Basic fighting logic.
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|
m_Father: {fileID: 2394601694276102724}
|
||||||
|
m_RootOrder: 1
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
|
@ -0,0 +1,7 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 81eab03836e5b52448e4ad61de8f2406
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
File diff suppressed because it is too large
Load Diff
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,7 +1,9 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Assertions;
|
using UnityEngine.Assertions;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
public enum CurrentCommand { defend, moveForward, retreat }
|
public enum CurrentCommand { defend, moveForward, retreat }
|
||||||
|
|
||||||
|
@ -11,6 +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;
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private int basicAttack;
|
private int basicAttack;
|
||||||
|
@ -34,13 +37,16 @@ public class Unit : MonoBehaviour
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private CurrentCommand currentCommand;
|
private CurrentCommand currentCommand;
|
||||||
|
|
||||||
|
public Cell standingCell;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private Cell standingCell;
|
|
||||||
private Cell destinationCell;
|
private Cell destinationCell;
|
||||||
private CellMap cellMap;
|
private CellMap cellMap;
|
||||||
|
|
||||||
[SerializeField]
|
public Side side;
|
||||||
private Side side;
|
|
||||||
|
public Transform modelArt;
|
||||||
|
public Transform attackText;
|
||||||
|
public Transform defenseText;
|
||||||
|
|
||||||
public bool walkingToDestination = false;
|
public bool walkingToDestination = false;
|
||||||
|
|
||||||
|
@ -52,6 +58,25 @@ public class Unit : MonoBehaviour
|
||||||
transform.position = standingCell.transform.position;
|
transform.position = standingCell.transform.position;
|
||||||
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;
|
||||||
|
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
|
// Update is called once per frame
|
||||||
|
@ -62,7 +87,7 @@ public class Unit : MonoBehaviour
|
||||||
Vector3 moveVec = destinationCell.transform.position - 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);
|
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)
|
if ((Mathf.Approximately(transform.position.x, destinationCell.transform.position.x)
|
||||||
&& Mathf.Approximately(transform.position.y, destinationCell.transform.position.y))
|
&& Mathf.Approximately(transform.position.y, destinationCell.transform.position.y))
|
||||||
|
@ -71,36 +96,82 @@ public class Unit : MonoBehaviour
|
||||||
walkingToDestination = false;
|
walkingToDestination = false;
|
||||||
transform.position = new Vector3(destinationCell.transform.position.x, destinationCell.transform.position.y, -1);
|
transform.position = new Vector3(destinationCell.transform.position.x, destinationCell.transform.position.y, -1);
|
||||||
destinationCell = null;
|
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()
|
public void MoveAction()
|
||||||
{
|
{
|
||||||
if (walkingToDestination)
|
if (walkingToDestination)
|
||||||
{
|
{
|
||||||
Debug.Log("Can start a new move action. Unit is still moving.");
|
|
||||||
return;
|
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)
|
switch (currentCommand)
|
||||||
{
|
{
|
||||||
case CurrentCommand.defend:
|
case CurrentCommand.defend:
|
||||||
break;
|
break;
|
||||||
case CurrentCommand.moveForward:
|
case CurrentCommand.moveForward:
|
||||||
Debug.Log("Try Move Forward.");
|
//Debug.Log("Try Move Forward.");
|
||||||
|
|
||||||
|
for (int i = 0; i < movement; i++)
|
||||||
|
{
|
||||||
if (checkDestinationCellEmpty())
|
if (checkDestinationCellEmpty())
|
||||||
{
|
{
|
||||||
// Attack()
|
// Attack()
|
||||||
Debug.Log("Start Moving.");
|
//Debug.Log("Start Moving.");
|
||||||
MoveToCell(destinationCell);
|
MoveToCell(destinationCell);
|
||||||
walkingToDestination = true;
|
walkingToDestination = true;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Debug.Log("Can't Move.");
|
//Debug.Log("Can't Move.");
|
||||||
// Check the unit is facing the camp or unit.
|
// Check the unit is facing the camp or unit.
|
||||||
if (destinationCell)
|
if (destinationCell)
|
||||||
{
|
{
|
||||||
|
@ -108,16 +179,33 @@ public class Unit : MonoBehaviour
|
||||||
if (destinationCell.standingUnit.side == side)
|
if (destinationCell.standingUnit.side == side)
|
||||||
{
|
{
|
||||||
// Check the Allie is swappable or not.
|
// 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
|
else
|
||||||
{
|
{
|
||||||
// Can't move to cell this is standed by enemy.
|
// Can't move to cell this is standed by enemy.
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Facing the camp.
|
// Facing the camp.
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
destinationCell = standingCell;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
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)
|
bool checkDestinationCellEmpty(bool retreat = false)
|
||||||
{
|
{
|
||||||
int currentXPos = standingCell.xPos;
|
int currentXPos = standingCell.xPos;
|
||||||
|
@ -135,17 +303,17 @@ public class Unit : MonoBehaviour
|
||||||
|
|
||||||
if (retreat)
|
if (retreat)
|
||||||
{
|
{
|
||||||
movePath = movement * -(int)side;
|
movePath = 1 * -(int)side;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
movePath = movement * (int)side;
|
movePath = 1 * (int)side;
|
||||||
}
|
}
|
||||||
|
|
||||||
int destinationXPos = standingCell.xPos + movePath;
|
int destinationXPos = standingCell.xPos + movePath;
|
||||||
|
|
||||||
// Mean the destination cell is the Camp.
|
// Mean the destination cell is the Camp.
|
||||||
if (destinationXPos < 0 || destinationXPos >= cellMap.column)
|
if (!checkPosInMap(destinationXPos))
|
||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
@ -158,6 +326,7 @@ public class Unit : MonoBehaviour
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
// Check privous cell is standable if we have more than 1 movement ability.
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -170,4 +339,28 @@ public class Unit : MonoBehaviour
|
||||||
standingCell = cell;
|
standingCell = cell;
|
||||||
cell.standingUnit = this;
|
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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a7b5cc2948c19154e96390c013689e09
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -9,7 +9,7 @@ Material:
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name: LiberationSans SDF Material
|
m_Name: LiberationSans SDF Material
|
||||||
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
|
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
|
||||||
m_ShaderKeywords:
|
m_ShaderKeywords: OUTLINE_ON
|
||||||
m_LightmapFlags: 1
|
m_LightmapFlags: 1
|
||||||
m_EnableInstancingVariants: 0
|
m_EnableInstancingVariants: 0
|
||||||
m_DoubleSidedGI: 0
|
m_DoubleSidedGI: 0
|
||||||
|
@ -32,7 +32,7 @@ Material:
|
||||||
- _MaskSoftnessX: 0
|
- _MaskSoftnessX: 0
|
||||||
- _MaskSoftnessY: 0
|
- _MaskSoftnessY: 0
|
||||||
- _OutlineSoftness: 0
|
- _OutlineSoftness: 0
|
||||||
- _OutlineWidth: 0
|
- _OutlineWidth: 0.16
|
||||||
- _PerspectiveFilter: 0.875
|
- _PerspectiveFilter: 0.875
|
||||||
- _ScaleRatioA: 0.9
|
- _ScaleRatioA: 0.9
|
||||||
- _ScaleRatioB: 1
|
- _ScaleRatioB: 1
|
||||||
|
|
Loading…
Reference in New Issue