» в чате — только для участников Круга

Прочее:
- кнопка «Почта» привязана к правому краю нижней панели
  (в безопасной зоне она уезжала за экран)
- тесты Чата и Круга; документы Chat.md, Circle.md, обновлены README, Core, Save

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 19:07:45 +02:00
AlexanderandClaude Opus 5.5 57fc7e0006 HUD учитывает Safe Area (вырез, скругления, полоска «домой»)
- UI/SafeArea: подгоняет контейнер под Screen.safeArea, следит за поворотом
- UI/SafeAreaInstaller: при загрузке сцены переносит элементы HUD_Canvas и
  WorldMap_Canvas в контейнер SafeArea; окна на весь экран остаются на весь экран

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 18:41:43 +02:00
AlexanderandClaude Opus 5.5 964cb23d9d Модульная система: игровое ядро + 6 модулей, документы Docs/Modules
- Ядро (Bogatyri.Core): контракты модулей, EventBus, GameServices, SaveRegistry
- Модули: Экономика, Поселение, Армия, Глобальный мир, Боевая система, Сохранения
  (каждый — отдельный asmdef, видит только ядро)
- App/GameModules: регистрация модулей и связь с GameProgress/Казармами
- Сохранения v2 по секциям модулей, перенос старого save.json и походов из progress.json
- Сброс сохранений: ISaveSystem.ResetAll, ResetState у модулей, меню Tools
- EditMode-тесты модулей, документы по каждому модулю с журналом изменений

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 18:39:28 +02:00
vologdia bcb870f62e добавил спрайты и расставил удобнее клетки 2026-10-14 21:14:56 +03:00
vologdia ababe380df Слияние: наши панели HUD, стройка, казармы, камера + карта мира, чат и рейтинг от Саши 2026-10-12 23:54:03 +03:00
Alexander c86f43a806 HUD мира 2026-09-26 17:50:11 +02:00
Alexander 26c0a20520 Реализация кнопки бой, создана базовая локация мира, отправление армии на соседей , нападение на босса, система нападения на нескольких соседей, разделение армии, гибель части армии, система боя по количеству человеку в армии 2026-09-25 19:59:29 +02:00
vologdia c2124e621c добавлены клетки для постройки зданий 2026-09-23 20:27:56 +03:00
vologdia 010b0437af Добавлены сисетмы сохранения, накопления ресурсов. Поставлена ратуша. Увеличивается уровен, открываются новые постройки. Перед постройкой объекта появляются границы. На каждом строении стоит цена постройки 2026-09-22 18:20:36 +03:00
vologdia 85cc92c1ef промежуточное сохранение перед переключением на версию 2026-09-20 22:12:12 +03:00
vologdia 54ea024850 Добавлены префабы построек, BuildManager, BuildMenuUI и скрипт камеры 2026-09-20 22:01:09 +03:00
vologdia 00cec2b99b добил ресурсы. Теперь правильно привязаны к ресурсам. начал делать скрипты на строения домов 2026-09-10 21:26:19 +03:00
vologdia 7143d45195 Слияние: объединены ресурсы, счётчики и HUD v2 2026-09-06 14:42:06 +03:00
vologdia d44f141cfa Слияние: объединены ресурсы (click-to-collect) и новый HUD v2 от Александра 2026-09-05 19:58:15 +03:00
vologdia 06eac2bb28 Добавлены спрайты ресурсов и счётчики 2026-09-05 18:53:46 +03:00
Alexander ee894c80cd Настройка HUD 2026-09-05 17:04:43 +02:00
vologdia 629b5016df Исправлены файлы BuildingUI и ResourceCollector после конфликта 2026-09-05 16:39:40 +03:00
517 changed files with 147386 additions and 942 deletions
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@@ -60,7 +60,7 @@
"*.asset": "yaml",
"*.meta": "yaml",
"*.prefab": "yaml",
"*.unity": "yaml",
"*.unity": "yaml"
},
"explorer.fileNesting.enabled": true,
"explorer.fileNesting.patterns": {
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using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
// Tools -> Fix Camera & HUD: один раз исправить сцену и сохранить.
// - HUD_Canvas -> Screen Space Overlay, отвязан от камеры
// - с камеры убраны CameraZoom / CameraController / FlyCamera, добавлена CityCamera
// - удалены компоненты с "Missing script" (скрипты, которых в проекте уже нет)
public static class CameraHUDFixer
{
// [MenuItem("Tools/Fix Camera & HUD")] -- отключено, см. RestoreOldCamera
public static void Fix()
{
int missing = 0;
var hud = GameObject.Find("HUD_Canvas");
if (hud != null) missing += GameObjectUtility.RemoveMonoBehavioursWithMissingScript(hud);
if (Camera.main != null) missing += GameObjectUtility.RemoveMonoBehavioursWithMissingScript(Camera.main.gameObject);
int changes = HUDCameraSetup.Apply(true);
if (hud != null) EditorSceneManager.MarkSceneDirty(hud.scene);
else if (Camera.main != null) EditorSceneManager.MarkSceneDirty(Camera.main.gameObject.scene);
Debug.Log("Камера и HUD исправлены: изменений " + changes + ", удалено пустых скриптов " + missing +
". Сохрани сцену (Ctrl+S). Границы карты камеры: компонент CityCamera на Main Camera.");
}
}
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fileFormatVersion: 2
guid: 43380bdc85562cc4abb95b707e06cfb6
+337
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@@ -0,0 +1,337 @@
using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
using UnityEditor.Events;
using UnityEditor.SceneManagement;
using TMPro;
// Кладётся в Assets/Editor/.
// Tools -> Build HUD Panels:
// 1) находит HUD_Canvas,
// 2) создаёт для каждой кнопки свою панель (заголовок + крестик + область Content),
// 3) вешает на панель её скрипт (QuestsPanel, ShopPanel...) -- он сам рисует содержимое в игре,
// 4) вешает UIPanelManager и подключает onClick ВСЕХ кнопок по их именам,
// 5) добавляет красные значки (HUDBadge) на кнопки, где бывает "что забрать".
// Можно запускать повторно -- старые панели пересоздаются.
public class HUDPanelsBuilder
{
class Entry
{
public string button, id, title; public Type panel; public bool badge;
public Entry(string button, string id, string title, Type panel, bool badge)
{ this.button = button; this.id = id; this.title = title; this.panel = panel; this.badge = badge; }
}
// имя кнопки в иерархии -> id панели, заголовок, скрипт панели, нужен ли значок
static readonly Entry[] Map =
{
new Entry("RightBtn_Quests", "Quests", "ЗАДАНИЯ", typeof(QuestsPanel), true),
new Entry("RightBtn_Events", "Events", "СОБЫТИЯ", typeof(EventsPanel), true),
new Entry("RightBtn_Rewards", "Rewards", "НАГРАДЫ", typeof(RewardsPanel), true),
new Entry("NavBtn_Mail", "Mail", "ПОЧТА", typeof(MailPanel), true),
new Entry("SettingsButton", "Settings", "НАСТРОЙКИ", typeof(SettingsPanel), false),
new Entry("PlayerAvatar", "Profile", "ПРОФИЛЬ", typeof(ProfilePanel), false),
new Entry("Nav_Hero", "Hero", "ГЕРОЙ", typeof(HeroPanel), true),
new Entry("Nav_Battle", "Battle", "БОЙ", typeof(BattlePanel), false),
new Entry("Nav_Arena", "Arena", "АРЕНА", typeof(ArenaPanel), true),
new Entry("Nav_Troops", "Troops", "ВОЙСКА", typeof(TroopsPanel), false),
new Entry("Nav_Shop", "Shop", "МАГАЗИН", typeof(ShopPanel), true),
new Entry("Nav_World", "World", null, null, false), // кнопка "МИР" -> сцена большой карты (UIPanelManager.Open)
new Entry("Nav_Home", "Home", null, null, false), // без панели: закрывает всё
};
[MenuItem("Tools/Build HUD Panels")]
public static void Build()
{
GameObject canvasGO = GameObject.Find("HUD_Canvas");
if (canvasGO == null) { Debug.LogError("Не найден объект HUD_Canvas на сцене."); return; }
// казармы: префаб + данные здания + в список стройки
EnsureBarracks();
// менеджер
UIPanelManager manager = canvasGO.GetComponent<UIPanelManager>();
if (manager == null) manager = canvasGO.AddComponent<UIPanelManager>();
manager.panels.Clear();
// корень для панелей (пересоздаём)
Transform old = canvasGO.transform.Find("Panels");
if (old != null) UnityEngine.Object.DestroyImmediate(old.gameObject);
GameObject root = new GameObject("Panels", typeof(RectTransform));
root.transform.SetParent(canvasGO.transform, false);
Stretch(root.GetComponent<RectTransform>(), Vector4.zero);
// Корень сам не блокирует клики (нет Image), поэтому нижняя/верхняя панели HUD остаются живыми.
int wired = 0;
string missing = "";
foreach (var m in Map)
{
if (m.title != null)
{
// карте мира нужно больше места -- её окно почти на весь экран между верхней и нижней панелями
Vector4 offsets = m.id == "World" ? new Vector4(16, 145, 16, 195) : new Vector4(30, 250, 30, 230);
GameObject panel = CreatePanel(root.transform, m.id, m.title, manager, offsets);
if (m.panel != null) panel.AddComponent(m.panel);
manager.panels.Add(new UIPanelManager.PanelEntry { id = m.id, panel = panel });
}
Button btn = FindButton(canvasGO.transform, m.button);
if (btn == null && m.id == "World") btn = CreateWorldButton(canvasGO.transform, root.transform);
if (btn == null) { Debug.LogWarning("Кнопка не найдена: " + m.button); missing += " " + m.button; continue; }
// убираем старые подписки из Inspector и вешаем свою
for (int i = btn.onClick.GetPersistentEventCount() - 1; i >= 0; i--)
UnityEventTools.RemovePersistentListener(btn.onClick, i);
UnityEventTools.AddStringPersistentListener(btn.onClick, manager.Open, m.id);
// красный значок "есть что забрать"
HUDBadge badge = btn.GetComponent<HUDBadge>();
if (m.badge)
{
if (badge == null) badge = btn.gameObject.AddComponent<HUDBadge>();
badge.panelId = m.id;
}
else if (badge != null) UnityEngine.Object.DestroyImmediate(badge);
wired++;
}
// Кнопка "СТРОЙКА": включает/выключает режим стройки (тап по участку -> выбор здания).
// Старое меню стройки прячем: при запуске игры оно больше не открывается.
GameObject buildMenu = null;
foreach (var t in canvasGO.GetComponentsInChildren<Transform>(true))
if (t.name == "BuildMenuPanel") { buildMenu = t.gameObject; break; }
if (buildMenu != null) buildMenu.SetActive(false);
BuildModeController buildMode = canvasGO.GetComponent<BuildModeController>();
if (buildMode == null) buildMode = canvasGO.AddComponent<BuildModeController>();
Button buildBtn = FindButton(canvasGO.transform, "Nav_Build");
if (buildBtn == null)
buildBtn = CreateSideButton(canvasGO.transform, root.transform, "Nav_Build", "СТРОЙКА",
"Assets/UI/HUD v2/Рюкзак/v1.png", new Vector2(30, 400), new Color(0.55f, 0.4f, 0.2f));
for (int i = buildBtn.onClick.GetPersistentEventCount() - 1; i >= 0; i--)
UnityEventTools.RemovePersistentListener(buildBtn.onClick, i);
UnityEventTools.AddVoidPersistentListener(buildBtn.onClick, buildMode.ToggleMode);
buildMode.modeButton = buildBtn;
buildMode.legacyBuildMenu = buildMenu;
EditorUtility.SetDirty(buildMode);
// Меню стройки растянуто на весь экран и закрывало все кнопки HUD (ловило клики и белило экран).
