diff --git a/Assets/EntryUI.cs b/Assets/EntryUI.cs new file mode 100644 index 0000000..45a696f --- /dev/null +++ b/Assets/EntryUI.cs @@ -0,0 +1,38 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEditor.SearchService; +using UnityEngine; +using UnityEngine.UI; +public class EntryUI : MonoBehaviour +{ + public FleetManager fleetManager; + public Text fleetNameText; + public Text fleetStrengthText; + public Text NumberText; + public Text Location; + public Text IDText; + public Camera Camera; + + public void SetEntryInfo(Fleet fleet, FleetManager fleetManager) + { + this.fleetManager = fleetManager; + fleetNameText.text = fleet.Name; + fleetStrengthText.text = fleet.GetStrength().ToString(); + NumberText.text = fleet.GetNumberOfShips().ToString(); + this.Camera = Camera.main; + } + public void MoveCameraToFleet() + { + + Vector3 v= new Vector3(); + v.x = fleetManager.Fleets[Int32.Parse(IDText.text)].transform.position.x; + v.y = fleetManager.Fleets[Int32.Parse(IDText.text)].transform.position.y; + v.z = Camera.transform.position.z; + Camera.transform.localPosition = v; + } + public void SelectFleet() + { + this.fleetManager.selectedFleet = this.fleetManager.Fleets[Int32.Parse(IDText.text)]; + } +} diff --git a/Assets/FleetUI.cs b/Assets/FleetUI.cs new file mode 100644 index 0000000..d825512 --- /dev/null +++ b/Assets/FleetUI.cs @@ -0,0 +1,74 @@ +using System.Collections; +using System.Collections.Generic; +using Unity.VisualScripting; +using UnityEditor.UIElements; +using UnityEngine; +using UnityEngine.UI; +using static UnityEngine.EventSystems.EventTrigger; + +public class FleetUI : MonoBehaviour +{ + public GameObject UI; //Container for every UI part + public GameObject Camera; + public GameObject entryPrefab; // Prefab for the entry UI element + public Transform contentParent; // Parent transform for the content area + public List EntryList; + + + public FleetManager fleetManager; + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + public void SwitchFleetManagerUI() + { + if (UI.activeInHierarchy == true) + { + + DeleteOldEntries(); + UI.SetActive(false); + } + else + { + UpdateUI(); + UI.SetActive(true); + + } + } + void DeleteOldEntries() + { + foreach (GameObject f in EntryList) + { + Destroy(f); + } + EntryList.Clear(); + } + public void UpdateUI() + { + DeleteOldEntries(); + fleetManager.UpdateFleetsList(); + + Vector3 v = new Vector3(); + int id = 0; + foreach (Fleet fleet in fleetManager.Fleets) + { + GameObject entryObject = Instantiate(entryPrefab, contentParent); + EntryList.Add(entryObject); + v.y = (-1) * id * (entryPrefab.GetComponent().sizeDelta.y); + entryObject.transform.localPosition = v; + EntryUI entryUI = entryObject.GetComponent(); + + // Set the information for the entry + entryUI.SetEntryInfo(fleet, this.GetComponent()); + entryUI.IDText.text = id.ToString(); + id++; + } + } +} diff --git a/Assets/Materials/Rot.mat b/Assets/Materials/Rot.mat new file mode 100644 index 0000000..dddc32c --- /dev/null +++ b/Assets/Materials/Rot.mat @@ -0,0 +1,92 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 8 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Rot + m_Shader: {fileID: 10761, guid: 0000000000000000f000000000000000, type: 0} + m_ValidKeywords: [] + m_InvalidKeywords: [] + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - 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curr; + result = path.magnitude; + return result; + } + + public int GetTravelTimeTotal() + { + int result = 0; + result = (int) (this.TravelDistanceTotal / this.GetSpeed()); + return result; + } + + public void SetDestination(GameObject destStarSystem) + { + if(this.CurrentLocation == destStarSystem) + { + return; + } + this.Destination = destStarSystem; + this.TravelDistanceTotal = GetTravelDistanceTotal(); + this.TravelTimeTotal = GetTravelTimeTotal(); + //TODO: make fleet invisible + } + public void Travel() + { + this.TravelTimeTotal--; + if (this.TravelTimeTotal == 0) //fleet arrived + { + //TODO put fleet into ui of destination Star System + this.CurrentLocation = this.Destination; + } + } +} diff --git a/Assets/Scripts/FleetManager.cs b/Assets/Scripts/FleetManager.cs new file mode 100644 index 0000000..d414e65 --- /dev/null +++ b/Assets/Scripts/FleetManager.