Moving Logic.

pull/2/head
jacky_cai 2022-03-14 15:34:06 -07:00
parent 13091523a9
commit bf845f2d14
34 changed files with 6049 additions and 1531 deletions

8
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Shader "Custom/NewSurfaceShader"
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Properties
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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}
SubShader
{
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)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
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ENDCG
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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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173
Assets/Scripts/Unit.cs Normal file
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@ -0,0 +1,173 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;
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;
[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;
[SerializeField]
private Cell standingCell;
private Cell destinationCell;
private CellMap cellMap;
[SerializeField]
private Side side;
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;
}
// 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.");
}
}
}
public void MoveAction()
{
if (walkingToDestination)
{
Debug.Log("Can start a new move action. Unit is still moving.");
return;
}
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.
}
else
{
// Can't move to cell this is standed by enemy.
}
}
else
{
// Facing the camp.
}
}
break;
case CurrentCommand.retreat:
break;
default:
break;
}
}
bool checkDestinationCellEmpty(bool retreat = false)
{
int currentXPos = standingCell.xPos;
int movePath = 0;
if (retreat)
{
movePath = movement * -(int)side;
}
else
{
movePath = movement * (int)side;
}
int destinationXPos = standingCell.xPos + movePath;
// Mean the destination cell is the Camp.
if (destinationXPos < 0 || destinationXPos >= cellMap.column)
{
return false;
}
destinationCell = cellMap.GetCell(destinationXPos, standingCell.yPos);
if (destinationCell.standingUnit == null)
{
return true;
}
else
{
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;
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using System.Collections.Generic;
using UnityEngine;
public class cell : MonoBehaviour
public class Cell : MonoBehaviour
{
public int xPos;
public int yPos;
public Unit standingUnit;
// Start is called before the first frame update
void Start()
{
@ -19,6 +23,7 @@ public class cell : MonoBehaviour
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: " + transform.position.x + "," + transform.position.y);
Debug.Log("位置: " + (xPos+1) + "," + (yPos+1));
}
}

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32
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