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- # AIScript
- ## ScriptLoader.cs
- ### public static List<AIScript\> LoadAIScripts()
- * Script 폴더에 있는 AI script(Javascript) 파일들을 읽어와 AIScript 객체를 생성
- * Return
- 생성한 AIScript 객체들의 리스트
- > 실행파일과 Script 폴더가 같은 위치에 있어야 동작한다
- # Common
- ## BGMManager.cs
- ### public class BGMManager : MonoBehavior
- ### # static BGMManager _instance
- * singleton pattern으로 생성되는 단 하나뿐인 BGMManager instance
- ### # public static BGMManager instance
- * BGM Manager instance에 접근하기 위한 프로퍼티
- singleton pattern으로 BGMManager instance를 반환한다
- * **Return value**
- BGMManager [_instance](#static-bgmmanager-_instance)
- ### # AudioSource ready
- *
- ### # AudioSource playing
- ### # void Awake()
- * 절라 이해가 안댐
- ### # public void Stop()
- ### # public void FadeStop()
- ### # public void Play(AudioClip clip)
- ### # IEnumerator Fade(float speed)
- ## BattleHistory.cs
- ### public static class BattleHistory
- ### # public static List<FleetHistory\> fleetHistorys
- * **Init value**
- new List<FleetHistory\>()
- ### # public static float maxTotalDamage
- * **Init value**
- 0
- ### # public static float maxTotalEnergy
- * **Init value**
- 0
- ### # public static void AddFleetHistory(FleetHistory history)
- ### # public static void AddShipHistory(FleetHistory fleetHistory, ShipHistory history)
- ### public class FleetHistory
- ### # public Fleet fleet
- ### # public float restHP
- * **Init value**
- GameConsts.maxShipHp * GameSettings.shipCount
- ### # public float hitRate
- * **Init value**
- 0
- ### # public float totalDamage
- * **Init value**
- 0
- ### # public float damageToEnemy
- * **Init value**
- 0
- ### # public float damageToAlly
- * **Init value**
- 0
- ### # public float totalUseEnerge
- * **Init value**
- 0
- ### # public float damagedByEnemy
- * **Init value**
- 0
- ### # public float damagedByAlly
- * **Init value**
- 0
- ### # public float totalShootCount
- * **Init value**
- 0
- ### # public float totalHitCount
- * **Init value**
- 0
- ### # public float totalHittedCount
- * **Init value**
- 0
- ### # public List<ShipHistory\> shipHistorys
- * **Init value**
- new List<ShipHistory\>()
- ### public class ShipHistory
- ### # public float resetHP
- * **Init value**
- GameConsts.maxShipHp
- ### # public float hitRate
- * **Init value**
- 0
- ### # public float totalDamage
- * **Init value**
- 0
- ### # public float damageToEnemy
- * **Init value**
- 0
- ### # public float damageToAlly
- * **Init value**
- 0
- ### # public float totalUseEnerge
- * **Init value**
- 0
- ### # public float damagedByEnemy
- * **Init value**
- 0
- ### # public float damagedByAlly
- * **Init value**
- 0
- ### # public float totalShootCount
- * **Init value**
- 0
- ### # public float totalHitCount
- * **Init value**
- 0
- ### # public float totalHittedCount
- * **Init value**
- 0
- ### # public bool suicide
- * **Init value**
- false
- ### # public Ship killer
- * **Init value**
- null
- ### # public List<Ship\> killingShips
- * **Init value**
- new List<Ship\>()
- ## Events.cs
- ### public class AIScriptEvent : UnityEvent<AIScript\>
- ### public class ShipFloatEvent : UnityEvent<Ship, float>
- ### public class ShipShipFloatEvent : UnityEvent<Ship, Ship, float>
- ### public class ShipEvent : UnityEvent<Ship\>
- ### public class ShipShipEvent : UnityEvent<Ship, Ship>
- ### public class PlayerEvent : UnityEvent<Player\>
- ### public class PlayersEvent : UnityEvent<List<Player\>>
- ### public class IntEvent : UnityEvent<int\>
- ### public class ByteEvent : UnityEvent<byte\>
- ### public class ScriptEvent : UnityEvent<AIScript\>
- ### public class SelectedScriptEvent : UnityEvent<UIScriptListItem\>
