Basic fighting logic.

pull/2/head
jacky_cai 2022-03-15 03:20:00 -07:00
parent bf845f2d14
commit 68b933460d
23 changed files with 2887 additions and 313 deletions

8
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@ -13,7 +13,6 @@ public class CardData : ScriptableObject
public int cost;
public int attack;
public int defense;
public int movement = 1;
public CardTag[] cardTags;
}

View File

@ -1,7 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Assertions;
using TMPro;
public enum CurrentCommand { defend, moveForward, retreat }
@ -11,6 +13,7 @@ public enum Side { left = 1, right = -1 }
public class Unit : MonoBehaviour
{
public string unitName;
public CardData cardData;
[SerializeField]
private int basicAttack;
@ -34,13 +37,16 @@ public class Unit : MonoBehaviour
[SerializeField]
private CurrentCommand currentCommand;
public Cell standingCell;
[SerializeField]
private Cell standingCell;
private Cell destinationCell;
private CellMap cellMap;
[SerializeField]
private Side side;
public Side side;
public Transform modelArt;
public Transform attackText;
public Transform defenseText;
public bool walkingToDestination = false;
@ -52,6 +58,25 @@ public class Unit : MonoBehaviour
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
@ -62,7 +87,7 @@ public class Unit : MonoBehaviour
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);
//Debug.Log("Manitude: " + moveVec.magnitude);
if ((Mathf.Approximately(transform.position.x, destinationCell.transform.position.x)
&& Mathf.Approximately(transform.position.y, destinationCell.transform.position.y))
@ -71,53 +96,116 @@ public class Unit : MonoBehaviour
walkingToDestination = false;
transform.position = new Vector3(destinationCell.transform.position.x, destinationCell.transform.position.y, -1);
destinationCell = null;
Debug.Log("Arrived.");
//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)
{
Debug.Log("Can start a new move action. Unit is still moving.");
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;
}
Debug.Log("Call MoveAction().");
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.");
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.
//Debug.Log("Try Move Forward.");
}
else
{
// Can't move to cell this is standed by enemy.
}
for (int i = 0; i < movement; i++)
{
if (checkDestinationCellEmpty())
{
// Attack()
//Debug.Log("Start Moving.");
MoveToCell(destinationCell);
walkingToDestination = true;
}
else
{
// Facing the camp.
//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;
@ -128,6 +216,86 @@ public class Unit : MonoBehaviour
}
}
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;
@ -135,17 +303,17 @@ public class Unit : MonoBehaviour
if (retreat)
{
movePath = movement * -(int)side;
movePath = 1 * -(int)side;
}
else
{
movePath = movement * (int)side;
movePath = 1 * (int)side;
}
int destinationXPos = standingCell.xPos + movePath;
// Mean the destination cell is the Camp.
if (destinationXPos < 0 || destinationXPos >= cellMap.column)
if (!checkPosInMap(destinationXPos))
{
return false;
}
@ -158,6 +326,7 @@ public class Unit : MonoBehaviour
}
else
{
// Check privous cell is standable if we have more than 1 movement ability.
return false;
}
}
@ -170,4 +339,28 @@ public class Unit : MonoBehaviour
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;
}
}

View File

@ -0,0 +1,100 @@
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;
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a7b5cc2948c19154e96390c013689e09
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: LiberationSans SDF Material
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
m_ShaderKeywords:
m_ShaderKeywords: OUTLINE_ON
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@ -32,7 +32,7 @@ Material:
- _MaskSoftnessX: 0
- _MaskSoftnessY: 0
- _OutlineSoftness: 0
- _OutlineWidth: 0
- _OutlineWidth: 0.16
- _PerspectiveFilter: 0.875
- _ScaleRatioA: 0.9
- _ScaleRatioB: 1