Merge pull request 'Basic fighting system draft.' (#2) from jacky/levelchessboard into master

Reviewed-on: #2
pull/3/head
aquostics 2022-03-15 19:14:07 -07:00
commit 149b669c07
244 changed files with 41089 additions and 48 deletions

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[InternetShortcut]
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1-Bit Pack (1.2)
Created/distributed by Kenney (www.kenney.nl)
Creation date: 09-11-2021
------------------------------
License: (Creative Commons Zero, CC0)
http://creativecommons.org/publicdomain/zero/1.0/
This content is free to use in personal, educational and commercial projects.
Support us by crediting Kenney or www.kenney.nl (this is not mandatory)
------------------------------
Donate: http://support.kenney.nl
Patreon: http://patreon.com/kenney/
Follow on Twitter for updates:
http://twitter.com/KenneyNL

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Shader "Custom/NewSurfaceShader"
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Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
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Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
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@ -13,7 +13,6 @@ public class CardData : ScriptableObject
public int cost; public int cost;
public int attack; public int attack;
public int defense; public int defense;
public int movement = 1;
public CardTag[] cardTags; public CardTag[] cardTags;
} }

45
Assets/Scripts/CellMap.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CellMap : MonoBehaviour
{
[System.Serializable]
public struct CellRow
{
public Cell[] cells;
}
public CellRow[] cellMapData;
public int column = 0;
public int row = 0;
// Start is called before the first frame update
void Start()
{
for (int y = 0; y < cellMapData.Length; y++)
{
for (int x = 0; x < cellMapData[y].cells.Length; x++)
{
cellMapData[y].cells[x].xPos = x;
cellMapData[y].cells[x].yPos = y;
}
}
row = cellMapData.Length;
column = cellMapData[0].cells.Length;
}
// Update is called once per frame
void Update()
{
}
public Cell GetCell(int x, int y)
{
return cellMapData[y].cells[x];
}
}

