Added Ability and UnitClass; Cleaned up CardTag
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "ArcherClass", menuName = "Card Class/Archer Class Data")]
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public class ArcherClass : UnitClass
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{
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public int extraAttackRange = 2;
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public override void ApplyClassSpecilization(Unit unit)
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{
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unit.MeleeAttackRange = 0;
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unit.RangedAttackRange += extraAttackRange;
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "CavalryClass", menuName = "Card Class/Cavalry Class Data")]
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public class CavalryClass : UnitClass
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{
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public int extraMovement = 1;
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public override void ApplyClassSpecilization(Unit unit)
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{
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unit.Movement += extraMovement;
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}
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}
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@ -18,6 +18,5 @@ MonoBehaviour:
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cost: 1
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attack: 5
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defense: 10
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movement: 1
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cardTags:
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- {fileID: 11400000, guid: 099176a69eb9a6d408b4d4dba5232c84, type: 2}
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@ -18,6 +18,5 @@ MonoBehaviour:
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cost: 1
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attack: 5
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defense: 10
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movement: 1
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cardTags:
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- {fileID: 11400000, guid: 099176a69eb9a6d408b4d4dba5232c84, type: 2}
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@ -1,5 +1,5 @@
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@ -1,17 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_Script: {fileID: 11500000, guid: c090164f177918042b3be10f378e9b5f, type: 3}
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m_Name: Archer
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m_EditorClassIdentifier:
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name: Archer
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description:
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artwork: {fileID: 0}
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@ -1,17 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: c090164f177918042b3be10f378e9b5f, type: 3}
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m_Name: Cavalry
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m_EditorClassIdentifier:
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name: Cavalry
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description:
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artwork: {fileID: 0}
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@ -1,17 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: c090164f177918042b3be10f378e9b5f, type: 3}
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m_Name: Infantry
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m_EditorClassIdentifier:
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name: Infantry
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description:
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artwork: {fileID: 0}
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@ -0,0 +1,41 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Ability : ScriptableObject
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{
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public new string name;
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public string description;
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public virtual void OnSpawn(Unit unit) { }
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public virtual void OnBeginRound(Unit unit) { }
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public virtual void OnEndRound(Unit unit) { }
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public virtual void OnBeginMove(Unit unit) { }
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public virtual void OnMove(Unit unit, int travelDistance) { }
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public virtual void OnEndMove(Unit unit) { }
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public virtual void OnBeginAttackPhrase(Unit unit) { }
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public virtual void OnBeginAttack(Unit unit, List<Unit> targets) { }
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public virtual void OnAttack(Unit unit, List<Unit> targets) { }
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public virtual void OnEndAttack(Unit unit, List<Unit> targets) { }
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public virtual void OnEndAttackPhrase(Unit unit) { }
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public virtual void OnExecute(Unit unit, Unit target) { }
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public virtual void OnAllyDeath(Unit unit) { }
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public virtual void OnEnemyDeath(Unit unit) { }
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public virtual void OnAnyDeath(Unit unit) { }
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public virtual void OnCounterAttack(Unit unit, Unit attacker) { }
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public virtual void OnDamaged(Unit unit, Unit attacker) { }
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public virtual void OnArmorBreak(Unit unit, Unit attacker) { }
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public virtual void OnDefeat(Unit unit, Unit attacker) { }
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public virtual void OnEnterBattleGround(Unit unit) { }
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public virtual void OnExitBattleGround(Unit unit) { }
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public virtual void OnDraw(Unit unit) { }
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public virtual void OnRecovered(Unit unit, Unit helper) { }
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public virtual void OnEquippingArmor(Unit unit, int armorAmount) { }
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public virtual void OnDiscard(Unit unit) { }
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public virtual void OnCasting(Unit unit) { }
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}
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@ -2,7 +2,6 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "New Card Data", menuName = "Card/Card Data")]
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public class CardData : ScriptableObject
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{
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public new string name;
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@ -14,5 +13,7 @@ public class CardData : ScriptableObject
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public int attack;
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public int defense;
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public CardTag[] cardTags;
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public CardTag[] tags;
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public UnitClass[] unitClasses;
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public Ability[] abilities;
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}
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@ -7,6 +7,4 @@ public class CardTag : ScriptableObject
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{
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public new string name;
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public string description;
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public Sprite artwork;
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}
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@ -15,7 +15,6 @@ public class CellMap : MonoBehaviour
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public int column = 0;
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public int row = 0;
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// Start is called before the first frame update
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void Start()
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{
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@ -35,11 +34,16 @@ public class CellMap : MonoBehaviour
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// Update is called once per frame
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void Update()
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{
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}
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public Cell GetCell(int x, int y)
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{
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return cellMapData[y].cells[x];
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}
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public bool IsCellEmpty(int x, int y)
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{
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return GetCell(x, y).standingUnit == null;
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}
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}
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@ -13,7 +13,7 @@ public enum Side { left = 1, right = -1 }
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public class Unit : MonoBehaviour
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{
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public string unitName;
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public CardData cardData;
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public CardData baseData;
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[SerializeField]
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private int basicAttack;
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@ -27,12 +27,37 @@ public class Unit : MonoBehaviour
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private int finalMaxDefense;
