First draft of CombatManager and Ability
parent
00e1d7968a
commit
04539851c2
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@ -7,19 +7,19 @@ public class Ability : ScriptableObject
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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 OnPlaceUnit(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 OnBeginMovePhase(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 OnEndMovePhase(Unit unit) { }
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public virtual void OnBeginAttackPhrase(Unit unit) { }
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public virtual void OnBeginAttackPhase(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 OnEndAttackPhase(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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@ -37,5 +37,5 @@ public class Ability : ScriptableObject
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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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public virtual void OnCastStragedy(List<Unit> targets) { }
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}
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@ -0,0 +1,162 @@
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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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// Left is Player, right is enemy.
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public enum Side { left = 1, right = -1 }
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public class CombatManager : MonoBehaviour
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{
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[SerializeField] private List<Unit> leftSideUnits = new List<Unit>();
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[SerializeField] private List<Unit> rightSideUnits = new List<Unit>();
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[SerializeField] private CellMap cellMap;
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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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// hack
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cellMap = FindObjectOfType<CellMap>();
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foreach (var unit in rightSideUnits)
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{
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foreach (var ability in unit.Abilities)
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{
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ability.OnPlaceUnit(unit);
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}
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}
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foreach (var unit in rightSideUnits)
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{
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foreach (var ability in unit.Abilities)
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{
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ability.OnEnterBattleGround(unit);
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}
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}
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}
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List<Unit> QueryTargets(Unit attacker)
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{
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// TO DO:
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return new List<Unit>();
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}
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// Called once before drawing cards
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void BeginFight()
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{
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}
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void BeginRound(Side side)
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{
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List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
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foreach (var unit in units)
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{
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foreach (var ability in unit.Abilities)
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{
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ability.OnBeginRound(unit);
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}
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}
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}
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void BeginMovePhase(Side side)
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{
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List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
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foreach (var unit in units)
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{
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foreach (var ability in unit.Abilities)
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{
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ability.OnBeginMovePhase(unit);
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}
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}
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}
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void EndMovePhase(Side side)
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{
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List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
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foreach (var unit in units)
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{
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foreach (var ability in unit.Abilities)
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{
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ability.OnEndMovePhase(unit);
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}
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}
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}
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void BeginAttackPhase(Side side)
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{
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List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
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foreach (var unit in units)
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{
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foreach (var ability in unit.Abilities)
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{
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ability.OnBeginAttackPhase(unit);
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}
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}
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}
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void UnitAttack(Unit unit, List<Unit> targets)
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{
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foreach (var ability in unit.Abilities)
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{
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ability.OnBeginAttack(unit, targets);
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}
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foreach (var ability in unit.Abilities)
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{
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ability.OnAttack(unit, targets);
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}
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foreach (var ability in unit.Abilities)
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{
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ability.OnEndAttack(unit, targets);
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}
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foreach (var target in targets)
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{
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foreach (var ability in target.Abilities)
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{
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ability.OnCounterAttack(target, unit);
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}
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}
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}
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void Attack(Side side)
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{
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List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
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foreach (var unit in units)
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{
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UnitAttack(unit, QueryTargets(unit));
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}
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}
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void EndAttackPhase(Side side)
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{
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List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
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foreach (var unit in units)
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{
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foreach (var ability in unit.Abilities)
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{
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ability.OnEndAttackPhase(unit);
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}
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}
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}
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void EndRound(Side side)
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{
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List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
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foreach (var unit in units)
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{
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foreach (var ability in unit.Abilities)
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{
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ability.OnEndRound(unit);
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}
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}
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}
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// Called once after result
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void EndFight()
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{
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ab8c50f6a5fd9be488ffeb604ccbc9fc
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -7,9 +7,6 @@ using TMPro;
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public enum CurrentCommand { defend, moveForward, retreat }
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// Left is Player, Enemy is right.
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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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@ -34,6 +31,11 @@ public class Unit : MonoBehaviour
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[SerializeField]
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private List<Ability> abilities;
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public List<Ability> Abilities
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{
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get { return abilities; }
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set { abilities = value; }
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}
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[SerializeField]
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private int meleeAttackRange = 1;
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@ -96,6 +98,7 @@ public class Unit : MonoBehaviour
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currentDefense = basicMaxDefense;
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cardTags = baseData.tags.ToList();
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unitClasses = baseData.unitClasses.ToList();
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abilities = baseData.abilities.ToList();
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foreach (var unitClass in unitClasses)
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{
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@ -165,39 +168,34 @@ public class Unit : MonoBehaviour
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{
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return;
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}
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foreach (var tag in cardTags)
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// hack
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if (rangedAttackRange > 0)
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{
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if (tag.name == "Archer")
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for (int i = 0; i < rangedAttackRange; ++i)
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{
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for (int i = 0; i < meleeAttackRange; ++i)
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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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int attackXPos = standingCell.xPos + (i + 1) * (int)side;
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if (attackXPos >= cellMap.column || attackXPos < 0)
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// Attack Camp
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currentCommand = CurrentCommand.defend;
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break;
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}
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Cell nextCellInRange = cellMap.GetCell(attackXPos, standingCell.yPos);
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Unit targetUnit = nextCellInRange.standingUnit;
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if (targetUnit)
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{
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if (targetUnit.side != side)
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{
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// Attack Camp
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// Add units to attack list.
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currentCommand = CurrentCommand.defend;
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break;
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}
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Cell nextCellInRange = cellMap.GetCell(attackXPos, standingCell.yPos);
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Unit targetUnit = nextCellInRange.standingUnit;
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if (targetUnit)
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{
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if (targetUnit.side != side)
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{
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// Add units to attack list.
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currentCommand = CurrentCommand.defend;
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break;
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}
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}
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currentCommand = CurrentCommand.moveForward;
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}
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break;
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currentCommand = CurrentCommand.moveForward;
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}
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}
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//Debug.Log("Call MoveAction().");
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switch (currentCommand)
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{
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@ -265,17 +263,10 @@ public class Unit : MonoBehaviour
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public void AttackAction()
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{
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// Check Attack Range
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if (inDogFight(this))
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// Check if this unit is ranged unit
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if (rangedAttackRange > 0)
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{
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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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// Archer can't dog fight.
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return;
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}
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}
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return;
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}
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List<Unit> unitsInRange = new List<Unit>();
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@ -25,12 +25,6 @@ public class UnitManager : MonoBehaviour
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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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{
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}
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public void handleDiedUnit(Unit unit)
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{
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if (unit.side == Side.left)
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@ -39,7 +33,7 @@ public class UnitManager : MonoBehaviour
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}
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else if (unit.side == Side.right)
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{
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leftSideUnits.Remove(unit);
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rightSideUnits.Remove(unit);
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}
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}
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