Compare commits
5 Commits
04539851c2
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master
Author | SHA1 | Date |
---|---|---|
jacky_cai | f5fff1d981 | |
aquostics | f3dcde486e | |
SherlockShiYL | 11335ec7c1 | |
SherlockShiYL | deea0a218e | |
SherlockShiYL | 5f1965667e |
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@ -1,14 +0,0 @@
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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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[CreateAssetMenu(fileName = "ArcherClass", menuName = "Card Class/Archer Class Data")]
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public class ArcherClass : UnitClass
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{
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public int extraAttackRange = 2;
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public override void ApplyClassSpecilization(Unit unit)
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{
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unit.MeleeAttackRange = 0;
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unit.RangedAttackRange += extraAttackRange;
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}
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}
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@ -1,13 +0,0 @@
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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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[CreateAssetMenu(fileName = "CavalryClass", menuName = "Card Class/Cavalry Class Data")]
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public class CavalryClass : UnitClass
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{
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public int extraMovement = 1;
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public override void ApplyClassSpecilization(Unit unit)
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{
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unit.Movement += extraMovement;
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}
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}
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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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public class Ability : ScriptableObject
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{
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public new string name;
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public string description;
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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 OnBeginMovePhase(Unit unit) { }
|
||||
public virtual void OnMove(Unit unit, int travelDistance) { }
|
||||
public virtual void OnEndMovePhase(Unit unit) { }
|
||||
|
||||
public virtual void OnBeginAttackPhase(Unit unit) { }
|
||||
public virtual void OnBeginAttack(Unit unit, List<Unit> targets) { }
|
||||
public virtual void OnAttack(Unit unit, List<Unit> targets) { }
|
||||
public virtual void OnEndAttack(Unit unit, List<Unit> targets) { }
|
||||
public virtual void OnEndAttackPhase(Unit unit) { }
|
||||
public virtual void OnExecute(Unit unit, Unit target) { }
|
||||
public virtual void OnAllyDeath(Unit unit) { }
|
||||
public virtual void OnEnemyDeath(Unit unit) { }
|
||||
public virtual void OnAnyDeath(Unit unit) { }
|
||||
|
||||
public virtual void OnCounterAttack(Unit unit, Unit attacker) { }
|
||||
public virtual void OnDamaged(Unit unit, Unit attacker) { }
|
||||
public virtual void OnArmorBreak(Unit unit, Unit attacker) { }
|
||||
public virtual void OnDefeat(Unit unit, Unit attacker) { }
|
||||
|
||||
public virtual void OnEnterBattleGround(Unit unit) { }
|
||||
public virtual void OnExitBattleGround(Unit unit) { }
|
||||
public virtual void OnDraw(Unit unit) { }
|
||||
public virtual void OnRecovered(Unit unit, Unit helper) { }
|
||||
public virtual void OnEquippingArmor(Unit unit, int armorAmount) { }
|
||||
public virtual void OnDiscard(Unit unit) { }
|
||||
|
||||
public virtual void OnCastStragedy(List<Unit> targets) { }
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 27a2e411b169b994891c431e7a183368
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -2,6 +2,7 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "New Card Data", menuName = "Card/Card Data")]
|
||||
public class CardData : ScriptableObject
|
||||
{
|
||||
public new string name;
|
||||
|
@ -13,7 +14,5 @@ public class CardData : ScriptableObject
|
|||
public int attack;
|
||||
public int defense;
|
||||
|
||||
public CardTag[] tags;
|
||||
public UnitClass[] unitClasses;
|
||||
public Ability[] abilities;
|
||||
public CardTag[] cardTags;
|
||||
}
|
||||
|
|
|
@ -7,4 +7,6 @@ public class CardTag : ScriptableObject
|
|||
{
|
||||
public new string name;
|
||||
public string description;
|
||||
|
||||
public Sprite artwork;
|
||||
}
|
||||
|
|
|
@ -15,6 +15,7 @@ public class CellMap : MonoBehaviour
|
|||
public int column = 0;
|
||||
public int row = 0;
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
@ -34,16 +35,11 @@ public class CellMap : MonoBehaviour
|
|||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
public Cell GetCell(int x, int y)
|
||||
{
|
||||
return cellMapData[y].cells[x];
|
||||
}
|
||||
|
||||
public bool IsCellEmpty(int x, int y)
|
||||
{
|
||||
return GetCell(x, y).standingUnit == null;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,162 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// Left is Player, right is enemy.