- ### public class ChatMessageEvent : UnityEvent<ChatMessage\>
- ### public class NetworkErrorEvent : UnityEvent<NetworkError\>
- ### public class ClientEvent : UnityEvent<NetworkClient\>
- ### public class ScriptStringEvent : UnityEvent<AIScript, string>
- ## GameConsts.cs
- ### public static class GameConsts
- ### # public const float shipCollisionRadius
- * **Init value**
- 25f
- ### # public const float radarCollisionRadius
- * **Init value**
- 300
- ### # public const float preDelay
- * **Init value**
- 2
- ### # public const int minShipCount
- * **Init value**
- 1
- ### # public const int maxShipCount
- * **Init value**
- 25
- ### # public const float maxShipHp
- * **Init value**
- 5
- ### # public const float maxShipSpd
- * **Init value**
- 300
- ### # public const float maxShipRotSpd
- * **Init value**
- 360
- ### # public const float chargingMoveSlow
- * **Init value**
- 0.3f
- ### # public const float chargingRotSlow
- * **Init value**
- 0.5f
- ### # public const float chargingSpeed
- * **Init value**
- 1.5f
- ### # public const float shootingDelay
- * **Init value**
- 0.8f
- ### # public const float thiknessPerPower
- * **Init value**
- 1.5f
- ### # public const float maxChargingPower
- * **Init value**
- 5
- ### # public const float basicGroundSize
- * **Init value**
- 1200
- ### # public const float basicGroundTimer
- * **Init value**
- 10
- ### # public const float groundSizeMultiplayer
- * **Init value**
- 0.2f
- ## GameSettings.cs
- ### public static class GameSettings
- ### # public static string nickName
- ### # public static int shipCount
- * **Init value**
- 16
- ### # public static List<AIScript\> selectedScripts
- * **Init value**
- new List<AIScript\>(2)
- ## Observable.cs
- ### public class O<T\>
- ### # T _value
- ### # public T value
- ### # public delegate void OnValueChanged(T value)
- ### # OnValueChanged onValueChanged
- ### # public O(T initialValue)
- ### # public O
- ### # public void AddListener(OnValueChanged action)
- ### # public void RemoveListener(OnValueChanged action)
- ### public class Observable<T\>
- ### # T _value
- ### # public T value
- ### # class OnValueChanged : UnityEvent<T\>
- ### # OnValueChanged onValueChanged
- * **Init value**
- new OnValueChanged()
- ### # public void AddListener(UnityAction<T\> action)
- ### # public void RemoveListener(UnityAction<T\> action)
- ### # public void RemoveAllListeners()
- ## SFXButton.cs
- ### public class SFXButton : MonoBehaviour, IPointerEnterHandler
- ### # AudioClip btnClickAudio
- ### # AudioClip btnMouseOverAudio
- ### # Button btn
- ### # public void Start()
- ### # public void OnPointerEnter(PointerEventData eventData)
- ### # public void PlayClickSound()
- ### # public void PlayMouseOverSound()
- ## SFXManager.cs
- ### public class SFXManager : MonoBehaviour
- ### # static SFXManager _instance
- ### # public static SFXManager instance
- ### # const int audioCount
- * **Init value**
- 0
- ### # int index
- * **Init value**
- 0
- ### # List<AudioSource\> audioArray
- * **Init value**
- new List<AudioSource\>()
- ### # void Awake()
- ### # public void Play(AudioClip clip)
- ## Structs.cs
- ### public struct ChatMessage
- ### # public byte playerId
- ### # public string message
- ### # public ChatMessage(byte id, string msg)
- ### public struct NetworkClient
- ### # public PacketQueue sendQueue
- ### # public Socket socket
- ### # public byte networkId
- ### # public NetworkClient(Socket socket)
- ### public class Player
- ### # public string name
- * **Init value**
- "default name"
- ### # public byte networkId
- * **Init value**
- 0
- ### public class AIScript
- ### # public string name
- ### # public Player author;