// Делаем его фон прозрачным и "сквозным" -- кнопки зданий внутри продолжают работать.
foreach (string see in new[] { "BuildMenuPanel", "ButtonContainer" })
{
foreach (var t in canvasGO.GetComponentsInChildren<Transform>(true))
{
if (t.name != see) continue;
var img = t.GetComponent<Image>();
if (img == null) continue;
var c = img.color; c.a = 0f; img.color = c;
img.raycastTarget = false;
EditorUtility.SetDirty(img);
}
}
EditorUtility.SetDirty(manager);
EditorSceneManager.MarkSceneDirty(canvasGO.scene);
Debug.Log("Готово: панелей " + manager.panels.Count + ", подключено кнопок " + wired + " из " + Map.Length +
(missing.Length > 0 ? ". Не найдены:" + missing : "") + ". Не забудь сохранить сцену (Ctrl+S).");
}
// ===================== КАЗАРМЫ =====================
const string BarracksPrefabPath = "Assets/Prefab/Buildings/Barracks.prefab";
const string BarracksDataPath = "Assets/Prefab/Buildings/Data_Barracks.asset";
[MenuItem("Tools/Create Barracks")]
public static void EnsureBarracks()
{
Sprite icon = LoadSprite("Assets/UI/HUD v2/Войска/v1.png");
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(BarracksPrefabPath);
if (prefab == null)
{
// берём готовое здание как шаблон: тот же масштаб, слой, материал, коллайдер
string template = "Assets/Prefab/Buildings/Food.prefab";
if (AssetDatabase.LoadAssetAtPath<GameObject>(template) == null)
{
var bmT = UnityEngine.Object.FindAnyObjectByType<BuildManager>();
if (bmT != null)
foreach (var b in bmT.allBuildings)
if (b != null && b.prefab != null) { template = AssetDatabase.GetAssetPath(b.prefab); break; }
}
if (!AssetDatabase.CopyAsset(template, BarracksPrefabPath))
{
Debug.LogError("Не удалось создать префаб казарм из " + template);
return;
}
GameObject root = PrefabUtility.LoadPrefabContents(BarracksPrefabPath);
root.name = "Barracks";
foreach (var c in root.GetComponents<ResourceCollector>()) UnityEngine.Object.DestroyImmediate(c);
foreach (var c in root.GetComponents<ResourceProducer>()) UnityEngine.Object.DestroyImmediate(c);
foreach (var c in root.GetComponents<BuildingUI>()) UnityEngine.Object.DestroyImmediate(c);
var kids = new System.Collections.Generic.List<GameObject>();
foreach (Transform ch in root.transform) kids.Add(ch.gameObject); // полоска запаса ресурса -- не нужна
foreach (var k in kids) UnityEngine.Object.DestroyImmediate(k);
var sr = root.GetComponent<SpriteRenderer>();
if (sr != null)
{
if (icon != null)
{
Vector2 oldSize = sr.sprite != null ? (Vector2)sr.sprite.bounds.size : Vector2.one;
sr.sprite = icon;
sr.color = Color.white;
float k = Mathf.Min(oldSize.x / icon.bounds.size.x, oldSize.y / icon.bounds.size.y);
root.transform.localScale = Vector3.Scale(root.transform.localScale, new Vector3(k, k, 1));
}
else sr.color = new Color(1f, 0.6f, 0.6f); // нет иконки -- хотя бы отличаем цветом
var box = root.GetComponent<BoxCollider2D>();
if (box != null && sr.sprite != null) { box.size = sr.sprite.bounds.size; box.offset = sr.sprite.bounds.center; }
}
if (root.GetComponent<Barracks>() == null) root.AddComponent<Barracks>();
PrefabUtility.SaveAsPrefabAsset(root, BarracksPrefabPath);
PrefabUtility.UnloadPrefabContents(root);
prefab = AssetDatabase.LoadAssetAtPath<GameObject>(BarracksPrefabPath);
Debug.Log("Создан префаб казарм: " + BarracksPrefabPath);
}
BuildingData data = AssetDatabase.LoadAssetAtPath<BuildingData>(BarracksDataPath);
if (data == null)
{
data = ScriptableObject.CreateInstance<BuildingData>();
data.buildingName = "Казармы";
data.icon = icon;
data.prefab = prefab;
data.requiredTownHallLevel = 1;
data.cost = new[]
{
new ResourceCost { type = ResourceType.Wood, amount = 300 },
new ResourceCost { type = ResourceType.Stone, amount = 200 },
};
AssetDatabase.CreateAsset(data, BarracksDataPath);
AssetDatabase.SaveAssets();
Debug.Log("Созданы данные здания: " + BarracksDataPath);
}
var bm = UnityEngine.Object.FindAnyObjectByType<BuildManager>();
if (bm != null && !bm.allBuildings.Contains(data))
{
bm.allBuildings.Add(data);
EditorUtility.SetDirty(bm);
EditorSceneManager.MarkSceneDirty(bm.gameObject.scene);
Debug.Log("Казармы добавлены в список стройки (BuildManager)");
}
}
static Sprite LoadSprite(string path)
{
foreach (var a in AssetDatabase.LoadAllAssetsAtPath(path))
if (a is Sprite) return (Sprite)a;
return null;
}
// ищем объект по имени среди всех детей (включая выключенные); Button может быть на нём или внутри
static Button FindButton(Transform root, string name)
{
foreach (var t in root.GetComponentsInChildren<Transform>(true))
{
if (t.name != name) continue;
Button b = t.GetComponent<Button>();
if (b == null) b = t.GetComponentInChildren<Button>(true);
if (b == null) b = t.gameObject.AddComponent<Button>(); // на случай если там просто Image
return b;
}
return null;
}
// Кнопка "МИР" слева над нижней панелью (если дизайнер ещё не сделал свою с именем Nav_World)
static Button CreateWorldButton(Transform canvas, Transform panelsRoot)
{
return CreateSideButton(canvas, panelsRoot, "Nav_World", "МИР", "Assets/UI/HUD v2/Мир/v1.png",
new Vector2(30, 210), new Color(0.2f, 0.45f, 0.3f));
}
static Button CreateSideButton(Transform canvas, Transform panelsRoot, string objName, string label, string spritePath, Vector2 pos, Color fallback)
{
GameObject go = new GameObject(objName, typeof(RectTransform), typeof(Image), typeof(Button));
go.transform.SetParent(canvas, false);
go.transform.SetSiblingIndex(panelsRoot.GetSiblingIndex()); // под панелями, чтобы открытая панель её закрывала
RectTransform rt = go.GetComponent<RectTransform>();
rt.anchorMin = rt.anchorMax = rt.pivot = new Vector2(0, 0);
rt.sizeDelta = new Vector2(150, 150);
rt.anchoredPosition = pos;
var img = go.GetComponent<Image>();
Sprite sprite = null;
foreach (var a in AssetDatabase.LoadAllAssetsAtPath(spritePath))
if (a is Sprite) { sprite = (Sprite)a; break; }
if (sprite != null) { img.sprite = sprite; img.preserveAspect = true; }
else img.color = fallback;
GameObject t = new GameObject("Label", typeof(RectTransform), typeof(TextMeshProUGUI));
t.transform.SetParent(go.transform, false);
var tmp = t.GetComponent<TextMeshProUGUI>();
tmp.text = label; tmp.fontSize = 30; tmp.fontStyle = FontStyles.Bold;
tmp.alignment = TextAlignmentOptions.Center; tmp.color = Color.white; tmp.raycastTarget = false;
tmp.outlineWidth = 0.25f; tmp.outlineColor = Color.black;
RectTransform tr = t.GetComponent<RectTransform>();
tr.anchorMin = new Vector2(0, 0); tr.anchorMax = new Vector2(1, 0); tr.pivot = new Vector2(0.5f, 1);
tr.sizeDelta = new Vector2(0, 40); tr.anchoredPosition = new Vector2(0, 8);
return go.GetComponent<Button>();
}
static GameObject CreatePanel(Transform parent, string id, string title, UIPanelManager manager, Vector4 offsets)
{
// окно оставляет сверху и снизу место под TopPanel и BottomNavBar, чтобы они были кликабельны
GameObject go = new GameObject("Panel_" + id, typeof(RectTransform), typeof(Image));
go.transform.SetParent(parent, false);
go.GetComponent<Image>().color = new Color(0.1f, 0.12f, 0.15f, 0.97f);
Stretch(go.GetComponent<RectTransform>(), offsets); // left, top, right, bottom
// заголовок
GameObject t = new GameObject("Title", typeof(RectTransform), typeof(TextMeshProUGUI));
t.transform.SetParent(go.transform, false);
var tmp = t.GetComponent<TextMeshProUGUI>();
tmp.text = title; tmp.fontSize = 52; tmp.fontStyle = FontStyles.Bold;
tmp.alignment = TextAlignmentOptions.Center; tmp.color = new Color(0.95f, 0.75f, 0.25f);
tmp.raycastTarget = false;
RectTransform tr = t.GetComponent<RectTransform>();
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.
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);
}
}
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fileFormatVersion: 2
guid: 26bcfec97167cdb4b9dee113e5f85abc
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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.");
}
}
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guid: f4f66fb7b626a0e41af6fe3fe793e917
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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);
}
}
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guid: 972f2f5a1fa0c38439b03355997f98e9
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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");
}
}
}
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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;
}
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startWorkers: 120
startSoldiers: 30
foodPerCivilianPerHour: 0.1
foodPerSoldierPerHour: 0.2
growthPerHour: 2.5
housingBase: 300
housingPerTownHallLevel: 50
housingPerHouseLevel: 50
maxOfflineHours: 48
startResources:
wood: 500
food: 500
stone: 200
iron: 100
gold: 100
gems: 0
storage:
baseGoods: 1000
baseFood: 1500
perWarehouseLevel: 1000
perGranaryLevel: 1500
crystalCap: 50
warehouseWood: 200
warehouseStone: 100
granaryWood: 150
granaryStone: 50
production:
woodcutterPerHour: 2
farmerPerHour: 2
stonecutterPerHour: 1.5
minerIronPerHour: 1
minerGoldPerHour: 0.4
workerSlotsT1: 30
workerSlotsPerLevel: 10
efficiencyPerLevel: 0.1
upgrade:
baseWood: 150
baseStone: 100
multiplierPerLevel: 1.6
maxLevel: 10
deposits:
poor: 0.6
normal: 1
rich: 1.5
soldier:
people: 1
food: 15
iron: 5
gold: 5
trainSeconds: 60
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using TMPro;
using UnityEngine;
// Окно здания и рабочих (этап 3). Открывается тапом по зданию или кнопкой "Рабочие" в панели DEV.
// - сверху: что это за здание, его уровень и кнопка "Улучшить" (больше мест и эффективность / больше лимит / больше жилья);
// - ниже: все профессии с "−" и "+", сколько рабочих стоит, сколько мест и сколько добывается в час;
// - внизу: "Свободно: N из M".
