using System; using System.Collections.Generic; using Sirenix.OdinInspector; using UnityEngine; // ReSharper disable once CheckNamespace namespace BlueWaterProject { [Serializable] 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")] [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; } [field: EnumToggleButtons] [field: DisableIf("@UnitType.ToString().Contains(\"_P\")")] [field: SerializeField] public EAttackerType AttackerType { get; set; } [field: EnumToggleButtons] [field: SerializeField] public EOffenseType OffenseType { get; set; } [field: EnumToggleButtons] [field: SerializeField] public EDefenseType DefenseType { get; set; } [field: Tooltip("부대 병력 리스트")] [field: SerializeField] public List UnitList { get; set; } #endregion #region Constructor public Unit() { Idx = null; CaptainStatIdx = null; SailorStatIdx = null; UnitName = null; UnitType = GlobalValue.UnitType.NONE; SailorCount = 0; AttackerType = EAttackerType.NONE; OffenseType = EOffenseType.NONE; DefenseType = EDefenseType.NONE; UnitList = new List(GlobalValue.ONE_UNIT_CAPACITY); } public Unit(string idx, string captainIdx, string sailorIdx, string unitName, int sailorCount, EAttackerType attackerType, EOffenseType offenseType, EDefenseType defenseType, List unitList) { Idx = idx; CaptainStatIdx = captainIdx; SailorStatIdx = sailorIdx; UnitName = unitName; SailorCount = sailorCount; OffenseType = offenseType; DefenseType = defenseType; UnitList = unitList; 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; AttackerType = unit.AttackerType; OffenseType = unit.OffenseType; DefenseType = unit.DefenseType; UnitList = unit.UnitList; UnitType = Application.isPlaying ? DataManager.Inst.GetAiStatDictionaryKey(CaptainStatIdx).UnitType : DataManager.Inst.GetAiStatSoKey(CaptainStatIdx).UnitType; } #endregion } }