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Assets/Scripts/Unit.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Assertions;
using TMPro;
public enum CurrentCommand { defend, moveForward, retreat }
// Left is Player, Enemy is right.
public enum Side { left = 1, right = -1 }
public class Unit : MonoBehaviour
{
public string unitName;
public CardData cardData;
[SerializeField]
private int basicAttack;
private int finalAttack;
[SerializeField]
private int currentDefense;
[SerializeField]
private int basicMaxDefense;
private int finalMaxDefense;
[SerializeField]
private CardTag[] cardTags;
[SerializeField]
private int attackRange = 1;
[SerializeField]
private int movement = 1;
[SerializeField]
private CurrentCommand currentCommand;
public Cell standingCell;
[SerializeField]
private Cell destinationCell;
private CellMap cellMap;
public Side side;
public Transform modelArt;
public Transform attackText;
public Transform defenseText;
public bool walkingToDestination = false;
// Start is called before the first frame update
void Start()
{
cellMap = FindObjectOfType<CellMap>();
transform.position = standingCell.transform.position;
transform.position = new Vector3(transform.position.x, transform.position.y, -1);
standingCell.standingUnit = this;
basicAttack = cardData.attack;
basicMaxDefense = cardData.defense;
currentDefense = basicMaxDefense;
cardTags = cardData.cardTags;
foreach (var tag in cardData.cardTags)
{
if (tag.name == "Archer")
{
attackRange += 2;
}
else if (tag.name == "Cavalry")
{
movement += 1;
}
}
modelArt.GetComponent<SpriteRenderer>().sprite = cardData.artwork;
}
// Update is called once per frame
void Update()
{
if (walkingToDestination && destinationCell && transform.position != destinationCell.transform.position)
{
Vector3 moveVec = destinationCell.transform.position - transform.position;
transform.position = new Vector3(transform.position.x + moveVec.x * 5.0f * Time.deltaTime, transform.position.y + moveVec.y * 5.0f * Time.deltaTime, -1);
//Debug.Log("Manitude: " + moveVec.magnitude);
if ((Mathf.Approximately(transform.position.x, destinationCell.transform.position.x)
&& Mathf.Approximately(transform.position.y, destinationCell.transform.position.y))
|| moveVec.magnitude <= 1)
{
walkingToDestination = false;
transform.position = new Vector3(destinationCell.transform.position.x, destinationCell.transform.position.y, -1);
destinationCell = null;
//Debug.Log("Arrived.");
}
}
finalAttack = basicAttack; // For now.
attackText.GetComponent<TextMeshProUGUI>().text = finalAttack.ToString();
defenseText.GetComponent<TextMeshProUGUI>().text = currentDefense.ToString();
}
public void MoveAndAttack()
{
MoveAction();
AttackAction();
}
public void MoveAction()
{
if (walkingToDestination)
{
return;
}
foreach (var tag in cardData.cardTags)
{
if (tag.name == "Archer")
{
for (int i = 0; i < attackRange; ++i)
{
int attackXPos = standingCell.xPos + (i + 1) * (int)side;
if (attackXPos >= cellMap.column || attackXPos < 0)
{
// Attack Camp
currentCommand = CurrentCommand.defend;
break;
}
Cell nextCellInRange = cellMap.GetCell(attackXPos, standingCell.yPos);
Unit targetUnit = nextCellInRange.standingUnit;
if (targetUnit)
{
if (targetUnit.side != side)
{
// Add units to attack list.
currentCommand = CurrentCommand.defend;
break;
}
}
currentCommand = CurrentCommand.moveForward;
}
break;
}
}
//Debug.Log("Call MoveAction().");
switch (currentCommand)
{
case CurrentCommand.defend:
break;
case CurrentCommand.moveForward:
//Debug.Log("Try Move Forward.");
for (int i = 0; i < movement; i++)
{
if (checkDestinationCellEmpty())
{
// Attack()
//Debug.Log("Start Moving.");
MoveToCell(destinationCell);
walkingToDestination = true;
}
else
{
//Debug.Log("Can't Move.");
// Check the unit is facing the camp or unit.
if (destinationCell)
{
// Check the unit is Allie or Enemy.
if (destinationCell.standingUnit.side == side)
{
// Check the Allie is swappable or not.
if (!inDogFight(destinationCell.standingUnit))
{
//standingCell = cell;
//cell.standingUnit = this;
destinationCell.standingUnit.walkingToDestination = true;
standingCell.standingUnit = destinationCell.standingUnit;
standingCell.standingUnit.standingCell = standingCell;
standingCell.standingUnit.destinationCell = standingCell;
standingCell = destinationCell;
destinationCell.standingUnit = this;
walkingToDestination = true;
}
}
else
{
// Can't move to cell this is standed by enemy.
break;
}
}
else
{
// Facing the camp.
break;
}
destinationCell = standingCell;
}
}
break;
case CurrentCommand.retreat:
break;
default:
break;
}
}
public void AttackAction()
{
// Check Attack Range
if (inDogFight(this))
{