// Окно -- только интерфейс: рабочих ставит модуль Населения, добычу считает модуль добычи.
public static class BuildingWindow
{
static GameObject root;
static GameObject focus; // здание, по которому тапнули (null -- просто список рабочих)
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 Open(GameObject building)
{
// В режиме стройки тап -- это выбор участка, а не здания
if (BuildModeController.Instance != null && BuildModeController.Instance.IsActive) return;
focus = building;
Rebuild();
}
public static void Close()
{
if (root != null) Object.Destroy(root);
root = null;
focus = null;
}
static void Rebuild()
{
if (root != null) Object.Destroy(root);
var card = UIKit.Modal(TitleFor(focus), out root);
if (focus != null) BuildingSection(card, focus);
WorkersSection(card);
UIKit.Button(card, "Закрыть", UIKit.Theme.Gray, Close, -1, 80, 28);
}
static string TitleFor(GameObject building)
{
if (building == null) return "РАБОЧИЕ";
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();
}
// ---------------- Здание: что даёт и улучшение ----------------
static void BuildingSection(RectTransform card, GameObject building)
{
var config = EconomyConfig.Load();
var rc = building.GetComponent<ResourceCollector>();
var storage = building.GetComponent<StorageBuilding>();
var leveled = building.GetComponent<ILeveledBuilding>();
string info;
if (rc != null && WorkJobs.TryFromResource(rc.resourceType, out WorkJob job) && GameModules.Production != null)
{
var p = GameModules.Production;
info = $"Здание даёт {p.BuildingSlots(rc.level)} мест, норма ×{p.BuildingEfficiency(rc.level):0.##}.\n" +
$"Всего мест «{WorkJobs.Name(job)}» в городе: {p.Slots(job)}.";
}
else if (rc != null && rc.IsHouse)
{
int perLevel = config.population.housingPerHouseLevel;
string cap = GameServices.TryGet(out IPopulation pop) ? $"\nНаселение: {pop.Total} / {pop.HousingCap}" : "";
info = $"Дом: +{perLevel * rc.level} к пределу жилья (+{perLevel} за уровень).{cap}";
}
else if (rc != null && rc.resourceType == ResourceType.Gems)
{
info = "Синий кристалл добывается в кристальных разломах на карте мира.";
}
else if (storage != null)
{
var s = config.storage;
info = storage.kind == StorageBuilding.Kind.Warehouse
? $"Склад: +{s.perWarehouseLevel * storage.level:0} к лимиту дерева, камня, металла и золота."
: $"Амбар: +{s.perGranaryLevel * storage.level:0} к лимиту еды.";
}
else info = "";
if (info.Length > 0) UIKit.Text(card, info, 26, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
if (leveled == null || (rc != null && rc.resourceType == ResourceType.Gems)) return;
if (leveled.Level >= config.upgrade.maxLevel)
{
UIKit.Text(card, "Максимальный уровень", 26, UIKit.Theme.Gold, TextAlignmentOptions.Center);
return;
}
var cost = config.UpgradeCost(leveled.Level);
bool canPay = GameServices.TryGet(out IEconomy economy) && economy.CanAfford(cost);
var b = UIKit.Button(card, $"Улучшить до {leveled.Level + 1} ур. ({CostText(cost)})", canPay ? UIKit.Theme.Green : UIKit.Theme.Gray, () =>
{
if (!GameServices.TryGet(out IEconomy e) || !e.TrySpend(cost)) { UIKit.Toast("Не хватает ресурсов"); return; }
leveled.Level = leveled.Level + 1;
if (CitySync.Instance != null) CitySync.Instance.SyncNow();
UIKit.Toast($"Улучшено до {leveled.Level} уровня");
Rebuild();
}, -1, 80, 26);
b.interactable = canPay;
}
static string CostText(ResourceAmount[] cost)
{
var parts = new string[cost.Length];
for (int i = 0; i < cost.Length; i++) parts[i] = $"{cost[i].Amount:0} {GameData.ResName(cost[i].Type).ToLower()}";
return string.Join(", ", parts);
}
// ---------------- Рабочие по профессиям ----------------
static void WorkersSection(RectTransform card)
{
if (!GameServices.TryGet(out IPopulation pop) || !GameServices.TryGet(out IProduction prod))
{
UIKit.Text(card, "Модули Населения и добычи не подключены", 26, UIKit.Theme.Red, TextAlignmentOptions.Center);
return;
}
for (int j = 0; j < WorkJobs.Count; j++)
{
var job = (WorkJob)j;
int slots = prod.Slots(job);
int workers = pop.GetWorkers(job);
var row = UIKit.Row(card, 72, 8);
string rate = slots > 0 ? $" <color=#9be29b>+{prod.RatePerHour(WorkJobs.Resource(job)):0.#}/ч</color>" : "";
var label = UIKit.Text(row, slots > 0 ? $"{WorkJobs.Name(job)}: {workers} / {slots}{rate}" : $"{WorkJobs.Name(job)}: нет зданий",
24, slots > 0 ? UIKit.Theme.Text : UIKit.Theme.TextDim);
label.enableAutoSizing = true; label.fontSizeMin = 14; label.fontSizeMax = 24;
UIKit.Size(label, -1, 72, 1);
StepButton(row, "−5", job, -5, slots > 0 && workers > 0);
StepButton(row, "−1", job, -1, slots > 0 && workers > 0);
StepButton(row, "+1", job, +1, slots > 0 && workers < slots && pop.FreeWorkers > 0);
StepButton(row, "+5", job, +5, slots > 0 && workers < slots && pop.FreeWorkers > 0);
}
UIKit.Text(card, $"Свободно: <b>{pop.FreeWorkers}</b> из {pop.Workforce} рабочих • остальные жители: {Mathf.Max(0, pop.Civilians - pop.Workforce)}",
24, UIKit.Theme.Gold, TextAlignmentOptions.Center);
}
static void StepButton(Transform row, string label, WorkJob job, int delta, bool enabled)
{
var 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);
Rebuild();
}, 86, 64, 24);
b.interactable = enabled;
}
}
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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: где мест стало больше (построили, улучшили) -- ставим туда свободных
var before = new int[WorkJobs.Count];
for (int j = 0; j < WorkJobs.Count; j++) before[j] = production.Slots((WorkJob)j);
production.SetBuildings(city.Workplaces);
population.SetHouseLevels(city.HouseLevels);
population.ClampJobs();
if (!population.JobsInitialized)
{
population.AutoFillAll(); // первый запуск после этапа 3 или новая игра
}
else
{
for (int j = 0; j < WorkJobs.Count; j++)
if (production.Slots((WorkJob)j) > before[j]) population.AutoFill((WorkJob)j);
}
}
}
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#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). Походы и обучение
// войск пока идут 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()
{
// Кнопка-переключатель слева посередине: там нет кнопок HUD
var toggle = UIKit.Button(transform, "DEV", new Color(0.55f, 0.15f, 0.55f, 0.85f), Toggle, 110, 64, 26);
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(transform, 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));
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
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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;
}
[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;
}
[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 (пока не используется)
{
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;
}
[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;
}
}
}
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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
GameServices.Register<IBattleSystem>(new BattleSystem());
// Армия -- чистый C#, единственное место хранения войск (секция "army")
var army = new ArmyService();
GameServices.Register<IArmy>(army);
SaveRegistry.Register(army);
EventBus.Subscribe<TroopsChangedEvent>(_ => { if (GameProgress.HasInstance) GameProgress.Instance.MarkChanged(); });
EventBus.Subscribe<GameLoadedEvent>(_ => MigrateLegacyArmy(army));
// 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;
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());
// 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();
}
// ---------------- 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
};
}
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
};
}
// 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();
}
}
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fileFormatVersion: 2
guid: 2afadf4e4024d5c48a2c26eddb75cbb1
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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;
}
}
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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;
}
}
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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);
}
}
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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 (Input.GetMouseButtonDown(0) && !UIBlocker.IsPointerOverUI()) // 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;
}
}
}
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using UnityEngine;
// КАМЕРА ГОРОДА (как в мобильных стратегиях):
// - перетаскивание одним пальцем / левой кнопкой мыши -- двигает карту
// - щипок двумя пальцами / колёсико мыши -- приближение и отдаление (к точке под пальцем/курсором)
// - камера не уезжает за границы карты (bounds)
// - над интерфейсом (HUD, панели) ничего не делает
// - без поворотов и наклонов: изометрия уже нарисована в спрайтах
// Вешается на Main Camera вместо CameraController / CameraZoom / FlyCamera.
[RequireComponent(typeof(Camera))]
public class CityCamera : MonoBehaviour
{
[Header("Зум (orthographic size)")]
public float minZoom = 3f;
public float maxZoom = 14f;
public float wheelZoomSpeed = 2.5f;
public float zoomSmooth = 12f;
[Header("Границы карты (мировые координаты). Пусто = посчитать по объектам сцены")]
public bool autoBounds = true;
public Rect bounds = new Rect(-25, -15, 50, 30);
[Tooltip("Запас за краем карты, чтобы край не прилипал к экрану")]
public float boundsPadding = 4f;
[Header("Инерция после свайпа")]
public float inertiaDamping = 6f;
Camera cam;
float targetZoom;
Vector3 lastWorld;
bool dragging;
Vector3 velocity;
float lastPinchDist;
void Awake()
{
cam = GetComponent<Camera>();
cam.orthographic = true;
transform.rotation = Quaternion.identity;
transform.localScale = Vector3.one; // старый CameraZoom масштабировал камеру -- сбрасываем
targetZoom = Mathf.Clamp(cam.orthographicSize, minZoom, maxZoom);
}
void Start()
{
if (autoBounds) CalculateBounds();
ClampPosition();
}
// Границы по всем спрайтам и тайлмапам сцены (кроме UI)
public void CalculateBounds()
{
bool any = false;
Bounds b = new Bounds();
foreach (var r in FindObjectsByType<Renderer>(FindObjectsSortMode.None))
{
string tn = r.GetType().Name;
if (tn != "SpriteRenderer" && tn != "TilemapRenderer") continue; // только карта и здания
if (r.gameObject.layer == 5) continue; // UI
if (r.GetComponentInParent<Canvas>() != null) continue; // всё, что внутри интерфейса
if (!any) { b = r.bounds; any = true; } else b.Encapsulate(r.bounds);
}
if (any) bounds = new Rect(b.min.x, b.min.y, b.size.x, b.size.y);
}
void Update()
{
bool overUI = UIBlocker.IsPointerOverUI();
if (Input.touchCount >= 2) HandlePinch();
else HandleDrag(overUI);
// колёсико мыши -- зум к курсору
float wheel = Input.GetAxis("Mouse ScrollWheel");
if (Mathf.Abs(wheel) > 0.001f && !overUI)
ZoomTowards(Input.mousePosition, targetZoom - wheel * wheelZoomSpeed * 4f);
// плавный зум
if (Mathf.Abs(cam.orthographicSize - targetZoom) > 0.001f)
{
Vector3 before = cam.ScreenToWorldPoint(zoomAnchor);
cam.orthographicSize = Mathf.Lerp(cam.orthographicSize, targetZoom, Time.unscaledDeltaTime * zoomSmooth);
Vector3 after = cam.ScreenToWorldPoint(zoomAnchor);
transform.position += before - after; // точка под пальцем остаётся на месте
}
// инерция
if (!dragging && velocity.sqrMagnitude > 0.0001f)
{
transform.position += velocity * Time.unscaledDeltaTime;
velocity = Vector3.Lerp(velocity, Vector3.zero, Time.unscaledDeltaTime * inertiaDamping);
}
ClampPosition();
}
Vector3 zoomAnchor;
void ZoomTowards(Vector3 screenPoint, float zoom)
{
zoomAnchor = screenPoint;
targetZoom = Mathf.Clamp(zoom, minZoom, maxZoom);
}
void HandleDrag(bool overUI)
{
if (Input.GetMouseButtonDown(0))
{
dragging = !overUI; // начали тащить на интерфейсе -- карту не двигаем
velocity = Vector3.zero;
lastWorld = cam.ScreenToWorldPoint(Input.mousePosition);
}
if (Input.GetMouseButtonUp(0)) dragging = false;
if (!dragging || !Input.GetMouseButton(0)) return;
Vector3 now = cam.ScreenToWorldPoint(Input.mousePosition);
Vector3 delta = lastWorld - now;
delta.z = 0;
transform.position += delta;
if (Time.unscaledDeltaTime > 0) velocity = Vector3.Lerp(velocity, delta / Time.unscaledDeltaTime, 0.5f);
lastWorld = cam.ScreenToWorldPoint(Input.mousePosition); // после сдвига камеры
}
void HandlePinch()
{
dragging = false;
velocity = Vector3.zero;
Touch a = Input.GetTouch(0), b = Input.GetTouch(1);
float dist = Vector2.Distance(a.position, b.position);
if (a.phase == TouchPhase.Began || b.phase == TouchPhase.Began || lastPinchDist <= 0f)
{
lastPinchDist = dist;
return;
}
if (dist > 1f)
{
float ratio = lastPinchDist / dist;
ZoomTowards((a.position + b.position) * 0.5f, targetZoom * ratio);
}
lastPinchDist = dist;
if (a.phase == TouchPhase.Ended || b.phase == TouchPhase.Ended) lastPinchDist = 0f;
}
void ClampPosition()
{
float halfH = cam.orthographicSize;
float halfW = halfH * cam.aspect;
Rect r = new Rect(bounds.xMin - boundsPadding, bounds.yMin - boundsPadding,
bounds.width + boundsPadding * 2, bounds.height + boundsPadding * 2);
Vector3 p = transform.position;
p.x = r.width > halfW * 2 ? Mathf.Clamp(p.x, r.xMin + halfW, r.xMax - halfW) : r.center.x;
p.y = r.height > halfH * 2 ? Mathf.Clamp(p.y, r.yMin + halfH, r.yMax - halfH) : r.center.y;
transform.position = p;
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.cyan;
Gizmos.DrawWireCube(bounds.center, bounds.size);
}
}
+2
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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d9530f2e8714d3746b25452c7fd56cd3
+130
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@@ -0,0 +1,130 @@
using UnityEngine;
using UnityEngine.UI;
// Отвязывает HUD от камеры и ставит одну нормальную камеру.