- ### # public string code
- ### # public string path
- ### # public Color color
- ### # public AIScript()
- ### # public AIScript(AIScript origin)
- ### public class Fleet
- ### # public string name
- ### # public Color color
- ### # public List<Ship\> myShips
- * **Init value**
- new LIst<Ship\>()
- ### # public List<Ship\> enemyShips
- * **Init value**
- new List<Ship\>()
- ### # public AIScript script
- ### # public FleetHistory history
- * **Init value**
- new FleetHistory()
- ### # public Fleet(int numShip, AIScript ai)
- ### # public void RadarIn(Ship enemyShip)
- ### # public void RadarOut(Ship enemyShip)
- ### public class Ship : IComparable<Ship\>
- ### # public int id
- ### # public O<float\> hp
- * **Init value**
- new O<float\>(GameConsts.maxShipHp)
- ### # public float x
- ### # public float y
- ### # public float spd
- ### # public float rot
- ### # public float rad
- ### # public float rotSpd
- ### # public O<float\> delay
- * **Init value**
- new O<float\>(GameConsts.preDelay)
- ### # public O<bool\> isCharging
- * **Init value**
- new O<bool\>(false)
- ### # public float chargedPower
- ### # public float shootingPower
- ### # public float shootingRot
- ### # public float shootingRad
- ### # public O<Vector2\> shootedPos
- * **Init value**
- new O<Vector2\>(Vector2.zero)
- ### # public O<bool\> alive
- * **Init value**
- new O<bool\>(true)
- ### # public Fleet fleet
- ### # public int scanned
- * **Init value**
- 0
- ### # Fleet _fleet
- ### # public ShipHistory history
- * **Init value**
- new ShipHistory()
- ### # public Ship(Fleet fleet)
- ### # public void SetSpeed(float speed)
- ### # public void SetRotSpeed(float rotSpeed)
- ### # public void Shoot(float power)
- ### # public int CompareTo(Ship other)
- ### public class Game
- ## Utils.cs
- ### public static class Utils
- ### # public static double GetDouble(this ObjectInstance obj, string key)
- # Game
- ## AILauncher.cs
- ### public class AILauncher : MonoBehaviour
- ### # ScriptEngine engine
- ### # Fleet _fleet
- ### # ArrayInstance myShips
- ### # ArrayInstance enemyShips
- ### # List<ShipJSObject\> allEnemyShips
- * **Init value**
- new List<ShipJSObject\>()
- ### # List<MyShipJSObject\> allMyShips
- * **Init value**
- new List<MyShipJSObject\>()
- ### # int randomI
- * **Init value**
- 0
- ### # double[] randoms
- * **Init value**
- {0.67875,0.32222, ...};
- ### # public void Init(Fleet fleet)
- ### # void ExportGlobalValues(ScriptEngine engine)
- * JSContext로 변수들을 내보냅니다
- ### # void ExportGlobalFunctions(ScriptEngine engine)
- * JSContext로 함수들을 내보냅니다
- ### # void ExportArrays(ScriptEngine engine)
- * JSContext로 배열들을 내보냅니다
- ### # public void UpdateExportedValues()
- * 내보냈던 값들 중 변화된 점을 jsContext에 반영합니다
- ### # public void RunJSUpdate()
- * JSUpdate를 실행합니다
- ### # public void Log(string str)
- ### # public double Random()
- ### # public double Cos(double v)
- ### # public double Sin(double v)
- ### # public double D2R(double v)
- ### # public double R2D(double v)
- ### # public double Distance(ObjectInstance a, ObjectInstance b)
- ### # public ObjectInstance Cartesian(ObjectInstance target)
- ### # public ObjectInstance Polar(ObjectInstance target)
- ### # public ObjectInstance PolarFrom(ObjectInstance center, ObjectInstance target)
- ### public class MyShipJsObject : ShipJSObject
- ### # public MyShipJSObject(ScriptEngine engine, Ship ship) : base(engine, ship)
- ### # public void Shoot(double power)
- ### # public void SetSpeed(double speed)
- ### # public void SetRotSpeed(double rotSpeed)
- ### # public override void UpdateProperties()
- ### public class ShipJSObject : ObjectInstance
- ### # public bool scanned