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[SerializeField]
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private CardTag[] cardTags;
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private List<CardTag> cardTags;
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[SerializeField]
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private int attackRange = 1;
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private List<UnitClass> unitClasses;
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[SerializeField]
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private List<Ability> abilities;
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[SerializeField]
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private int meleeAttackRange = 1;
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public int MeleeAttackRange
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{
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get { return meleeAttackRange; }
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set { meleeAttackRange = value; }
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}
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[SerializeField]
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private int rangedAttackRange = 1;
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public int RangedAttackRange
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{
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get { return rangedAttackRange; }
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set { rangedAttackRange = value; }
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}
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[SerializeField]
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private int movement = 1;
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public int Movement
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{
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get { return movement; }
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set { movement = value; }
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}
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[SerializeField]
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private CurrentCommand currentCommand;
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@ -53,6 +78,11 @@ public class Unit : MonoBehaviour
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Camp allyCamp;
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Camp enemyCamp;
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public bool isUnitAlive()
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{
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return currentDefense > 0;
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}
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// Start is called before the first frame update
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void Start()
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{
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@ -61,24 +91,18 @@ public class Unit : MonoBehaviour
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transform.position = new Vector3(transform.position.x, transform.position.y, -1);
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standingCell.standingUnit = this;
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basicAttack = cardData.attack;
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basicMaxDefense = cardData.defense;
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basicAttack = baseData.attack;
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basicMaxDefense = baseData.defense;
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currentDefense = basicMaxDefense;
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cardTags = cardData.cardTags;
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cardTags = baseData.tags.ToList();
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unitClasses = baseData.unitClasses.ToList();
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foreach (var tag in cardData.cardTags)
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foreach (var unitClass in unitClasses)
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{
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if (tag.name == "Archer")
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{
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attackRange += 2;
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}
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else if (tag.name == "Cavalry")
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{
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movement += 1;
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}
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unitClass.ApplyClassSpecilization(this);
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}
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modelArt.GetComponent<SpriteRenderer>().sprite = cardData.artwork;
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modelArt.GetComponent<SpriteRenderer>().sprite = baseData.artwork;
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var camps = FindObjectsOfType<Camp>();
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foreach (var camp in camps)
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}
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}
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// Update is called once per frame
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void Update()
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void UpdateAnimation()
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{
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if (walkingToDestination && destinationCell && transform.position != destinationCell.transform.position)
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{
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//Debug.Log("Arrived.");
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}
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}
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}
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finalAttack = basicAttack; // For now.
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void UpdateText()
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{
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attackText.GetComponent<TextMeshProUGUI>().text = finalAttack.ToString();
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defenseText.GetComponent<TextMeshProUGUI>().text = currentDefense.ToString();
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}
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// Update is called once per frame
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void Update()
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{
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UpdateAnimation();
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finalAttack = basicAttack; // For now.
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UpdateText();
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}
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public void MoveAndAttack()
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{
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MoveAction();
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{
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return;
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}
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foreach (var tag in cardData.cardTags)
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foreach (var tag in cardTags)
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{
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if (tag.name == "Archer")
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{
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for (int i = 0; i < attackRange; ++i)
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for (int i = 0; i < meleeAttackRange; ++i)
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{
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int attackXPos = standingCell.xPos + (i + 1) * (int)side;
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if (attackXPos >= cellMap.column || attackXPos < 0)
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// Check Attack Range
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if (inDogFight(this))
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{
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foreach (var tag in cardData.cardTags)
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foreach (var tag in cardTags)
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{
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if (tag.name == "Archer")
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{
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@ -247,7 +279,7 @@ public class Unit : MonoBehaviour
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}
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List<Unit> unitsInRange = new List<Unit>();
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for (int i = 0; i < attackRange; ++i)
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for (int i = 0; i < meleeAttackRange; ++i)
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{
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int attackXPos = standingCell.xPos + (i+1) * (int)side;
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if (attackXPos >= cellMap.column || attackXPos < 0)
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}
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}
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public bool isUnitAlive()
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{
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return currentDefense > 0;
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}
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bool checkDestinationCellEmpty(bool retreat = false)
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{
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int currentXPos = standingCell.xPos;
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@ -0,0 +1,12 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class UnitClass : ScriptableObject
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{
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public new string name;
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public string description;
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public Sprite artwork;
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public virtual void ApplyClassSpecilization(Unit unit) { }
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}
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