|
||||
public enum Side { left = 1, right = -1 }
|
||||
|
||||
public class CombatManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private List<Unit> leftSideUnits = new List<Unit>();
|
||||
[SerializeField] private List<Unit> rightSideUnits = new List<Unit>();
|
||||
[SerializeField] private CellMap cellMap;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
// hack
|
||||
cellMap = FindObjectOfType<CellMap>();
|
||||
|
||||
foreach (var unit in rightSideUnits)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnPlaceUnit(unit);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var unit in rightSideUnits)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnEnterBattleGround(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
List<Unit> QueryTargets(Unit attacker)
|
||||
{
|
||||
// TO DO:
|
||||
return new List<Unit>();
|
||||
}
|
||||
|
||||
// Called once before drawing cards
|
||||
void BeginFight()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void BeginRound(Side side)
|
||||
{
|
||||
List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
|
||||
foreach (var unit in units)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnBeginRound(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BeginMovePhase(Side side)
|
||||
{
|
||||
List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
|
||||
foreach (var unit in units)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnBeginMovePhase(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EndMovePhase(Side side)
|
||||
{
|
||||
List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
|
||||
foreach (var unit in units)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnEndMovePhase(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BeginAttackPhase(Side side)
|
||||
{
|
||||
List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
|
||||
foreach (var unit in units)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnBeginAttackPhase(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UnitAttack(Unit unit, List<Unit> targets)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnBeginAttack(unit, targets);
|
||||
}
|
||||
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnAttack(unit, targets);
|
||||
}
|
||||
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnEndAttack(unit, targets);
|
||||
}
|
||||
|
||||
foreach (var target in targets)
|
||||
{
|
||||
foreach (var ability in target.Abilities)
|
||||
{
|
||||
ability.OnCounterAttack(target, unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Attack(Side side)
|
||||
{
|
||||
List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
|
||||
|
||||
foreach (var unit in units)
|
||||
{
|
||||
UnitAttack(unit, QueryTargets(unit));
|
||||
}
|
||||
}
|
||||
|
||||
void EndAttackPhase(Side side)
|
||||
{
|
||||
List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
|
||||
foreach (var unit in units)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnEndAttackPhase(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EndRound(Side side)
|
||||
{
|
||||
List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
|
||||
foreach (var unit in units)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnEndRound(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Called once after result
|
||||
void EndFight()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ab8c50f6a5fd9be488ffeb604ccbc9fc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -2,46 +2,56 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
|
||||
public class Deck : MonoBehaviour
|
||||
{
|
||||
public List<CardData> cardDataList;
|
||||
|
||||
public List<CardData> drawList;
|
||||
// Control Card Display
|
||||
public List<GameObject> drawDisplayList;
|
||||
|
||||
public List<CardData> handList;
|
||||
|
||||
public List<CardData> discardList;
|
||||
// Control Card Display
|
||||
public List<GameObject> discardDisplayList;
|
||||
|
||||
public List<CardData> wasteList;
|
||||
public int randomSeed;
|
||||
|
||||
public GameObject handCardTemplate;
|
||||
public GameObject cardDisplayTemplate;
|
||||
private GameObject cardTemplate;
|
||||
|
||||
private GameObject handListContent;
|
||||
private GameObject drawListContent;
|
||||
private GameObject discardListContent;
|
||||
|
||||
// Card Limit
|
||||
public int maxCardinHandLimit = 10;
|
||||
public int maxCardRemainLimit = 5;
|
||||
|
||||
private GameObject reachCardinHandLimitWarningDisplay;
|
||||
private float warningDisplayCountDown;
|
||||
private float warningDisplayTime = 1.0f;
|
||||
|
||||
private GameObject discardHoldingListContent;
|
||||
private TextMeshProUGUI discardWarningDisplayText;
|
||||
|
||||
public GameObject drawListContent;
|
||||
public GameObject discardListContent;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
drawListContent = transform.Find("DrawList/Viewport/Content").gameObject;
|
||||
drawListContent.transform.parent.parent.gameObject.SetActive(false);
|
||||
discardListContent = transform.Find("DiscardList/Viewport/Content").gameObject;
|
||||
discardListContent.transform.parent.parent.gameObject.SetActive(false);
|
||||
handListContent = transform.Find("Content/HandList/Viewport/Content").gameObject;
|
||||
|
||||
cardTemplate = transform.Find("CardTemplate").gameObject;
|
||||
reachCardinHandLimitWarningDisplay = transform.Find("Content/LimitWarning").gameObject;
|
||||