- ### # public Ship ship
- ### # protected Ship _ship
- ### # public ShipJSObject(ScriptEngine engine, Ship ship) : base(engine)
- ### # public virtual void UpdateProperties()
- ### # protected void ExportValue(string key, float value)
- ### # protected void ExportValue(string key, bool value)
- ## FleetContainer.cs
- ### public static class FleetContainer
- ### # public static List<Fleet\> fleets
- * **Init value**
- new List<Fleet\>()
- ### # public static void InitFleetsWithGameSettings()
- * GameSettings를 참고해 fleets 모델을 세팅합니다
- ## GameCamera.cs
- ### public class GameCamera : GameSyncObject
- ### # int currentIndex
- * **Init value**
- -1
- ### # Ship _ship
- ### # Vector3 originPos
- ### # float delay
- * **Init value**
- 0
- ### # Camera cam
- ### # public float zoomSpeed
- ### # public float moveSpeed
- ### # public override void GameInit()
- ### # void Start()
- ### # void Update()
- ### # void LateUpdate()
- ### # void MoveCameraIndex(int index)
- ### # IEnumerator MoveToOrigin()
- ## GameEvents.cs
- ### public static class GameEvents
- ### # public static ShipShipFloatEvent onLaserHit
- * 공격자, 희생자, 데미지
- * **Init value**
- new ShipShipFloatEvent()
- ### # public static ShipFloatEvent onSuicide
- * 자살한 함선, 자살로 잃은 남은 hp
- * **Init value**
- new ShipFloatEvent()
- ### # public static ShipShipEvent onShipKilledByLaser
- * 킬러, 희생자
- * **Init value**
- new ShipShipEvent()
- ### # public static ShipFloatEvent onLaserShoot
- * 발사 함선, 차징 에너지
- * **Init value**
- new ShipFloatEvent()
- ### # public static ShipEvent onShipDestroyed
- * 파괴된 함선
- * **Init value**
- new ShipEvent()
- ### # public static ScriptStringEvent onLog
- * 로그 쏜 스크립트, 내용
- * **Init value**
- new ScriptStringEvent()
- ## GameLoader.cs
- ### public class GameLoader : MonoBehaviour
- GameSettings의 값에 따라 게임 뷰를 로드합니다
- ### # ShipRenderer shipViewPrefab
- ### # Transform gameRenderer
- ### # GameUpdator gameUpdator
- ### # AudioClip bgm
- ### # LogWindow logWindows
- ### # void CreateShipRenderersAndSetShipId()
- * FleetContainer의 fleets를 참고로 ShipRenderer들을 생성합니다
- ### # void InitGameVariables()
- * 게임 변수들을 초기화합니다
- ### # void InitGameSyncObjects()
- * GameSyncObject들을 찾아, Init합니다
- ### # void TestCode()
- ### # void InitPhysicsConsts()
- ### # IEnumerator Start()
- ## GameObserver.cs
- ### public class GameObserver : MonoBehaviour
- ### # void Start()
- ### # void LaserHit(Ship attacker, Ship victim, float damage)
- ### # void LaserShoot(Ship shooter, float shootingPower)
- ### # void Suicide(Ship target, float damage)
- ### # void ShipKilledByLaser(Ship killer, Ship victim)
- ### # void OnDestroy()
- ## GameSyncObject.cs
- ### public abstract class GameSyncObject : MonoBehaviour
- ### # public virtual void GameInit()
- ### # public virtual void GameUpdate()
- ## GameUpdator.cs
- ### public class GameUpdator : MonoBehaviour
- ### # Transform gamePhysicsField
- ### # PhysicsMaterial2D shipPhysicsMaterial
- ### # UIGame gameUI
- ### # List<ShipUpdator\> shipUpdators
- * **Init value**
- new List<ShipUpdator\>()
- ### # List<AILauncher\> aiLaunchers
- * **Init value**
- new List<AILauncher\>()
- ### # public void Init()
- ### # void InitAILaunchers()
- ### # void OnDestroy()
- ### # void ShipDestroyed(Ship ship)
- ### # void ShipDamaged(Ship ship1, Ship ship2, float damage)
- ### # IEnumerator GameOverSequence()
- ### # void FixedUpdate()
- ### # void CreateShipUpdators()
- ## GameVariables.cs
- ### public static class GameVariables
- ### # public static Player me
- ### # public static Observable<float\> groundSize
- * **Init value**
- new Observable<float\>()
- ### # public static Observable<float\> groundChangeTimer
- * **Init value**
- new Observable<float\>()