//
// Было: HUD_Canvas в режиме World Space был дочерним объектом камеры, а CameraZoom масштабировал
// саму камеру, чтобы HUD не уменьшался при зуме. Поэтому HUD ехал, дрожал и масштабировался криво.
// Стало: HUD_Canvas -- Screen Space Overlay (всегда приклеен к экрану, камера на него не влияет),
// на камере -- только CityCamera (перетаскивание, щипок, колёсико, границы карты).
//
// Работает в двух местах:
// - при запуске игры (автоматически), если сцену ещё не исправили в редакторе;
// - Tools -> Fix Camera & HUD (или Build HUD Panels) -- исправляет и сохраняет сцену навсегда.
public static class HUDCameraSetup
{
// ОТКЛЮЧЕНО по просьбе команды: камера и HUD вернулись к прежней схеме (Tools -> Restore Old Camera & HUD).
// Автоисправление при запуске больше не выполняется.
static void AutoFix()
{
// и при каждой следующей загрузке города (возврат с карты мира)
UnityEngine.SceneManagement.SceneManager.sceneLoaded += (s, m) => Apply(false);
int changes = Apply(false);
if (changes > 0)
Debug.Log("[КАМЕРА/HUD] Исправлено при запуске: " + changes +
". Чтобы сохранить в сцене навсегда -- Tools -> Fix Camera & HUD");
}
// editMode = true -- вызывается из редактора: лишние компоненты удаляются, а не выключаются
public static int Apply(bool editMode)
{
int changes = 0;
// ---------- HUD ----------
var hudGO = GameObject.Find("HUD_Canvas");
if (hudGO != null)
{
var canvas = hudGO.GetComponent<Canvas>();
var rt = (RectTransform)hudGO.transform;
if (canvas != null && canvas.renderMode != RenderMode.ScreenSpaceOverlay)
{
Vector2 designSize = rt.sizeDelta; // размер, под который дизайнер расставил HUD
if (designSize.x < 100 || designSize.y < 100) designSize = new Vector2(1080, 1920);
if (hudGO.transform.parent != null) hudGO.transform.SetParent(null, false);
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 100;
rt.localScale = Vector3.one;
rt.localRotation = Quaternion.identity;
var scaler = hudGO.GetComponent<CanvasScaler>();
if (scaler == null) scaler = hudGO.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = designSize; // HUD выглядит так же, как его собрал дизайнер
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
scaler.matchWidthOrHeight = 1f; // как было в мире: высота HUD = высота экрана
changes++;
}
// высота HUD = высота экрана (так HUD выглядел, пока был привязан к камере)
var sc = hudGO.GetComponent<CanvasScaler>();
if (sc != null && canvas != null && canvas.renderMode == RenderMode.ScreenSpaceOverlay && sc.matchWidthOrHeight != 1f)
{ sc.matchWidthOrHeight = 1f; changes++; }
changes += ConvertSpritesToImages(hudGO, editMode);
changes += RemoveOrDisable(hudGO, "HUDWorldSpaceSync", editMode);
}
// ---------- КАМЕРА ----------
var cam = Camera.main;
if (cam != null)
{
changes += RemoveOrDisable(cam.gameObject, "CameraZoom", editMode);
changes += RemoveOrDisable(cam.gameObject, "CameraController", editMode);
changes += RemoveOrDisable(cam.gameObject, "FlyCamera", editMode);
if (cam.transform.localScale != Vector3.one) { cam.transform.localScale = Vector3.one; changes++; }
if (cam.transform.rotation != Quaternion.identity) { cam.transform.rotation = Quaternion.identity; changes++; }
if (cam.GetComponent<CityCamera>() == null) { cam.gameObject.AddComponent<CityCamera>(); changes++; }
}
return changes;
}
// В экранном Canvas обычные SpriteRenderer не рисуются как часть интерфейса -- они улетают в мир
// огромными картинками (отсюда белая "клетка" на весь экран). Переделываем их в UI Image того же размера.
static int ConvertSpritesToImages(GameObject hud, bool editMode)
{
int n = 0;
foreach (var sr in hud.GetComponentsInChildren<SpriteRenderer>(true))
{
if (sr.sprite == null) { sr.enabled = false; continue; }
var t = sr.transform;
var parent = t.parent as RectTransform;
if (parent == null) { sr.enabled = false; continue; }
var go = new GameObject(t.name + "_UI", typeof(RectTransform), typeof(Image));
var rt = (RectTransform)go.transform;
rt.SetParent(parent, false);
rt.SetSiblingIndex(t.GetSiblingIndex());
rt.anchorMin = rt.anchorMax = parent.pivot; // localPosition считается от pivot родителя
rt.pivot = new Vector2(0.5f, 0.5f);
Vector2 size = Vector2.Scale(sr.sprite.bounds.size, new Vector2(Mathf.Abs(t.localScale.x), Mathf.Abs(t.localScale.y)));
rt.sizeDelta = size;
rt.localPosition = t.localPosition + (Vector3)Vector2.Scale(sr.sprite.bounds.center, t.localScale);
rt.localRotation = t.localRotation;
var img = go.GetComponent<Image>();
img.sprite = sr.sprite;
img.color = sr.color;
img.raycastTarget = false;
img.preserveAspect = false;
if (editMode) Object.DestroyImmediate(t.gameObject);
else t.gameObject.SetActive(false);
n++;
}
return n;
}
// Компоненты ищем по имени класса: часть из них (FlyCamera, HUDWorldSpaceSync) в проекте уже нет
static int RemoveOrDisable(GameObject go, string typeName, bool editMode)
{
int n = 0;
foreach (var mb in go.GetComponents<MonoBehaviour>())
{
if (mb == null || mb.GetType().Name != typeName) continue;
if (editMode) Object.DestroyImmediate(mb);
else if (mb.enabled) mb.enabled = false;
else continue;
n++;
}
return n;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 256165dd8ffe7dc4490c9e5b9796b782
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 3baf0cc9c3e937b43b5085d21429d613
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,54 @@
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using System.Collections.Generic;
// Заполняет меню стройки кнопками для каждого доступного здания.
// Вешается на пустой объект-контейнер меню (например BuildMenuPanel).
public class BuildMenuUi : MonoBehaviour
{
[Header("Ссылки")]
public Transform buttonContainer; //Куда савить снопки
public GameObject buildingButtonPrefab; //Преваб одной кнопки здания
void Start()
{
RefreshMenu();
}
void OnEnable()
{
if (BuildManager.Instance == null) return;
RefreshMenu();
}
public void RefreshMenu()
{
//Чистка старых кнопок перед сборкой списка
foreach (Transform child in buttonContainer)
{
Destroy(child.gameObject);
}
List<BuildingData> available = BuildManager.Instance.GetAvailableBuildings();
foreach (var building in available)
{
GameObject btnGO = Instantiate(buildingButtonPrefab, buttonContainer);
Transform iconT = btnGO.transform.Find("Icon");
Transform nameT = btnGO.transform.Find("NameText");
Transform costT = btnGO.transform.Find("CostText");
if (iconT != null) iconT.GetComponent<Image>().sprite = building.icon;
if (nameT != null) nameT.GetComponent<TMP_Text>().text = building.buildingName;
if (costT != null) costT.GetComponent<TMP_Text>().text = building.GetCostText();
Button btn = btnGO.GetComponent<Button>();
BuildingData capturedBuilding = building; // важно для замыкания в цикле
btn.onClick.AddListener(() =>
{
BuildManager.Instance.StartPlacing(capturedBuilding);
gameObject.SetActive(false); // закрываем меню после выбора, идём размещать здание
});
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e52ef64e91883de4c94450d91e119b48
+25 -29
View File
@@ -1,55 +1,51 @@
using System;
<<<<<<< HEAD
using UnityEngine;
using UnityEngine.UI;
using TMPro;
=======
using Unity.VisualScripting;
using UnityEditor.Build.Player;
using UnityEngine;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.UI;
>>>>>>> origin/main
// Полоска над зданием (этап 3): рабочие этой профессии / места в городе.
// Раньше показывала накопленный запас кликера -- кликер убран, добычу дают рабочие.
