Added Ability and UnitClass; Cleaned up CardTag

ability_system
Frank Xu 2022-03-21 10:42:48 +08:00
parent fb93ab693f
commit 00e1d7968a
21 changed files with 196 additions and 103 deletions

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@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "ArcherClass", menuName = "Card Class/Archer Class Data")]
public class ArcherClass : UnitClass
{
public int extraAttackRange = 2;
public override void ApplyClassSpecilization(Unit unit)
{
unit.MeleeAttackRange = 0;
unit.RangedAttackRange += extraAttackRange;
}
}

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@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "CavalryClass", menuName = "Card Class/Cavalry Class Data")]
public class CavalryClass : UnitClass
{
public int extraMovement = 1;
public override void ApplyClassSpecilization(Unit unit)
{
unit.Movement += extraMovement;
}
}

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@ -18,6 +18,5 @@ MonoBehaviour:
cost: 1 cost: 1
attack: 5 attack: 5
defense: 10 defense: 10
movement: 1
cardTags: cardTags:
- {fileID: 11400000, guid: 099176a69eb9a6d408b4d4dba5232c84, type: 2} - {fileID: 11400000, guid: 099176a69eb9a6d408b4d4dba5232c84, type: 2}

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@ -18,6 +18,5 @@ MonoBehaviour:
cost: 1 cost: 1
attack: 5 attack: 5
defense: 10 defense: 10
movement: 1
cardTags: cardTags:
- {fileID: 11400000, guid: 099176a69eb9a6d408b4d4dba5232c84, type: 2} - {fileID: 11400000, guid: 099176a69eb9a6d408b4d4dba5232c84, type: 2}

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@ -1,17 +0,0 @@
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%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: c090164f177918042b3be10f378e9b5f, type: 3}
m_Name: Archer
m_EditorClassIdentifier:
name: Archer
description:
artwork: {fileID: 0}

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%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: c090164f177918042b3be10f378e9b5f, type: 3}
m_Name: Cavalry
m_EditorClassIdentifier:
name: Cavalry
description:
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m_Script: {fileID: 11500000, guid: c090164f177918042b3be10f378e9b5f, type: 3}
m_Name: Infantry
m_EditorClassIdentifier:
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41
Assets/Scripts/Ability.cs Normal file
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@ -0,0 +1,41 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ability : ScriptableObject
{
public new string name;
public string description;
public virtual void OnSpawn(Unit unit) { }
public virtual void OnBeginRound(Unit unit) { }
public virtual void OnEndRound(Unit unit) { }
public virtual void OnBeginMove(Unit unit) { }
public virtual void OnMove(Unit unit, int travelDistance) { }
public virtual void OnEndMove(Unit unit) { }
public virtual void OnBeginAttackPhrase(Unit unit) { }
public virtual void OnBeginAttack(Unit unit, List<Unit> targets) { }
public virtual void OnAttack(Unit unit, List<Unit> targets) { }
public virtual void OnEndAttack(Unit unit, List<Unit> targets) { }
public virtual void OnEndAttackPhrase(Unit unit) { }
public virtual void OnExecute(Unit unit, Unit target) { }
public virtual void OnAllyDeath(Unit unit) { }
public virtual void OnEnemyDeath(Unit unit) { }
public virtual void OnAnyDeath(Unit unit) { }
public virtual void OnCounterAttack(Unit unit, Unit attacker) { }
public virtual void OnDamaged(Unit unit, Unit attacker) { }
public virtual void OnArmorBreak(Unit unit, Unit attacker) { }
public virtual void OnDefeat(Unit unit, Unit attacker) { }
public virtual void OnEnterBattleGround(Unit unit) { }
public virtual void OnExitBattleGround(Unit unit) { }
public virtual void OnDraw(Unit unit) { }
public virtual void OnRecovered(Unit unit, Unit helper) { }
public virtual void OnEquippingArmor(Unit unit, int armorAmount) { }
public virtual void OnDiscard(Unit unit) { }
public virtual void OnCasting(Unit unit) { }
}

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@ -2,7 +2,6 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
[CreateAssetMenu(fileName = "New Card Data", menuName = "Card/Card Data")]
public class CardData : ScriptableObject public class CardData : ScriptableObject
{ {
public new string name; public new string name;
@ -14,5 +13,7 @@ public class CardData : ScriptableObject
public int attack; public int attack;
public int defense; public int defense;
public CardTag[] cardTags; public CardTag[] tags;
public UnitClass[] unitClasses;
public Ability[] abilities;
} }

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@ -7,6 +7,4 @@ public class CardTag : ScriptableObject
{ {
public new string name; public new string name;
public string description; public string description;
public Sprite artwork;
} }

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@ -15,7 +15,6 @@ public class CellMap : MonoBehaviour
public int column = 0; public int column = 0;
public int row = 0; public int row = 0;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@ -42,4 +41,9 @@ public class CellMap : MonoBehaviour
{ {
return cellMapData[y].cells[x]; return cellMapData[y].cells[x];
} }
public bool IsCellEmpty(int x, int y)
{
return GetCell(x, y).standingUnit == null;
}
} }