- ### # public static int gameFrame
- * **Init value**
- 0
- ### # public static bool updateBlocked
- ## Ground.cs
- ### public class Ground : GameSyncObject
- ### # LineRenderer line
- ### # EdgeCollider2D collider
- ### # public override void GameInit()
- ### # void DrawGround(float r)
- ### # void OnDestroy()
- ### # void Reset()
- ## LaserRenderer.cs
- ### public class LaserRenderer : VolumetricLineBehavior
- ### # Gradient colorByPower
- ### # MeshRenderer renderer
- ### # Vector3 start
- ### # Vector3 end
- ### # protected override void Start()
- ### # public void Show(Vector3 start, Vector3 end, float power)
- ### # IEnumerator FadeOut()
- ### # void UpdatePos()
- ## ShipRenderer.cs
- ### public class ShipRenderer : MonoBehaviour
- ### # GameObject body
- ### # Renderer bodyRenderer
- ### # GameObject aimer
- ### # LaserRenderer laser
- ### # UIShipHUD hud
- ### # ParticleSystem[] chargingParticles
- ### # ParticleSystem[] shootParticles
- ### # ParticleSystem[] destroyedParticles
- ### # ParticleSystem[] laserHitParticles
- ### # Ship _ship
- ### # public void InitWithShip(Ship ship)
- ### # void InitParticles()
- ### # void RemoveAllListeners()
- * 등록한 리스너들을 모두 해제합니다
- ### # public void Update()
- ### # void UpdateTransform()
- * 위치 및 각도 반영
- ### # void UpdateShooting()
- * 슈팅과 관련된 드로우
- ### # void Alive(bool alive)
- ### # void Shooted(Vector2 pos)
- ### # IEnumerator Shooted2(Vector2 pos)
- ### # void IsCharging(bool value)
- ## ShipUpdator.cs
- ### public class ShipUpdator : GameSyncObject
- ### # public Ship ship
- ### # Ship _ship
- ### # CircleCollider2D _collider
- ### # CircleCollider2D _radar
- ### # Rigidbody2D _ rigidbody
- ### # Body _body
- ### # DCollider _dcol
- ### # List<Ship\> scannedEnemies
- * **Init value**
- new List<Ship\>()
- ### # public void ApplyPhysicsToShip()
- * 물리 연산들을 Ship에 적용합니다
- ### # public override void GameUpdate()
- ### # void UpdateShooting()
- * 슈팅에 대한 업데이트
- ### # void Shoot()
- * 슈팅합니다
- ### # void UpdatePosition()
- * 위치정보 업데이트
- ### # void UpdateRotation()
- * 각도 업데이트
- ### # void CheckDead()
- * 참조중인 함선이 고인이 됐는지 체크하고 고인이라면 장비를 정지합니다
- ### # public void InitWithShip(Ship ship, PhysicsMaterial2D physicsMaterial)
- * 함선 업데이터 동작을 위한 사전작업
- * **param** *ship* 참조할 함선 데이터
- * **param** *physicsMaterial* 물리연산시 사용할 함선의 physicsMaterial
- ### # void InitRadar()
- * 레이더 동작을 위한 사전작업
- ### # void OnTriggerEnter2D(Collider2D col)
- ### # void OnTriggerExit2D(Collider2D col)
- # GameUI
- ## LogWindow.cs
- ## UIGame.cs
- ## UIGamePlayer.cs
- ## UIGameShip.cs
- ## UIPauseMenu.cs
- ## UIShipHUD.cs
- # MainUI
- ## UIMain.cs
- ### public class UIMain : MonoBehaviour
- ### # static bool firstSpawn
- * **Init value**
- true
- ### # GameObject indexLayout
- ### # GameObject multiplayerLayout
- ### # GameObject renameLayout
- ### # GameObject joinLayout
- ### # Text nickName
- ### # Button btnSinglePlayer
- ### # Button btnMultiPlayer
- ### # Button btnExit
- ### # Button btnHost
- ### # Button btnJoin
- ### # Button btnRename
- ### # Button btnBackToIndex
- ### # Button btnRenameApply
- ### # InputField inputFieldNickname
- ### # Button btnJoinToAddress
- ### # InputField inputFieldNetworkAddress
- ### # AudioClip bgm
- ### # private GameObject currentLayout
- ### # void Start()
- ### # IEnumerator FirstSpawn()
- ### # void Update()
- ### # void ClickSinglePlayerBtn()
- ### # void ClickMultiPlayerBtn()
- ### # void ClickExitBtn()
- ### # void ClickHostBtn()
- ### # void ClickJoinBtn()
- ### # void ClickJoinToAddressBtn()
- ### # void ClickRenameBtn()
- ### # void ClickBackToIndexBtn()
- ### # void ClickRenameApplyBtn()
- ### # void ChangeLayout(GameObject layout)