// У Дома и Кристалла рабочих нет -- там подпись уровня, полоска скрыта.
public class BuildingUI : MonoBehaviour
{
[Header("Настройки")]
public ResourceCollector building;
<<<<<<< HEAD
public TMP_Text stokText;
=======
public Text stokText;
>>>>>>> origin/main
public Slider progressBar;
public ResourceCollector building;
public TMP_Text stokText;
public Slider progressBar;
void Start()
float next;
void Start()
{
if (building == null)
{
Debug.LogError("Ошибка BuildingUI: не назначено здание (Buildint)!");
Debug.LogError("Ошибка BuildingUI: не назначено здание (Building)!");
enabled = false;
return;
}
UpdateUI();
}
void Update()
{
if (Time.unscaledTime < next) return;
next = Time.unscaledTime + 0.5f;
UpdateUI();
}
void UpdateUI()
{
if (stokText != null)
bool workplace = building.IsWorkplace;
if (progressBar != null && progressBar.gameObject.activeSelf != workplace) progressBar.gameObject.SetActive(workplace);
if (!workplace)
{
stokText.text = $"{building.GetCurrentStock():F1} / {building.GetMaxCapacity()}";
}
if (progressBar != null)
{
float fill = building.GetCurrentStock() / building.GetMaxCapacity();
progressBar.value = Mathf.Clamp01(fill);
if (stokText != null) stokText.text = building.IsHouse ? $"Дом {building.level} ур." : $"{building.level} ур.";
return;
}
float workers = building.GetCurrentStock();
float slots = building.GetMaxCapacity();
if (stokText != null) stokText.text = $"Рабочие {workers:0} / {slots:0}";
if (progressBar != null) progressBar.value = slots > 0 ? Mathf.Clamp01(workers / slots) : 0f;
}
}
-160
View File
@@ -1,160 +0,0 @@
using UnityEngine;
using System.Collections;
<<<<<<< HEAD
using System;
=======
>>>>>>> origin/main
public class ResourceCollector : MonoBehaviour
{
[Header("Что производит это здание")]
public ResourceType resourceType;
[Tooltip("База награды за клик (используется для расчета множителя уровня)")]
public float amountPerClick = 10f;
[Header("Параметры хранилища")]
[Tooltip("Максимальная вместимость")]
public float maxCapacity = 100f;
[Tooltip("Текущий запас (меняется автоматически)")]
public float currentStock = 0f;
[Header("Уровень здания")]
public int level = 1;
public float perLevelMultiplier = 1.2f;
private ResourceManager _manager;
private bool isRecharging = false;
void Awake()
{
_manager = ResourceManager.Instance;
if (_manager == null)
{
Debug.LogError($"{gameObject.name}: ResourceManager не найден!");
enabled = false;
return;
}
currentStock = 0f;
}
// НОВЫЙ МЕТОД: Чтобы UI мог спрашивать: "Сколько там сейчас?"
public float GetCurrentStock()
{
return currentStock;
}
public float GetMaxCapacity()
{
return maxCapacity;
}
void OnMouseDown()
{
<<<<<<< HEAD
// Если уже идёт восстановление — ничего не делаем
if (isRecharging)
{
Debug.Log($"[КЛИК] {gameObject.name}: уже идёт восстановление, ждём.");
return;
}
// Если запас есть — забираем ресурсы
if (currentStock > 0)
{
float finalAmount = amountPerClick * Mathf.Pow(perLevelMultiplier, level - 1);
float reward = currentStock; // берём всё, что накопилось
_manager.AddResource(resourceType, reward);
currentStock = 0f;
Debug.Log($"[СБОР] Получено {reward:F1} {resourceType}. Запас сброшен в 0.");
// Сразу запускаем восстановление после сбора
=======
if (currentStock <= 0)
{
Debug.Log($"[КЛИК] {gameObject.name} пуст. Идет восстановление...");
return;
}
float finalAmount = amountPerClick * Mathf.Pow(perLevelMultiplier, level - 1);
// Отдаем всё, что накопилось
float reward = currentStock;
_manager.AddResource(resourceType, reward);
// СБРОС В НОЛЬ
currentStock = 0f;
Debug.Log($"[СБОР] Получено {reward:F1} {resourceType}. Запас сброшен в 0.");
>>>>>>> origin/main
if (!isRecharging)
{
StartCoroutine(RechargeRoutine());
}
}
<<<<<<< HEAD
else
{
// Если запаса нет и восстановление ещё не запущено — запускаем его
Debug.Log($"[КЛИК] {gameObject.name} пуст, запускаем восстановление.");
if (!isRecharging)
{
StartCoroutine(RechargeRoutine());
}
}
}
System.Collections.IEnumerator RechargeRoutine()
{
if (isRecharging) yield break;
isRecharging = true;
float rechargeRate = 5f; // единиц в секунду
float timeToFill = (maxCapacity - currentStock) / rechargeRate;
float elapsed = 0f;
while (elapsed < timeToFill)
{
elapsed += Time.deltaTime;
float progress = Mathf.Clamp01(elapsed / timeToFill);
currentStock = Mathf.Lerp(currentStock, maxCapacity, progress);
yield return null;
}
currentStock = maxCapacity;
isRecharging = false;
Debug.Log($"[ГОТОВО] {gameObject.name} полностью заполнен!");
}
=======
System.Collections.IEnumerator RechargeRoutine()
{
if (isRecharging) yield break;
isRecharging = true;
float rechargeRate = 5f; // Единиц в секунду
while (currentStock < maxCapacity)
{
currentStock += rechargeRate * Time.deltaTime;
if (currentStock > maxCapacity) currentStock = maxCapacity;
yield return null;
}
isRecharging = false;
Debug.Log($"[ГОТОВО] {gameObject.name} полностью заполнен!");
}
>>>>>>> origin/main
public void Upgrade()
{
level++;
Debug.Log($"[АПГРЕЙД] Уровень {level}");
}
}
-88
View File
@@ -1,88 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
// Центральное хранилище всех ресурсов игрока.
// Один объект на сцену (Singleton) -- любой скрипт обращается через ResourceManager.Instance
public enum ResourceType
{
Power, // "сила" -- как в референсе HUD
Food,
Wood,
Stone,
Iron,
Gold,
Gems
}
public class ResourceManager : MonoBehaviour
{
public static ResourceManager Instance { get; private set; }
// Событие: вызывается каждый раз, когда любой ресурс меняется.
// UI подписывается на него, чтобы обновлять текст автоматически, без Update() каждый кадр.
public event Action<ResourceType, float> OnResourceChanged;
[Header("Стартовые значения (для теста/баланса)")]
public float startWood = 0f;
public float startStone = 0f;
public float startIron = 0f;
public float startFood = 0f;
public float startGold = 0f;
public float startGems = 0f;
public float startPower = 0f;
private Dictionary<ResourceType, float> resources = new Dictionary<ResourceType, float>();
void Awake()
{
// Классический паттерн Singleton: если уже есть экземпляр -- уничтожаем дубликат
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject); // менеджер ресурсов должен жить между сценами (меню -> игра)
resources[ResourceType.Wood] = startWood;
resources[ResourceType.Stone] = startStone;
resources[ResourceType.Iron] = startIron;
resources[ResourceType.Food] = startFood;
resources[ResourceType.Gold] = startGold;
resources[ResourceType.Gems] = startGems;
resources[ResourceType.Power] = startPower;
}
// Добавить ресурс (можно и отрицательное число -- для трат)
public void AddResource(ResourceType type, float amount)
{
if (!resources.ContainsKey(type))
resources[type] = 0f;
resources[type] += amount;
if (resources[type] < 0f) resources[type] = 0f; // ресурс не уходит в минус
OnResourceChanged?.Invoke(type, resources[type]);
}
// Проверить, хватает ли ресурса (для трат/построек в будущем)
public bool HasEnough(ResourceType type, float amount)
{
return GetResource(type) >= amount;
}
// Попробовать потратить -- вернёт false, если не хватило (и ничего не спишет)
public bool TrySpend(ResourceType type, float amount)
{
if (!HasEnough(type, amount)) return false;
AddResource(type, -amount);
return true;
}
public float GetResource(ResourceType type)
{
return resources.TryGetValue(type, out float value) ? value : 0f;
}
}
@@ -1,56 +0,0 @@
using Unity.Microsoft.GDK;
using UnityEngine;
// Вешается на ЛЮБОЕ здание (лесопилка, каменоломня, шахта) -- настраиваешь
// в Inspector, какой ресурс и сколько оно производит. Один скрипт на все типы построек.
//
// ПРИМЕР НАСТРОЙКИ:
// Лесопилка: resourceType = Wood, amountPerTick = 5, tickInterval = 3
// Каменоломня: resourceType = Stone, amountPerTick = 4, tickInterval = 3
// Шахта: resourceType = Iron, amountPerTick = 2, tickInterval = 4 (руда добывается медленнее)
public class ResourceProducer : MonoBehaviour
{
[Header("Что производит это здание")]
public ResourceType resourceType;
public float amountPerTick = 1f;
public float tickInterval = 3f; // секунд между "тиками" производства
[Header("Уровень здания (для будущего апгрейда)")]
public int level = 1;
[Tooltip("Множитель производства за каждый уровень выше первого")]
public float perLevelMultiplier = 1.2f;
private float timer;
void Update()
{
timer += Time.deltaTime;
if (timer >= tickInterval)
{
timer -= tickInterval;
Produce();
}
}
void Produce()
{
if (ResourceManager.Instance == null)
{
Debug.LogWarning($"{gameObject.name}: ResourceManager.Instance не найден. " +
"Убедись, что на сцене есть объект с компонентом ResourceManager.");
return;
}
float finalAmount = amountPerTick * Mathf.Pow(perLevelMultiplier, level - 1);
ResourceManager.Instance.AddResource(resourceType, finalAmount);
Debug.Log($"{gameObject.name} произвел {finalAmount} {resourceType}. Итого: {ResourceManager.Instance.GetResource(resourceType)}");
}
// Вызывай при апгрейде здания (кнопка "улучшить" повесишь позже)
public void Upgrade()
{
level++;
}
}
+67 -46
View File
@@ -1,71 +1,92 @@
using UnityEngine;
using TMPro;
// Ресурс на верхней панели (этап 1): "запас / лимит" и прирост в час.
// - Дерево, камень, металл, золото, еда, кристаллы: "820 / 1000" и строкой ниже "+50/ч" (у еды -- добыча минус расход);
// - Люди: "300 / 350" (население / предел жилья) и прирост людей в час.
// Числа без сокращений 1.2K / 1.5M: по документу нормальный масштаб -- сотни и тысячи.
[RequireComponent(typeof(TMP_Text))]
public class ResourceUIText : MonoBehaviour
{
public ResourceType resourceType;
[Tooltip("Сокращать большие числа (1200 -> 1.2K, 1500000 -> 1.5M), как на референсе HUD")]
public bool useShortFormat = true;
[Tooltip("Показывать лимит склада: \"820 / 1000\"")]
public bool showCapacity = true;
[Tooltip("Показывать прирост в час второй строкой: \"+50/ч\"")]
public bool showRate = true;
[Tooltip("Устарело (этап 1): сокращения 1.2K / 1.5M убраны")]
[HideInInspector] public bool useShortFormat;
private TMP_Text label;
private float next;
private string lastText;
void Awake()
{
label = GetComponent<TMP_Text>();
// В сцене на ячейках дерева, камня, металла, золота и кристалла по ошибке висит второй такой же компонент
// с типом "Люди" -- он перебивал число ресурса. Если рядом есть компонент с настоящим ресурсом -- выключаемся.