foreach (var tag in cardData.cardTags)
{
if (tag.name == "Archer")
{
// Archer can't dog fight.
return;
}
}
}
List<Unit> unitsInRange = new List<Unit>();
for (int i = 0; i < attackRange; ++i)
{
int attackXPos = standingCell.xPos + (i+1) * (int)side;
if (attackXPos >= cellMap.column || attackXPos < 0)
{
// Attack Camp
return;
}
Cell nextCellInRange = cellMap.GetCell(attackXPos, standingCell.yPos);
Unit targetUnit = nextCellInRange.standingUnit;
if (targetUnit)
{
if (targetUnit.side != side)
{
// Add units to attack list.
unitsInRange.Add(targetUnit);
}
else
{
// It is allies. We don't attack it unless we are under some debuff.
}
}
else
{
// Nothing to attack.
//Debug.Log("No unit to attack.");
}
}
if (side == Side.left)
{
unitsInRange = unitsInRange.OrderBy(x => x.standingCell.xPos).ToList<Unit>();
}
else
{
unitsInRange = unitsInRange.OrderByDescending(x => x.standingCell.xPos).ToList<Unit>();
}
for (int i = 0; i < unitsInRange.Count; i++)
{
Debug.Log(unitsInRange[i].unitName + ": " + unitsInRange[i].standingCell.xPos + " , " + unitsInRange[i].standingCell.yPos);
// Do attack
//Debug.Log("Attack!");
unitsInRange[i].currentDefense -= finalAttack;
if (unitsInRange[i].currentDefense <= 0)
{
unitsInRange[i].standingCell.standingUnit = null;
unitsInRange[i].gameObject.SetActive(false); // For now
Unit unit = unitsInRange[i];
FindObjectOfType<UnitManager>().handleDiedUnit(unit);
//Debug.Log("Defeat Enemy");
}
break; // Most of units can only attack one target.
}
}
public bool isUnitAlive()
{
return currentDefense > 0;
}
bool checkDestinationCellEmpty(bool retreat = false)
{
int currentXPos = standingCell.xPos;
int movePath = 0;
if (retreat)
{
movePath = 1 * -(int)side;
}
else
{
movePath = 1 * (int)side;
}
int destinationXPos = standingCell.xPos + movePath;
// Mean the destination cell is the Camp.
if (!checkPosInMap(destinationXPos))
{
return false;
}
destinationCell = cellMap.GetCell(destinationXPos, standingCell.yPos);
if (destinationCell.standingUnit == null)
{
return true;
}
else
{
// Check privous cell is standable if we have more than 1 movement ability.
return false;
}
}
void MoveToCell(Cell cell)
{
Assert.IsTrue(destinationCell.standingUnit == null, "Trying to move a cell that is already be standing by another unit.");
standingCell.standingUnit = null;
standingCell = cell;
cell.standingUnit = this;
}
// Check the allies is near by an enemy or not.
bool inDogFight(Unit unit)
{
int checkPos = unit.standingCell.xPos + (int)side * 1;
if (!checkPosInMap(checkPos))
{
return false;
}
var checkCell = cellMap.GetCell(checkPos, standingCell.yPos);
if (checkCell.standingUnit && checkCell.standingUnit.side != side)
{
return true;
}
return false;
}
bool checkPosInMap(int pos)
{
return pos >= 0 && pos < cellMap.column;
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class UnitManager : MonoBehaviour
{
public List<Unit> leftSideUnits = new List<Unit>();
public List<Unit> rightSideUnits = new List<Unit>();
// Start is called before the first frame update
void Start()
{
var units = FindObjectsOfType<Unit>();
foreach (var unit in units)
{
if (unit.side == Side.left)
{
leftSideUnits.Add(unit);
}
else
{
rightSideUnits.Add(unit);
}
}
}
// Update is called once per frame
void Update()
{
}
public void handleDiedUnit(Unit unit)
{
if (unit.side == Side.left)
{
leftSideUnits.Remove(unit);
}
else if (unit.side == Side.right)
{
leftSideUnits.Remove(unit);
}
}
bool test = true;
public void SideAction()
{
if (test)
{
SortActionOrder(Side.right);
foreach (var unit in rightSideUnits)
{
if (unit.isUnitAlive())
{
unit.MoveAction();
}
if (unit.isUnitAlive())
{
unit.AttackAction();
}
}
}
else
{
SortActionOrder(Side.left);
foreach (var unit in leftSideUnits)
{
if (unit.isUnitAlive())
{
unit.MoveAction();
}
if (unit.isUnitAlive())
{
unit.AttackAction();
}
}
}
test = !test;
}
private void SortActionOrder(Side side)
{
switch (side)
{
case Side.left:
leftSideUnits = leftSideUnits.OrderByDescending(x => x.standingCell.xPos).ThenByDescending(y => y.standingCell.yPos).ToList<Unit>();
break;
case Side.right:
rightSideUnits = rightSideUnits.OrderBy(x => x.standingCell.xPos).ThenBy(y => y.standingCell.yPos).ToList<Unit>();
break;
default:
break;
}
}
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Assets/Scripts/cell.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cell : MonoBehaviour
{
public int xPos;
public int yPos;
public Unit standingUnit;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnMouseDown()
{
//Debug.Log("点击了单元格。");
//Debug.Log("位置: " + transform.position.x + "," + transform.position.y);
Debug.Log("位置: " + (xPos+1) + "," + (yPos+1));
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