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FleetManager : MonoBehaviour +{ + + public static int maxSpeed = 10000; + public List Fleets = new(); + public Fleet selectedFleet; + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + } + + public void UpdateFleetsList() + { + for (int i = 0; i < Fleets.Count; i++) + { + if (Fleets[i] ==null || !Fleets[i].isActiveAndEnabled) + { + Fleets.Remove(Fleets[i]); + } + } + } + public void UpdateTravelTime() + { + foreach (Fleet g in Fleets) + { + g.Travel(); + } + } + +} diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs new file mode 100644 index 0000000..58650bc --- /dev/null +++ b/Assets/Scripts/GameManager.cs @@ -0,0 +1,55 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class GameManager : MonoBehaviour +{ + // Array will contain objects which contain all information about all players + public PlayerManager[] playerManagers { get; private set; } + + // Clock which counts seconds until new day and updates playerManagers at new day + public Clock clock; + + public ScienceManager sm; + + public int numberOfPlayers { get; set; } + + void Awake() + { + DontDestroyOnLoad(this.gameObject); + } + + // Start is called before the first frame update + void Start() + { + initPlayerManagers(1); + clock.gameManager = this; + } + + // Update is called once per frame + void Update(){} + + // Initializes numberOfPlayers player managers and puts them into array + public void initPlayerManagers(int numberOfPlayers) + { + this.playerManagers = new PlayerManager[numberOfPlayers]; + for (int i = 0; i < numberOfPlayers; i++) + { + this.playerManagers[i] = new PlayerManager(sm); + } + } + + // Updates game + public void updateGame() + { + if (playerManagers != null) + { + // Simulate day for each player + foreach (var playerManager in playerManagers) + { + playerManager.simulateDay(); + } + } + // TODO update view, do we need to update view? + } +} diff --git a/Assets/Scripts/PlayerManager.cs b/Assets/Scripts/PlayerManager.cs new file mode 100644 index 0000000..e05cfd0 --- /dev/null +++ b/Assets/Scripts/PlayerManager.cs @@ -0,0 +1,94 @@ +using System.Collections; +using System.Collections.Generic; + +public class PlayerManager +{ + // Contains all star systems of player + //private List starSystems = new List(); + + // Contains all fleets of player + //private List fleets = new List(); + + private ScienceManager _scienceManager; + + public int ScienceAcumulated; // this int has to be moved to player manager later + + public enum PlayerColor + { + None, + Red, + Blue, + Green, + Yellow + } + + public PlayerColor PlayerColor2 + { + get + { + return _playerColor; + } + set + { + _playerColor = value; + } + } + + private PlayerColor _playerColor; + + + // Player values + public PlayerValues PlayerAttributes + { + get + { + if (_playerAttributes == null) + { + _playerAttributes = new PlayerValues(); + } + return new PlayerValues(); + } + set + { + _playerAttributes = value; + } + } + + private PlayerValues _playerAttributes; + + public PlayerManager(ScienceManager sm) + { + this._scienceManager = sm; + this._playerAttributes = new PlayerValues(); + } + + // Called by clock over game manager, once per day + public void simulateDay() + { + //if (starSystems != null) + //{ + // Add resources for each part of each starSystem which belongs to this player + //foreach (var starSystem in starSystems) + //{ + // int playerID = this._playerAttributes.id; + // // StarSystem.getComponent