if (resourceType == ResourceType.Population)
{
foreach (var other in GetComponents<ResourceUIText>())
{
if (other != this && other.resourceType != ResourceType.Population)
{
enabled = false;
return;
}
}
}
}
void OnEnable()
{
// Ждём, пока ResourceManager точно проинициализируется (Awake порядок не гарантирован)
if (ResourceManager.Instance != null)
next = 0f;
}
void Update()
{
if (Time.unscaledTime < next) return;
next = Time.unscaledTime + 0.5f;
Refresh();
}
void Refresh()
{
string text = BuildText();
if (text == lastText) return;
lastText = text;
label.text = text;
}
string BuildText()
{
// Люди -- из модуля Населения
if (resourceType == ResourceType.Population && GameServices.TryGet(out IPopulation pop))
{
Subscribe();
}
else
{
Invoke(nameof(TrySubscribeDelayed), 0.1f);
string value = showCapacity ? $"{pop.Total} / {pop.HousingCap}" : pop.Total.ToString();
return showRate ? value + RateLine(pop.GrowthPerHour) : value;
}
if (!GameServices.TryGet(out IEconomy economy)) return "0";
int amount = Mathf.FloorToInt(economy.Get(resourceType));
float cap = economy.GetCapacity(resourceType);
string main = showCapacity && !float.IsInfinity(cap) ? $"{amount} / {Mathf.RoundToInt(cap)}" : amount.ToString();
if (!showRate || resourceType == ResourceType.Power) return main;
float rate = GameServices.TryGet(out IProduction production) ? production.RatePerHour(resourceType) : 0f;
if (resourceType == ResourceType.Food && GameServices.TryGet(out IPopulation p)) rate -= p.FoodPerHour;
if (resourceType == ResourceType.Gems) return main; // кристалл не добывается рабочими (разломы на карте мира)
return main + RateLine(rate);
}
void TrySubscribeDelayed()
static string RateLine(float rate)
{
if (ResourceManager.Instance != null)
Subscribe();
}
void Subscribe()
{
ResourceManager.Instance.OnResourceChanged += HandleResourceChanged;
// сразу показать текущее значение при старте, не дожидаясь первого изменения
UpdateText(ResourceManager.Instance.GetResource(resourceType));
}
void OnDisable()
{
if (ResourceManager.Instance != null)
ResourceManager.Instance.OnResourceChanged -= HandleResourceChanged;
}
void HandleResourceChanged(ResourceType type, float newValue)
{
if (type != resourceType) return; // реагируем только на "свой" ресурс
UpdateText(newValue);
}
void UpdateText(float value)
{
label.text = useShortFormat ? FormatShort(value) : Mathf.FloorToInt(value).ToString();
}
string FormatShort(float value)
{
if (value >= 1_000_000f)
return (value / 1_000_000f).ToString("0.#") + "M";
if (value >= 1_000f)
return (value / 1_000f).ToString("0.#") + "K";
return Mathf.FloorToInt(value).ToString();
string color = rate < 0 ? "#ff8a80" : "#9be29b";
string sign = rate > 0 ? "+" : "";
return $"\n<size=60%><color={color}>{sign}{rate:0.#}/ч</color></size>";
}
}
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+73
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using System.Collections.Generic;
using UnityEngine;
using TMPro;
// КАЗАРМЫ -- здание для найма войск.
// - Без казарм нанимать войска нельзя.
// - Каждые казармы дают +1 место в очереди обучения (1 казармы = 3 места, максимум 5).
// - Нажатие на казармы открывает панель "Войска" (найм).
// - Над зданием подпись: что сейчас обучается и сколько осталось.
// Вешается на префаб Barracks (его создаёт Tools -> Build HUD Panels).
public class Barracks : MonoBehaviour
{
public static readonly List<Barracks> All = new List<Barracks>();
public static int Count { get { return All.Count; } }
// Размер очереди обучения в зависимости от числа казарм
public static int QueueSize { get { return Count == 0 ? 0 : Mathf.Min(5, 2 + Count); } }
TextMeshPro label;
float next;
void OnEnable() { if (!All.Contains(this)) All.Add(this); }
void OnDisable() { All.Remove(this); }
void Start()
{
// подпись над зданием (обычный 3D-текст, не UI)
var go = new GameObject("BarracksLabel");
go.transform.SetParent(transform, false);
var sr = GetComponent<SpriteRenderer>();
float top = sr != null && sr.sprite != null ? sr.sprite.bounds.max.y : 1f;
go.transform.localPosition = new Vector3(0, top + 0.15f, 0);
label = go.AddComponent<TextMeshPro>();
label.fontSize = 3f;
label.alignment = TextAlignmentOptions.Center;
label.rectTransform.sizeDelta = new Vector2(6f, 1.2f);
label.color = Color.white;
label.outlineWidth = 0.2f;
label.outlineColor = Color.black;
var r = label.GetComponent<MeshRenderer>();
if (r != null) r.sortingOrder = (sr != null ? sr.sortingOrder : 0) + 10;
Refresh();
}
void Update()
{
if (Time.unscaledTime < next) return;
next = Time.unscaledTime + 0.5f;
Refresh();
}
void Refresh()
{
if (label == null) return;
var d = GameProgress.Instance.Data;
if (d.training.Count == 0)
{
label.text = "Казармы\n<size=70%>нажмите, чтобы нанять</size>";
return;
}
var o = d.training[0];
label.text = "Казармы\n<size=70%>" + GameData.Troops[o.troopIndex].name + " ×" + o.count + " " +
GameData.FormatTime(GameProgress.Instance.TrainingSecondsLeft(o)) +
(d.training.Count > 1 ? " (+" + (d.training.Count - 1) + ")" : "") + "</size>";
}
void OnMouseDown()
{
if (UIBlocker.IsPointerOverUI()) return;
if (BuildModeController.Instance != null && BuildModeController.Instance.IsActive) return;
if (UIPanelManager.Instance != null) UIPanelManager.Instance.Open("Troops");
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 96f3807928801df4a840181e38da1317
@@ -0,0 +1,67 @@
using UnityEngine;
// Добавляет "Казармы" в список стройки САМ при запуске сцены -- даже если никто не запускал
// Tools -> Build HUD Panels. Если в BuildManager уже есть здание "Казармы" (из Data_Barracks.asset),
// ничего не делает.
//
// Срабатывает после Awake всех объектов, но ДО Start -- то есть раньше, чем GameBootstrap загрузит
// сохранение. Поэтому построенные казармы корректно восстанавливаются из save.json.
public static class BarracksBootstrap
{
public const string BarracksName = "Казармы";
static GameObject runtimeTemplate;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void Init()
{
Ensure();
// при каждом новом входе в город (например, возврат с карты мира) -- снова добавить в новый BuildManager
UnityEngine.SceneManagement.SceneManager.sceneLoaded += (s, m) => Ensure();
}
public static void Ensure()
{
var bm = BuildManager.Instance != null ? BuildManager.Instance : Object.FindAnyObjectByType<BuildManager>();
if (bm == null || bm.allBuildings == null) return;
BuildingData template = null;
foreach (var b in bm.allBuildings)
{
if (b == null) continue;
if (b.buildingName == BarracksName) return; // уже есть
if (template == null && b.prefab != null) template = b;
}
if (template == null) { Debug.LogWarning("[КАЗАРМЫ] Нет ни одного здания-шаблона в BuildManager"); return; }
// Префаб-шаблон в памяти: копия обычного здания без сбора ресурсов, с компонентом Barracks
if (runtimeTemplate == null)
{
runtimeTemplate = Object.Instantiate(template.prefab);
runtimeTemplate.name = "Barracks";
runtimeTemplate.SetActive(false);
Object.DontDestroyOnLoad(runtimeTemplate);
foreach (var c in runtimeTemplate.GetComponents<ResourceCollector>()) Object.DestroyImmediate(c);
foreach (var c in runtimeTemplate.GetComponents<ResourceProducer>()) Object.DestroyImmediate(c);
foreach (var c in runtimeTemplate.GetComponents<BuildingUI>()) Object.DestroyImmediate(c);
for (int i = runtimeTemplate.transform.childCount - 1; i >= 0; i--)
Object.DestroyImmediate(runtimeTemplate.transform.GetChild(i).gameObject); // полоска запаса ресурса
var sr = runtimeTemplate.GetComponent<SpriteRenderer>();
if (sr != null) sr.color = new Color(1f, 0.55f, 0.55f); // пока нет арта -- отличаем цветом
runtimeTemplate.AddComponent<Barracks>();
}
var data = ScriptableObject.CreateInstance<BuildingData>();
data.name = "Data_Barracks_Runtime";
data.buildingName = BarracksName;
data.icon = template.icon;
data.prefab = runtimeTemplate;
data.requiredTownHallLevel = 1;
data.cost = new[]
{
new ResourceCost { type = ResourceType.Wood, amount = 300 },
new ResourceCost { type = ResourceType.Stone, amount = 200 },
};
bm.allBuildings.Add(data);
Debug.Log("[КАЗАРМЫ] Добавлены в список стройки");
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 27c12847dd0a97744aab16c30fab3f66
@@ -0,0 +1,234 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
// НОВАЯ СХЕМА СТРОЙКИ (как в Rise of Kingdoms):
// 1. Кнопка "СТРОЙКА" включает режим строительства -- появляются свободные участки и подсказка сверху.
// 2. Тап по свободному участку -> окно со зданиями (цена, что доступно по уровню Ратуши).
// 3. "Построить" -> здание встаёт на участок. Режим остаётся включённым, можно строить дальше.
// 4. Кнопка "ВЫЙТИ" (та же кнопка или в подсказке) -- выключает режим, участки снова прячутся.
// Вне режима пустые участки не видны и не мешают, при запуске игры ничего не открывается.
//
// Вешается билдером (Tools -> Build HUD Panels) на HUD_Canvas, кнопка Nav_Build вызывает ToggleMode().