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@ -13,7 +13,7 @@ public enum Side { left = 1, right = -1 }
public class Unit : MonoBehaviour public class Unit : MonoBehaviour
{ {
public string unitName; public string unitName;
public CardData cardData; public CardData baseData;
[SerializeField] [SerializeField]
private int basicAttack; private int basicAttack;
@ -27,12 +27,37 @@ public class Unit : MonoBehaviour
private int finalMaxDefense; private int finalMaxDefense;
[SerializeField] [SerializeField]
private CardTag[] cardTags; private List<CardTag> cardTags;
[SerializeField] [SerializeField]
private int attackRange = 1; private List<UnitClass> unitClasses;
[SerializeField]
private List<Ability> abilities;
[SerializeField]
private int meleeAttackRange = 1;
public int MeleeAttackRange
{
get { return meleeAttackRange; }
set { meleeAttackRange = value; }
}
[SerializeField]
private int rangedAttackRange = 1;
public int RangedAttackRange
{
get { return rangedAttackRange; }
set { rangedAttackRange = value; }
}
[SerializeField] [SerializeField]
private int movement = 1; private int movement = 1;
public int Movement
{
get { return movement; }
set { movement = value; }
}
[SerializeField] [SerializeField]
private CurrentCommand currentCommand; private CurrentCommand currentCommand;
@ -53,6 +78,11 @@ public class Unit : MonoBehaviour
Camp allyCamp; Camp allyCamp;
Camp enemyCamp; Camp enemyCamp;
public bool isUnitAlive()
{
return currentDefense > 0;
}
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@ -61,24 +91,18 @@ public class Unit : MonoBehaviour
transform.position = new Vector3(transform.position.x, transform.position.y, -1); transform.position = new Vector3(transform.position.x, transform.position.y, -1);
standingCell.standingUnit = this; standingCell.standingUnit = this;
basicAttack = cardData.attack; basicAttack = baseData.attack;
basicMaxDefense = cardData.defense; basicMaxDefense = baseData.defense;
currentDefense = basicMaxDefense; currentDefense = basicMaxDefense;
cardTags = cardData.cardTags; cardTags = baseData.tags.ToList();
unitClasses = baseData.unitClasses.ToList();
foreach (var tag in cardData.cardTags) foreach (var unitClass in unitClasses)
{ {
if (tag.name == "Archer") unitClass.ApplyClassSpecilization(this);
{
attackRange += 2;
}
else if (tag.name == "Cavalry")
{
movement += 1;
}
} }
modelArt.GetComponent<SpriteRenderer>().sprite = cardData.artwork; modelArt.GetComponent<SpriteRenderer>().sprite = baseData.artwork;
var camps = FindObjectsOfType<Camp>(); var camps = FindObjectsOfType<Camp>();
foreach (var camp in camps) foreach (var camp in camps)
@ -94,8 +118,7 @@ public class Unit : MonoBehaviour
} }
} }
// Update is called once per frame void UpdateAnimation()
void Update()
{ {
if (walkingToDestination && destinationCell && transform.position != destinationCell.transform.position) if (walkingToDestination && destinationCell && transform.position != destinationCell.transform.position)
{ {
@ -114,13 +137,22 @@ public class Unit : MonoBehaviour
//Debug.Log("Arrived."); //Debug.Log("Arrived.");
} }
} }
}
finalAttack = basicAttack; // For now. void UpdateText()
{
attackText.GetComponent<TextMeshProUGUI>().text = finalAttack.ToString(); attackText.GetComponent<TextMeshProUGUI>().text = finalAttack.ToString();
defenseText.GetComponent<TextMeshProUGUI>().text = currentDefense.ToString(); defenseText.GetComponent<TextMeshProUGUI>().text = currentDefense.ToString();
} }
// Update is called once per frame
void Update()
{
UpdateAnimation();
finalAttack = basicAttack; // For now.
UpdateText();
}
public void MoveAndAttack() public void MoveAndAttack()
{ {
MoveAction(); MoveAction();
@ -133,11 +165,11 @@ public class Unit : MonoBehaviour
{ {
return; return;
} }
foreach (var tag in cardData.cardTags) foreach (var tag in cardTags)
{ {
if (tag.name == "Archer") if (tag.name == "Archer")
{ {
for (int i = 0; i < attackRange; ++i) for (int i = 0; i < meleeAttackRange; ++i)
{ {
int attackXPos = standingCell.xPos + (i + 1) * (int)side; int attackXPos = standingCell.xPos + (i + 1) * (int)side;
if (attackXPos >= cellMap.column || attackXPos < 0) if (attackXPos >= cellMap.column || attackXPos < 0)
@ -236,7 +268,7 @@ public class Unit : MonoBehaviour
// Check Attack Range // Check Attack Range
if (inDogFight(this)) if (inDogFight(this))
{ {
foreach (var tag in cardData.cardTags) foreach (var tag in cardTags)
{ {
if (tag.name == "Archer") if (tag.name == "Archer")
{ {
@ -247,7 +279,7 @@ public class Unit : MonoBehaviour
} }
List<Unit> unitsInRange = new List<Unit>(); List<Unit> unitsInRange = new List<Unit>();
for (int i = 0; i < attackRange; ++i) for (int i = 0; i < meleeAttackRange; ++i)
{ {
int attackXPos = standingCell.xPos + (i+1) * (int)side; int attackXPos = standingCell.xPos + (i+1) * (int)side;
if (attackXPos >= cellMap.column || attackXPos < 0) if (attackXPos >= cellMap.column || attackXPos < 0)
@ -307,11 +339,6 @@ public class Unit : MonoBehaviour
} }
} }
public bool isUnitAlive()
{
return currentDefense > 0;
}
bool checkDestinationCellEmpty(bool retreat = false) bool checkDestinationCellEmpty(bool retreat = false)
{ {
int currentXPos = standingCell.xPos; int currentXPos = standingCell.xPos;

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@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UnitClass : ScriptableObject
{
public new string name;
public string description;
public Sprite artwork;
public virtual void ApplyClassSpecilization(Unit unit) { }
}

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