- ### # void LoadPlayerPrefData()
- # Network
- ## NetworkConsts.cs
- ## NetworkEvents.cs
- ## NetworkIdGenerator.cs
- ## NetworkManager.cs
- ## NetworkPlayerManager.cs
- ## NetworkVariables.cs
- ## PacketBase.cs
- ## PacketHandler.cs
- ## PacketQueue.cs
- ## Packets.cs
- ## TransferTCP.cs
- # NetworkUI
- ## ChatPlayerUI.cs
- ### public class ChatPlayerUI : MonoBehaviour
- ### # RectTransform nameFieldParent
- ### # RectTransform chatFieldParent
- ### # Text nameField
- ### # Text chatField
- ### # Image nameTeduriImage
- ### # Image chatFieldTeduriImage
- ### # RectTransform chatFieldTeduri
- ### # Animator animator
- ### # Animator messageAnim
- ### # AudioClip chatAudio
- ### # AudioClip joinAudio
- ### # public Player player
- ### # const float chatLife
- ### # float chatRestLife
- ### # const float expendingDuration
- ### # bool isDead
- ### # Color originTeduriColor
- ### # int myScriptCount
- ### # public void Init(Player player, bool isRightPanel)
- ### # void OnGameEnd()
- ### # void OnScriptIn(UIScriptListItem item)
- ### # void OnScriptOut(UIScriptListItem item)
- ### # void SettingRightPanelMode()
- ### # void ReverseAnchoredX(RectTransform rt)
- ### # public void ExpendHeight(float height)
- ### # IEnumerator Expending(float height)
- ### # void OnDisable()
- ### # void OnChat(ChatMessage chatMessage)
- ### # void ShowChat(string message)
- ### # void Update()
- ### # public void Suicide()
- ### # IEnumerator SuicideCoroutine()
- ## ChatPlayerUIContainer.cs
- ### public class ChatPlayerUIContainer : MonoBehaviour
- ### # public float maxHeight
- ### # float preferedHeight
- ### # Dictionary<byte, ChatPlayerUI> childUIs
- ### # int childCount
- ### # RectTransform rt
- ### # bool isDirty
- ### # void Start()
- ### # void LateUpdate()
- ### # void OnPlayerOut(byte playerid)
- ### # void UpdateLayout()
- ### # void Update()
- ### # public void Add(ChatPlayerUI ui)
- ### # public void Clear()
- ## ChatUI.cs
- ### public class ChatUI : MonoBehaviour
- ### # protected static ChatUI _instance
- ### # public static ChatUI instance
- ### # ChatPlayerUI playerUIPrefab
- ### # ChatPlayerUIContainer leftUIContainer
- ### # ChatPlayerUIContainer rightUIContainer
- ### # InputField chatInputField
- ### # Dictionary<byte, ChatPlayerUI> chatPlayerUIs
- ### # List<byte\> deathNode
- ### # void Start()
- ### # void OnPlayerJoin(Player player)
- ### # void OnPlayerOut(byte id)
- ### # void Update()
- ## NoticeUI.cs
- ### public class NoticeUI : MonoBehaviour
- ### # static NoticeUI _instance
- ### # public static NoticeUI instance
- ### # GameObject popup
- ### # Text text
- ### # Button touchArea
- ### # Animator animator
- ### # string message
- ### # int messageCount
- ### # void Start()
- ### # void OnTouched()
- ### # public void ShowMessage(string message)
- ### # void Update()
- # ResultUI
- ## CardList.cs
- ### public class Card
- ### # public string cardName
- ### # public string text
- ### # public bool isGood
- ### # public Color textColor
- ### # public Color backgroundColor
- ### # public List<CardCondition\> conditions
- ### # public Card(string name, string text, CardColor cardColor, List<CardCondition\> conditions)
- ### # public bool IsSatisfyAllConditions(FleetHistory fleetHistory)
- ### public class CardColor
- ### # public Color color
- ### # public Color fontColor
- ### # public bool isGood
- ### # public CardColor(Color color, Color fontColor, bool isGood)
- ### public class CardCondition
- ### # public float value
- ### # public bool expect
- ### # virtual public bool IsSatisfyCondition(FleetHistory fleetHistory)
- ### public class CardCondition_HP : CardCondition