public class BuildModeController : MonoBehaviour
{
public static BuildModeController Instance { get; private set; }
[Tooltip("Кнопка HUD, которая включает/выключает режим (надпись меняется сама)")]
public Button modeButton;
[Tooltip("Старое меню стройки -- прячем, оно больше не используется")]
public GameObject legacyBuildMenu;
public bool IsActive { get; private set; }
GameObject banner;
GameObject chooser;
Vector2 downPos;
bool downOverUI;
float nextVisualRefresh;
static readonly Color SlotColor = new Color(0.3f, 1f, 0.4f, 0.75f);
void Awake() { Instance = this; }
void OnDestroy() { if (Instance == this) Instance = null; }
void Start()
{
if (legacyBuildMenu != null) legacyBuildMenu.SetActive(false);
SetMode(false);
}
public void ToggleMode() { SetMode(!IsActive); }
public void SetMode(bool active)
{
IsActive = active;
CloseChooser();
ApplySlotVisuals();
UpdateButtonLabel();
if (banner != null) { Destroy(banner); banner = null; }
if (active)
{
if (UIPanelManager.Instance != null) UIPanelManager.Instance.CloseAll();
banner = CreateBanner();
if (FreeSlots().Count == 0) UIKit.Toast("Свободных участков нет. Улучшайте Ратушу и сносите старое.");
}
}
void Update()
{
if (Time.unscaledTime >= nextVisualRefresh)
{
nextVisualRefresh = Time.unscaledTime + 0.3f;
ApplySlotVisuals(); // участки могли освободиться/заняться (снос, загрузка сохранения)
}
if (!IsActive) return;
// открыли любую панель HUD -- выходим из режима стройки
if (UIPanelManager.Instance != null && UIPanelManager.Instance.CurrentId != "") { SetMode(false); return; }
if (chooser != null) return;
// Тап = нажали и отпустили почти на том же месте (чтобы перетаскивание камеры не считалось тапом)
if (Input.GetMouseButtonDown(0))
{
downPos = Input.mousePosition;
downOverUI = UIBlocker.IsPointerOverUI();
}
if (Input.GetMouseButtonUp(0))
{
Vector2 up = Input.mousePosition;
if (downOverUI || UIBlocker.IsPointerOverUI() || (up - downPos).magnitude > 25f) return;
HandleTap(up);
}
}
void HandleTap(Vector2 screenPos)
{
if (BuildManager.Instance == null) return;
var slot = BuildManager.Instance.SlotAtScreen(screenPos);
if (slot == null) return;
if (slot.isOccupied)
{
var id = slot.occupyingBuilding != null ? slot.occupyingBuilding.GetComponent<PlacedBuildingId>() : null;
UIKit.Toast("Участок занят" + (id != null ? ": " + id.buildingName : ""));
return;
}
OpenChooser(slot);
}
// ---------------- участки ----------------
List<BuildSlot> FreeSlots()
{
var list = new List<BuildSlot>();
foreach (var s in FindObjectsByType<BuildSlot>(FindObjectsSortMode.None)) if (!s.isOccupied) list.Add(s);
return list;
}
void ApplySlotVisuals()
{
foreach (var s in FindObjectsByType<BuildSlot>(FindObjectsSortMode.None))
{
var sr = s.GetComponent<SpriteRenderer>();
if (sr == null) continue;
bool show = IsActive && !s.isOccupied;
if (sr.enabled != show) sr.enabled = show;
if (show) sr.color = SlotColor;
}
}
// ---------------- окно выбора здания ----------------
void OpenChooser(BuildSlot slot)
{
CloseChooser();
var bm = BuildManager.Instance;
GameObject root;
var card = UIKit.Modal("Что построить?", out root);
chooser = root;
// окно фиксированного размера с прокруткой, чтобы влезало на любом экране
var fit = card.GetComponent<ContentSizeFitter>();
if (fit != null) DestroyImmediate(fit);
card.anchorMin = new Vector2(0.08f, 0.08f); card.anchorMax = new Vector2(0.92f, 0.92f);
card.offsetMin = Vector2.zero; card.offsetMax = Vector2.zero;
int th = TownHall.Instance != null ? TownHall.Instance.currentLevel : 1;
UIKit.Text(card, "Участок: " + slot.name + " • Ратуша " + th + " ур.", 24, UIKit.Theme.TextDim, TextAlignmentOptions.Center);
var holder = UIKit.Make("ListHolder", card);
UIKit.Size(holder, -1, -1).flexibleHeight = 1;
ScrollRect scroll;
var list = UIKit.ScrollList(holder, out scroll, 10);
// доступные сверху, закрытые по уровню Ратуши -- ниже
var all = new List<BuildingData>(bm.allBuildings);
all.RemoveAll(b => b == null);
all.Sort((a, b) => a.requiredTownHallLevel.CompareTo(b.requiredTownHallLevel));
foreach (var data in all)
{
var d = data;
bool locked = d.requiredTownHallLevel > th;
bool afford = !locked && d.CanAfford();
var row = UIKit.Row(list, 120, 14, locked ? UIKit.Theme.CardDark : UIKit.Theme.Card, 10);
var icon = UIKit.Box(row, d.icon != null ? Color.white : UIKit.Theme.Gray);
if (d.icon != null) { icon.sprite = d.icon; icon.preserveAspect = true; }
UIKit.Size(icon, 100, 100);
var info = UIKit.Card(row, new Color(0, 0, 0, 0), 0, 4);
UIKit.Size(info, -1, -1, 1);
UIKit.Text(info, d.buildingName, 30, locked ? UIKit.Theme.TextDim : UIKit.Theme.Text).fontStyle = FontStyles.Bold;
UIKit.Text(info, locked ? "Откроется на Ратуше " + d.requiredTownHallLevel + " уровня" : CostText(d), 24,
locked ? UIKit.Theme.Gold : UIKit.Theme.TextDim);
string label = locked ? "Закрыто" : (afford ? "Построить" : "Мало ресурсов");
var b = UIKit.Button(row, label, afford ? UIKit.Theme.Green : UIKit.Theme.Gray, () =>
{
if (BuildManager.Instance.BuildOnSlot(d, slot))
{
UIKit.Toast("Построено: " + d.buildingName);
CloseChooser();
ApplySlotVisuals();
if (FreeSlots().Count == 0) SetMode(false);
}
else UIKit.Toast(GameProgress.Instance.MissingText(ToRewards(d.cost)));
}, 230, 90, 26);
b.interactable = !locked;
}
UIKit.Button(card, "Отмена", UIKit.Theme.Gray, CloseChooser, -1, 90, 30);
}
void CloseChooser()
{
if (chooser != null) Destroy(chooser);
chooser = null;
}
static RewardItem[] ToRewards(ResourceCost[] cost)
{
if (cost == null) return new RewardItem[0];
var r = new RewardItem[cost.Length];
for (int i = 0; i < cost.Length; i++) r[i] = new RewardItem(cost[i].type, Mathf.CeilToInt(cost[i].amount));
return r;
}
// Цена по-русски, красным -- чего не хватает
static string CostText(BuildingData d)
{
if (d.cost == null || d.cost.Length == 0) return "Бесплатно";
var parts = new List<string>();
foreach (var c in d.cost)
{
bool ok = ResourceManager.Instance != null && ResourceManager.Instance.HasEnough(c.type, c.amount);
parts.Add("<color=" + (ok ? "#9be59b" : "#ff7a7a") + ">" + GameData.Short(c.amount) + "</color> " + GameData.ResName(c.type));
}
return string.Join(", ", parts.ToArray());
}
// ---------------- подсказка сверху и кнопка ----------------
GameObject CreateBanner()
{
// полоска сверху экрана (не модальная: остальной экран остаётся кликабельным)
var bar = UIKit.Row(UIKit.Overlay, -1, 16, new Color(0.1f, 0.25f, 0.12f, 0.92f), 14);
bar.name = "BuildModeBanner";
bar.anchorMin = new Vector2(0.15f, 1); bar.anchorMax = new Vector2(0.85f, 1);
bar.pivot = new Vector2(0.5f, 1);
bar.sizeDelta = new Vector2(0, 110); bar.anchoredPosition = new Vector2(0, -150);
var t = UIKit.Text(bar, "РЕЖИМ СТРОЙКИ: нажмите на зелёный участок", 30, Color.white, TextAlignmentOptions.Left);
UIKit.Size(t, -1, -1, 1);
UIKit.Button(bar, "Выйти", UIKit.Theme.Red, () => SetMode(false), 180, 80, 28);
return bar.gameObject;
}
void UpdateButtonLabel()
{
if (modeButton == null) return;
var t = modeButton.GetComponentInChildren<TextMeshProUGUI>();
if (t != null) t.text = IsActive ? "ГОТОВО" : "СТРОЙКА";
}
}
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using System;
using System.Collections.Generic;
using UnityEngine;
// ВСЕ ИГРОВЫЕ ТАБЛИЦЫ В ОДНОМ МЕСТЕ: задания, войска, награды, магазин, событие.
// Баланс правится здесь -- числа, названия, награды. Логика лежит в GameProgress и панелях.
[Serializable]
public class RewardItem
{
public ResourceType type;
public int amount;
public RewardItem() { }
public RewardItem(ResourceType type, int amount) { this.type = type; this.amount = amount; }
}
public enum QuestKind
{
TownHallLevel, // улучшить Ратушу до уровня N
BuildingsBuilt, // построить N зданий
Collect, // собрать N ресурса
BattlesWon, // выиграть N боёв
TroopsTrained, // обучить N воинов
HeroLevel, // герой N уровня
ArenaFights, // N боёв на арене
PlayerLevel, // уровень игрока N
Login, // зайти в игру (ежедневное)
WorldMarches, // отправить N походов на глобальной карте
WorldWins, // победить N раз на глобальной карте
BarracksBuilt // построить N казарм
}
public class QuestDef
{
public string id;
public string title;
public QuestKind kind;
public ResourceType resource;
public int target;
public int xp;
public RewardItem[] rewards;
public QuestDef(string id, string title, QuestKind kind, int target, int xp, params RewardItem[] rewards)
{
this.id = id; this.title = title; this.kind = kind; this.target = target; this.xp = xp; this.rewards = rewards;
}
public QuestDef Res(ResourceType r) { resource = r; return this; }
}
public class TroopDef
{
public string name;
public string description;
public int power; // сила одного воина
public float secondsPerUnit; // время обучения одного
public int requiredTownHall;
public RewardItem[] cost; // цена одного воина
public Color color;
public TroopDef(string name, string description, int power, float seconds, int th, Color color, params RewardItem[] cost)
{
this.name = name; this.description = description; this.power = power; secondsPerUnit = seconds;
requiredTownHall = th; this.color = color; this.cost = cost;
}
}
public class ShopItemDef
{
public string id;
public string title;
public RewardItem[] gives;
public ResourceType priceType;
public int price; // 0 = бесплатно
public int dailyLimit; // 0 = без лимита
public bool comingSoon; // покупка за реальные деньги -- пока недоступна
public string priceLabel;
public ShopItemDef(string id, string title, ResourceType priceType, int price, int dailyLimit, params RewardItem[] gives)
{
this.id = id; this.title = title; this.priceType = priceType; this.price = price; this.dailyLimit = dailyLimit; this.gives = gives;
}
}
public static class GameData
{
// ---------- Названия ресурсов на русском ----------
public static string ResName(ResourceType t)
{
switch (t)
{
case ResourceType.Population: return "Люди";
case ResourceType.Food: return "Еда";
case ResourceType.Wood: return "Дерево";
case ResourceType.Stone: return "Камень";
case ResourceType.Iron: return "Железо";
case ResourceType.Gold: return "Золото";
case ResourceType.Gems: return "Кристаллы";
case ResourceType.Power: return "Сила";
}
return t.ToString();
}
public static Color ResColor(ResourceType t)
{
switch (t)
{
case ResourceType.Food: return new Color(0.85f, 0.45f, 0.3f);
case ResourceType.Wood: return new Color(0.6f, 0.4f, 0.2f);
case ResourceType.Stone: return new Color(0.6f, 0.6f, 0.65f);
case ResourceType.Iron: return new Color(0.45f, 0.55f, 0.7f);
case ResourceType.Gold: return new Color(1f, 0.8f, 0.2f);
case ResourceType.Gems: return new Color(0.4f, 0.85f, 1f);
case ResourceType.Power: return new Color(1f, 0.4f, 0.3f);
