OldBlueWater/BlueWater/Assets/02.Scripts/Ai/Unit/Unit.cs

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using System;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[Serializable]
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public class Unit : IIdx
{
#region Property and variable
[field: Tooltip("고유 인덱스")]
[field: SerializeField] public string Idx { get; set; }
[field: Tooltip("선장의 인덱스")]
[field: SerializeField] public string CaptainStatIdx { get; set; }
[field: Tooltip("선원의 인덱스")]
[field: SerializeField] public string SailorStatIdx { get; set; }
[field: Tooltip("부대의 이름 또는 선장의 이름")]
[field: SerializeField] public string UnitName { get; set; }
[field: Tooltip("부대의 종류")]
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[field: DisableIf("@true")]
[field: SerializeField] public GlobalValue.UnitType UnitType { get; set; }
[field: Tooltip("선원의 수")]
[field: Range(0, GlobalValue.ONE_UNIT_CAPACITY - 1)]
[field: SerializeField] public int SailorCount { get; set; }
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[field: EnumToggleButtons]
[field: DisableIf("@UnitType.ToString().Contains(\"_P\")")]
[field: SerializeField] public EAttackerType AttackerType { get; set; }
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[field: EnumToggleButtons]
[field: SerializeField] public EOffenseType OffenseType { get; set; }
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[field: EnumToggleButtons]
[field: SerializeField] public EDefenseType DefenseType { get; set; }
[field: Tooltip("부대 병력 리스트")]
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[field: SerializeField] public List<AiController> UnitList { get; set; }
#endregion
#region Constructor
public Unit()
{
Idx = null;
CaptainStatIdx = null;
SailorStatIdx = null;
UnitName = null;
UnitType = GlobalValue.UnitType.NONE;
SailorCount = 0;
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AttackerType = EAttackerType.NONE;
OffenseType = EOffenseType.NONE;
DefenseType = EDefenseType.NONE;
UnitList = new List<AiController>(GlobalValue.ONE_UNIT_CAPACITY);
}
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public Unit(string idx, string captainIdx, string sailorIdx, string unitName,
int sailorCount, EAttackerType attackerType, EOffenseType offenseType, EDefenseType defenseType, List<AiController> unitList)
{
Idx = idx;
CaptainStatIdx = captainIdx;
SailorStatIdx = sailorIdx;
UnitName = unitName;
SailorCount = sailorCount;
OffenseType = offenseType;
DefenseType = defenseType;
UnitList = unitList;
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UnitType = Application.isPlaying ? DataManager.Inst.GetAiStatDictionaryKey(CaptainStatIdx).UnitType :
DataManager.Inst.GetAiStatSoKey(CaptainStatIdx).UnitType;
if (AttackerType == EAttackerType.NONE) return;
AttackerType = attackerType;
}
public Unit(Unit unit)
{
Idx = unit.Idx;
CaptainStatIdx = unit.CaptainStatIdx;
SailorStatIdx = unit.SailorStatIdx;
UnitName = unit.UnitName;
SailorCount = unit.SailorCount;
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AttackerType = unit.AttackerType;
OffenseType = unit.OffenseType;
DefenseType = unit.DefenseType;
UnitList = unit.UnitList;
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UnitType = Application.isPlaying ? DataManager.Inst.GetAiStatDictionaryKey(CaptainStatIdx).UnitType :
DataManager.Inst.GetAiStatSoKey(CaptainStatIdx).UnitType;
}
#endregion
}
}