- ### # public CardCondition_HP(float value, bool expect)
- ### # override public bool IsSatisfyCondition(FleetHistory fleetHistory)
- ### public class CardCondition_HitRate : CardCondition
- ### # public CardCondition_HitRate(float value, bool expect)
- ### # override public bool IsSatisfyCondition(FleetHistory fleetHistory)
- ### public class CardCondition_Totaldamage : CardCondition
- ### # public CardCondition_TotalDamage(float value, bool expect)
- ### # override public bool IsSatisfyCondition(FleetHistory fleetHistory)
- ### public class CardCondition_DamageToEnemy : CardCondition
- ### # public CardCondition_DamageToEnemy(float value, bool expect)
- ### # override public bool IsSatisfyCondition(FleetHistory fleetHistory)
- ### public class CardCondition_DamageToAlly : CardCondition
- ### # public CardCondition_DamageToAlly(float value, bool expect)
- ### # override public bool IsSatisfyCondition(FleetHistory fleetHistory)
- ### public class CardCondition_DamageToWall : CardCondition
- ### # public CardCondition_DamageToWall(float value, bool expect)
- ### # override public bool IsSatisfyCondition(FleetHistory fleetHistory)
- ### public class CardCondition_TotalUseEnerge : CardCondition
- ### # public CardCondition_TotalUseEnerge(float value, bool expect)
- ### # override public bool IsSatisfyCondition(FleetHistory fleetHistory)
- ### public class CardCondition_DamagedByEnemy : CardCondition
- ### # public CardCondition_DamagedByEnemy(float value, bool expect)
- ### # override public bool IsSatisfyCondition(FleetHistory fleetHistory)
- ### public class CardCondition_DamagedByAlly : CardCondition
- ### # public CardCondition_DamagedByAlly(float value, bool expect)
- ### # override public bool IsSatisfyCondition(FleetHistory fleetHistory)
- ### public class CardCondition_DamagedByWall : CardCondition
- ### # public CardCondition_DamagedByWall(float value, bool expect)
- ### # override public bool IsSatisfyCondition(FleetHistory fleetHistory)
- ## CardManager.cs
- ### public class CardManager : MonoBehaviour
- ### # GameObject Card
- ### # GameObject CardListPlayer1
- ### # GameObject CardListPlayer2
- ### # AudioClip goodAudio
- ### # AudioClip badAudio
- ### # void Start()
- ### # void GenerateCard(GameObject targetList, string text, Color textColor, Color backgroundColor)
- ### # IEnumerator ShowCards()
- ### # IEnumerator CheckAllCards(GameObject targetList, FleetHistory fleetHistory)
- ### public static class CardList
- ### # public static List<Card\> cardList
- ### # private static Color goodColor
- ### # private static Color goodFontColor
- ### # private static Color badColor
- ### # private static Color badFontColor
- ### # private static CardColor good
- ### # private static CardColor bad
- ### # public static void InitAllCards()
- ## Cards.json
- empty
- ## Graph.cs
- ### public class Graph : MonoBehaviour
- ### # Text nameText
- ### # Image graphRed
- ### # Image graphBlue
- ### # Text redGraphText
- ### # Text blueGraphText
- ### # float GRAPH_HEIGHT
- ### # float MAX_GRAPH_WIDTH
- ### # void Awake()
- ### # public void SetGraphValue
- ## UIResult.cs
- ### public class UIResult : MonoBehaviour
- ### # private const float RESULT_GRAPH_HEIGHT
- ### # private const float RESULT_GAMEOBJECT_GRAPH_HEIGHT
- ### # private const float RESULT_GRAPH_MAX_WIDTH
- ### # Button btnExit
- ### # Graph[] graphs
- ### # Color RedTeamColor
- ### # Color BlueTeamColor
- ### # Text RedTeam_Name
- ### # Text BlueTeam_Name
- ### # void Start()
- ### # void ClickExitBtn()
- # RoomUI
- ## RoomEvents.cs
- ## UIRoom.cs
- ## UIScriptList.cs
- ## UIScriptListItem.cs
- ## UIShipCountChanger.cs
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