}
return new Color(0.8f, 0.8f, 0.8f);
}
static RewardItem R(ResourceType t, int a) { return new RewardItem(t, a); }
// ---------- Опыт игрока ----------
public static int XpToNextLevel(int level) { return 100 + (level - 1) * 80; }
public const int MaxPlayerLevel = 60;
// ---------- Основные задания (цепочка) ----------
public static readonly List<QuestDef> MainQuests = new List<QuestDef>
{
new QuestDef("m_collect_wood_1", "Собрать 200 дерева", QuestKind.Collect, 200, 30, R(ResourceType.Gold, 200)).Res(ResourceType.Wood),
new QuestDef("m_collect_food_1", "Собрать 200 еды", QuestKind.Collect, 200, 30, R(ResourceType.Gold, 200)).Res(ResourceType.Food),
new QuestDef("m_build_1", "Построить первое здание", QuestKind.BuildingsBuilt, 1, 50, R(ResourceType.Wood, 300), R(ResourceType.Stone, 200)),
new QuestDef("m_barracks", "Построить Казармы", QuestKind.BarracksBuilt, 1, 50, R(ResourceType.Food, 300), R(ResourceType.Wood, 200)),
new QuestDef("m_train_10", "Обучить 10 воинов", QuestKind.TroopsTrained, 10, 50, R(ResourceType.Food, 400)),
new QuestDef("m_battle_1", "Выиграть первый бой", QuestKind.BattlesWon, 1, 60, R(ResourceType.Gems, 30)),
new QuestDef("m_world_send", "Отправить армию в поход на карте мира", QuestKind.WorldMarches, 1, 60, R(ResourceType.Food, 500)),
new QuestDef("m_world_win", "Разграбить поселение на карте мира", QuestKind.WorldWins, 1, 100, R(ResourceType.Gems, 50), R(ResourceType.Gold, 500)),
new QuestDef("m_hero_3", "Герой 3 уровня", QuestKind.HeroLevel, 3, 60, R(ResourceType.Gold, 500)),
new QuestDef("m_th_2", "Ратуша 2 уровня", QuestKind.TownHallLevel, 2, 100, R(ResourceType.Gems, 50), R(ResourceType.Stone, 500)),
new QuestDef("m_build_3", "Построить 3 здания", QuestKind.BuildingsBuilt, 3, 80, R(ResourceType.Wood, 600), R(ResourceType.Iron, 200)),
new QuestDef("m_arena_1", "Сразиться на арене", QuestKind.ArenaFights, 1, 60, R(ResourceType.Gems, 20)),
new QuestDef("m_collect_stone_1", "Собрать 1000 камня", QuestKind.Collect, 1000, 80, R(ResourceType.Gold, 800)).Res(ResourceType.Stone),
new QuestDef("m_train_100", "Обучить 100 воинов", QuestKind.TroopsTrained, 100, 120, R(ResourceType.Food, 1500), R(ResourceType.Gems, 30)),
new QuestDef("m_battle_5", "Выиграть 5 боёв", QuestKind.BattlesWon, 5, 150, R(ResourceType.Gems, 60)),
new QuestDef("m_player_5", "Достигнуть 5 уровня", QuestKind.PlayerLevel, 5, 100, R(ResourceType.Gems, 100)),
new QuestDef("m_th_3", "Ратуша 3 уровня", QuestKind.TownHallLevel, 3, 200, R(ResourceType.Gems, 100), R(ResourceType.Iron, 800)),
new QuestDef("m_hero_10", "Герой 10 уровня", QuestKind.HeroLevel, 10, 200, R(ResourceType.Gold, 3000)),
new QuestDef("m_battle_15", "Выиграть 15 боёв", QuestKind.BattlesWon, 15, 300, R(ResourceType.Gems, 150)),
new QuestDef("m_th_5", "Ратуша 5 уровня", QuestKind.TownHallLevel, 5, 400, R(ResourceType.Gems, 250)),
};
// ---------- Ежедневные задания (сбрасываются каждый день) ----------
public static readonly List<QuestDef> DailyQuests = new List<QuestDef>
{
new QuestDef("d_login", "Зайти в игру", QuestKind.Login, 1, 10, R(ResourceType.Gold, 100)),
new QuestDef("d_wood", "Собрать 300 дерева", QuestKind.Collect, 300, 20, R(ResourceType.Food, 200)).Res(ResourceType.Wood),
new QuestDef("d_food", "Собрать 300 еды", QuestKind.Collect, 300, 20, R(ResourceType.Wood, 200)).Res(ResourceType.Food),
new QuestDef("d_train", "Обучить 20 воинов", QuestKind.TroopsTrained, 20, 25, R(ResourceType.Iron, 150)),
new QuestDef("d_battle", "Выиграть 1 бой", QuestKind.BattlesWon, 1, 30, R(ResourceType.Gems, 10)),
new QuestDef("d_arena", "2 боя на арене", QuestKind.ArenaFights, 2, 30, R(ResourceType.Gems, 10)),
new QuestDef("d_world", "Отправить поход на карте мира", QuestKind.WorldMarches, 1, 25, R(ResourceType.Gold, 200)),
};
// ---------- Войска ----------
public static readonly List<TroopDef> Troops = new List<TroopDef>
{
new TroopDef("Пехота", "Дешёвые и надёжные бойцы ближнего боя.", 4, 3f, 1, new Color(0.55f, 0.6f, 0.7f),
R(ResourceType.Food, 20), R(ResourceType.Wood, 10)),
new TroopDef("Лучники", "Бьют издалека, хороши против пехоты.", 5, 4f, 1, new Color(0.45f, 0.7f, 0.4f),
R(ResourceType.Food, 15), R(ResourceType.Wood, 25)),
new TroopDef("Кавалерия", "Быстрые и сильные всадники.", 9, 7f, 2, new Color(0.75f, 0.55f, 0.3f),
R(ResourceType.Food, 40), R(ResourceType.Iron, 15)),
new TroopDef("Осадные", "Катапульты: огромная сила, долгая сборка.", 16, 12f, 3, new Color(0.7f, 0.35f, 0.35f),
R(ResourceType.Wood, 60), R(ResourceType.Stone, 40), R(ResourceType.Iron, 30)),
};
// Размер очереди обучения зависит от числа казарм: см. Barracks.QueueSize
// ---------- Герой ----------
public static int HeroMaxLevel(int townHallLevel) { return Mathf.Min(50, Mathf.Max(1, townHallLevel) * 5); }
public static int HeroAttack(int lvl) { return 10 + (lvl - 1) * 5; }
public static int HeroDefense(int lvl) { return 8 + (lvl - 1) * 4; }
public static int HeroArmyBonusPercent(int lvl) { return lvl * 2; }
public static int HeroPower(int lvl) { return 60 + lvl * 40; }
public static RewardItem[] HeroUpgradeCost(int lvl)
{
float m = Mathf.Pow(1.35f, lvl - 1);
return new[] { R(ResourceType.Gold, Mathf.RoundToInt(100 * m)), R(ResourceType.Food, Mathf.RoundToInt(150 * m)) };
}
public static readonly int[] HeroSkillLevels = { 1, 5, 10, 20, 35 };
public static readonly string[] HeroSkillNames =
{
"Боевой клич: +5% к силе армии",
"Железная стена: +10% защиты войск",
"Вдохновение: +10% к наградам за бой",
"Стратег: потери в бою -20%",
"Легенда: +15% к силе армии",
};
// ---------- Кампания (вкладка "Бой") ----------
public static readonly string[] EnemyNames =
{
"Лагерь разбойников", "Волчье логово", "Застава мародёров", "Гоблинский форт", "Тёмная роща",
"Пиратская бухта", "Крепость орков", "Проклятые руины", "Логово тролля", "Цитадель некроманта"
};
public static string StageName(int stage) { return EnemyNames[(stage - 1) % EnemyNames.Length] + (stage > EnemyNames.Length ? " II" : ""); }
public static int StageEnemyPower(int stage) { return Mathf.RoundToInt(80f * Mathf.Pow(1.22f, stage - 1)); }
public static RewardItem[] StageRewards(int stage)
{
return new[]
{
R(ResourceType.Gold, 60 + stage * 25),
R(ResourceType.Food, 80 + stage * 30),
R(ResourceType.Iron, 20 + stage * 10),
};
}
public static int StageXp(int stage) { return 20 + stage * 6; }
public static int StageGems(int stage) { return stage % 5 == 0 ? 25 : 0; } // каждый 5-й этап -- кристаллы
// ---------- Арена ----------
public const int ArenaMaxTickets = 5;
public const int ArenaTicketMinutes = 20;
public static readonly string[] BotNames =
{
"Ярослав", "Мирон", "Север", "Ведана", "Ратибор", "Злата", "Горыня", "Любава", "Святогор", "Огнеслав",
"Ingvar", "Sigrun", "Bjorn", "Astrid", "Leif", "Ragnar", "Freya", "Ulf", "Helga", "Torvald"
};
public static string ArenaLeague(int rating)
{
if (rating < 1100) return "Бронза";
if (rating < 1300) return "Серебро";
if (rating < 1600) return "Золото";
if (rating < 2000) return "Платина";
return "Алмаз";
}
// ---------- Ежедневная награда за вход (7 дней) ----------
public static readonly RewardItem[][] LoginRewards =
{
new[] { R(ResourceType.Gold, 500) },
new[] { R(ResourceType.Food, 1000) },
new[] { R(ResourceType.Wood, 800), R(ResourceType.Stone, 500) },
new[] { R(ResourceType.Gems, 50) },
new[] { R(ResourceType.Iron, 600) },
new[] { R(ResourceType.Gold, 2000) },
new[] { R(ResourceType.Gems, 200) },
};
// ---------- Магазин ----------
public static readonly List<ShopItemDef> ShopItems = BuildShop();
static List<ShopItemDef> BuildShop()
{
var list = new List<ShopItemDef>
{
new ShopItemDef("free_chest", "Бесплатный сундук (раз в день)", ResourceType.Gems, 0, 1),
new ShopItemDef("wood_1k", "Пакет дерева", ResourceType.Gems, 50, 5, R(ResourceType.Wood, 1000)),
new ShopItemDef("stone_1k", "Пакет камня", ResourceType.Gems, 50, 5, R(ResourceType.Stone, 1000)),
new ShopItemDef("food_15", "Пакет еды", ResourceType.Gems, 50, 5, R(ResourceType.Food, 1500)),
new ShopItemDef("iron_500", "Пакет железа", ResourceType.Gems, 60, 5, R(ResourceType.Iron, 500)),
new ShopItemDef("gold_1k", "Мешок золота", ResourceType.Gems, 80, 3, R(ResourceType.Gold, 1000)),
new ShopItemDef("gems_10", "Обмен золота на кристаллы", ResourceType.Gold, 1000, 3, R(ResourceType.Gems, 10)),
};
var p1 = new ShopItemDef("iap_small", "Горсть кристаллов", ResourceType.Gems, 0, 0, R(ResourceType.Gems, 500));
p1.comingSoon = true; p1.priceLabel = "99 руб.";
var p2 = new ShopItemDef("iap_big", "Сундук кристаллов", ResourceType.Gems, 0, 0, R(ResourceType.Gems, 3000));
p2.comingSoon = true; p2.priceLabel = "499 руб.";
list.Add(p1); list.Add(p2);
return list;
}
// Содержимое бесплатного сундука (выбирается случайно)
public static readonly RewardItem[] FreeChestPool =
{
R(ResourceType.Wood, 500), R(ResourceType.Stone, 400), R(ResourceType.Food, 600),
R(ResourceType.Iron, 250), R(ResourceType.Gold, 400), R(ResourceType.Gems, 15),
};
// ---------- Еженедельное событие ----------
public const string EventTitle = "Сбор войск";
public const string EventDescription =
"Очки события даются за: победу в бою (+10), разграбление на карте мира (+15), бой на арене (+5), выполненное задание (+20), каждые 5 обученных воинов (+1).";
public static readonly int[] EventTiers = { 50, 150, 300, 500, 800 };
public static readonly RewardItem[][] EventTierRewards =
{
new[] { R(ResourceType.Gold, 500) },
new[] { R(ResourceType.Food, 1500), R(ResourceType.Wood, 1000) },
new[] { R(ResourceType.Gems, 50) },
new[] { R(ResourceType.Iron, 1500), R(ResourceType.Gold, 2000) },
new[] { R(ResourceType.Gems, 200) },
};
// ---------- Текст наград ----------
public static string RewardsText(RewardItem[] rewards)
{
if (rewards == null || rewards.Length == 0) return "";
var parts = new List<string>();
foreach (var r in rewards) parts.Add(Short(r.amount) + " " + ResName(r.type));
return string.Join(", ", parts.ToArray());
}
public static string Short(float value)
{
if (value >= 1000000f) return (value / 1000000f).ToString("0.#") + "M";
if (value >= 10000f) return (value / 1000f).ToString("0.#") + "K";
return Mathf.FloorToInt(value).ToString();
}
public static string FormatTime(double seconds)
{
if (seconds < 0) seconds = 0;
TimeSpan t = TimeSpan.FromSeconds(Math.Ceiling(seconds));
if (t.TotalDays >= 1) return string.Format("{0}д {1}ч", (int)t.TotalDays, t.Hours);
if (t.TotalHours >= 1) return string.Format("{0}ч {1:00}м", (int)t.TotalHours, t.Minutes);
return string.Format("{0:00}:{1:00}", t.Minutes, t.Seconds);
}
}

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