Changes
Page history
Update Osztály diagram
authored
Apr 11, 2022
by
Horváth István
Hide whitespace changes
Inline
Side-by-side
Osztály-diagram.md
View page @
a52fcbf2
...
...
@@ -408,9 +408,6 @@ package Presentation.World {
```
plantuml
package Presentation.UI {
class MainMenu {
- Start(): void
- OnNewGameClicked(): void
- OnExitClicked(): void
}
class SimulationUI {
...
...
@@ -420,100 +417,70 @@ package Presentation.UI {
+ BottomPanel: string { constant }
+ teamRedColor: Color
+ teamBlueColor: Color
- _activePlayer: Logic.Data.Color
- _battleUI: BattleUI
- _gameManager: GameManager
- _gameOverOverlay: GameOverOverlay
- _pauseOverlay: PauseOverlay
- _selectedTowerType: TowerTypeData
- _simulationManager: SimulationManager
- _towerPlacing: TowerPlacingUI
- _uiState: UIState
- _unitDeployment: UnitDeploymentUI
- GameOverview: IGameOverview
- Start(): void
- UpdateUiState(UIState): void
- OnDestroy(): void
- OnResumeClicked(): void
- OnNewGameClicked(): void
- OnExitClicked(): void
- HideUIs(): void
- OnPauseClicked(): void
- SetupMousePanning(): void
- OnUnitPurchased(UnitTypeData): void
- StartTowerPlacing(Logic.Data.Color): void
- StepTowerPlacing(): void
- OnTowerTypeSelected(TowerTypeData): void
- OnTileSelected(TilePosition): void
- StepUnitDeployment(Logic.Data.Color): void
- StartBattle(): void
- ShowPauseOverlay(): void
- UpdateUiState(): void
+ event OnGameViewPanStart: Action<MouseDownEvent>
+ event OnGameViewPanEnd: Action<MouseUpEvent>
+ event OnGameViewPanUpdate: Action<MouseMoveEvent>
+ event OnTowerSelected: Action<Tower>
+ event OnBuildingPossibleChanges: Action<GameTeam>
+ event OnBarrackSelected: Action<Barrack>
+ event OnGameViewMouseEnter: Action<MouseEnterEvent>
+ event OnGameViewMouseLeave: Action<MouseLeaveEvent>
+ event OnGameViewMouseDown: Action<MouseDownEvent>
+ event OnGameViewMouseUp: Action<MouseUpEvent>
+ event OnGameViewMouseMove: Action<MouseMoveEvent>
}
class TowerPlacingUI {
- ui: UIDocument
- cardComponent: VisualTreeAsset
- towerToPlace: List<TowerTypeData>
- teamBlueColor: UnityEngine.Color
- teamRedColor: UnityEngine.Color
- _activePlayer: Logic.Data.Color
- Start(): void
+ ShowInstructions(): void
+ ResetUI(): void
+ SetTeamColors(UnityEngine.Color, UnityEngine.Color): void
+ SetActivePlayer(Color activePlayer): void
+ SetPlayerMoney(Color, int): void
+ Show(): void
+ Hide(): void
+ SetTeamColors(UnityEngine.Color, UnityEngine.Color): void
+ SetActivePlayer(Logic.Data.Color): void
+ SetPlayerMoney(int): void
- SetupCards(): void
+ ShowTowerTypeStats(TowerTypeData): void
+ ShowTowerStats(Tower): void
+ event OnTowerDestroyed: Action<Tower>
+ event OnTowerUpgraded: Action<Tower>
+ event OnNextClicked: Action
+ event OnTowerTypeSelected: Action<TowerTypeData>
}
class UnitDeploymentUI {
- cardComponent: VisualTreeAsset
- ui: UIDocument
- unitTypes: List<UnitTypeData>
- _unitCards: Dictionary<UnitTypeData, VisualElement>
- _teamBlueColor: UnityEngine.Color
- _teamRedColor: UnityEngine.Color
- _activePlayer: Logic.Data.Color
- Start(): void
+ Show(): void
+ Hide(): void
+ SetTeamColors(UnityEngine.Color, UnityEngine.Color): void
+ SetupCards(): void
- UpdateCardUnitCount(VisualElement, int): void
+ SetActivePlayer(Logic.Data.Color): void
+ SetPlayerMoney(int): void
+ SetPlayerMoney(Color, int): void
+ OnUnitBough(): void
+ UpdateUnitStatistics(GameTeam): void
+ event OnUnitPurchased: Action<UnitTypeData>
+ event OnNextClicked: Action
}
class BattleUI {
- ui: UIDocument
- Start(): void
+ ShowPauseButton(): void
+ ShowExitButton(): void
+ Show(): void
+ Hide(): void
+ SetPlayerMoney(Color, int): void
+ SetTeamStatistics(GameTeam): void
+ UpdateRemainingTime(float): void
+ event OnPauseClicked: Action
+ event OnExitClicked: Action
}
class GameOverOverlay {
+ UpdateMessage(GameTeam): void
+ Show(): void
+ Hide(): void
+ event OnOkClicked: Action
}
class PauseOverlay {
- ui: UIDocument
- Start(): void
+ Show(): void
+ Hide(): void
...
...
...
...