reachCardinHandLimitWarningDisplay.SetActive(false);
|
||||
discardHoldingListContent = transform.Find("Content/DiscardHoldingList/Viewport/HoldingListContent").gameObject;
|
||||
discardHoldingListContent.transform.parent.parent.gameObject.SetActive(false);
|
||||
discardWarningDisplayText = transform.Find("Content/DiscardHoldingList/Viewport/DiscardWarning/Text").gameObject.GetComponent<TextMeshProUGUI>();
|
||||
|
||||
randomSeed = 200;
|
||||
Random.InitState(randomSeed);
|
||||
for (int i = 0; i < cardDataList.Count; i++)
|
||||
{
|
||||
drawList.Add(cardDataList[i]);
|
||||
GameObject tempDrawDisplay = Instantiate(cardDisplayTemplate.gameObject, transform.Find("DrawListContent/Viewport/Content"));
|
||||
GameObject tempDrawDisplay = Instantiate(cardTemplate.gameObject, transform.Find("DrawList/Viewport/Content"));
|
||||
tempDrawDisplay.transform.Find("Card").gameObject.GetComponent<CardDisplay>().SetCardData(cardDataList[i]);
|
||||
tempDrawDisplay.transform.Find("Button").gameObject.GetComponent<Image>().sprite = cardDataList[i].artwork;
|
||||
tempDrawDisplay.SetActive(true);
|
||||
drawDisplayList.Add(tempDrawDisplay);
|
||||
}
|
||||
drawListContent.SetActive(false);
|
||||
discardListContent.SetActive(false);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
|
@ -50,26 +60,37 @@ public class Deck : MonoBehaviour
|
|||
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (warningDisplayCountDown >= 0.0f)
|
||||
{
|
||||
warningDisplayCountDown -= Time.deltaTime;
|
||||
if (warningDisplayCountDown <= 0.0f)
|
||||
{
|
||||
DeactivateCardInHandLimitWarning();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void DrawCards(int amount)
|
||||
{
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
if (drawList.Count == 0)
|
||||
if (handListContent.transform.childCount > maxCardinHandLimit - 1)
|
||||
{
|
||||
ActivateCardInHandLimitWarning();
|
||||
return;
|
||||
}
|
||||
if (drawListContent.transform.childCount == 0)
|
||||
{
|
||||
Shuffle();
|
||||
}
|
||||
if(drawList.Count==0)
|
||||
if (drawListContent.transform.childCount == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
int randomIndex = Random.Range(0, drawList.Count);
|
||||
GameObject cardObj = Instantiate(handCardTemplate.gameObject, transform.Find("Content/HandList"));
|
||||
cardObj.SetActive(true);
|
||||
cardObj.transform.Find("Card").gameObject.GetComponent<CardDisplay>().SetCardData(drawList[randomIndex]);
|
||||
cardObj.transform.Find("Button").gameObject.GetComponent<Image>().sprite = drawList[randomIndex].artwork;
|
||||
drawList.RemoveAt(randomIndex);
|
||||
Destroy(drawDisplayList[randomIndex]);
|
||||
drawDisplayList.RemoveAt(randomIndex);
|
||||
int randomIndex = Random.Range(0, drawListContent.transform.childCount);
|
||||
drawListContent.transform.GetChild(randomIndex).transform.SetParent(handListContent.transform);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -83,74 +104,116 @@ public class Deck : MonoBehaviour
|
|||
//}
|
||||
//else
|
||||
//{
|
||||
discardList.Add(handList[index]);
|
||||
|
||||
//}
|
||||
handList.RemoveAt(index);
|
||||
}
|
||||
|
||||
public void UseThisCard(GameObject card)
|
||||
{
|
||||
GameObject tempDiscardDisplay = Instantiate(cardDisplayTemplate.gameObject, transform.Find("DiscardListContent/Viewport/Content"));
|
||||
tempDiscardDisplay.SetActive(true);
|
||||
tempDiscardDisplay.transform.Find("Card").gameObject.GetComponent<CardDisplay>().SetCardData(card.transform.Find("Card").gameObject.gameObject.GetComponent<CardDisplay>().cardData);
|
||||
tempDiscardDisplay.transform.Find("Button").gameObject.GetComponent<Image>().sprite = card.transform.Find("Card").gameObject.gameObject.GetComponent<CardDisplay>().cardData.artwork;
|
||||
discardDisplayList.Add(tempDiscardDisplay);
|
||||
discardList.Add(card.transform.Find("Card").gameObject.gameObject.GetComponent<CardDisplay>().cardData);
|
||||
Destroy(card);
|
||||
if(card.transform.parent == handListContent.transform)
|
||||
{
|
||||
if (!discardHoldingListContent.transform.parent.parent.gameObject.activeSelf)
|
||||
{
|
||||
// Use card in hand
|
||||
card.transform.SetParent(discardListContent.transform);
|
||||
}
|
||||
else if (handListContent.transform.childCount > maxCardRemainLimit)
|
||||
{
|
||||
// Put card in discard holding list
|
||||
card.transform.SetParent(discardHoldingListContent.transform);
|
||||
}
|
||||
|
||||
}
|
||||
else if (card.transform.parent == discardHoldingListContent.transform)
|
||||
{
|
||||
card.transform.SetParent(handListContent.transform);
|
||||
}
|
||||
else if (card.transform.parent == drawListContent.transform)
|
||||
{
|
||||
// card in draw list
|
||||
Debug.Log("Card in Draw list");
|
||||
}
|
||||
else if (card.transform.parent == discardListContent.transform)
|
||||
{
|
||||
// card in discard list
|
||||
Debug.Log("Card in Discard list");
|
||||
}
|
||||
}
|
||||
|
||||
// When unit dead
|
||||
public void AddACardIntoDiscardList(CardData card)
|
||||
{
|
||||
discardList.Add(card);
|
||||
|
||||
}
|
||||
|
||||
public void Shuffle()
|
||||
{
|
||||
// Put all cards in drawList into discardList
|
||||
for (int i = 0; i < drawList.Count; i++)
|
||||
while (drawListContent.transform.childCount != 0)
|
||||
{
|
||||
discardList.Add(drawList[i]);
|
||||
Destroy(drawDisplayList[i]);
|
||||
drawListContent.transform.GetChild(drawListContent.transform.childCount - 1).SetParent(discardListContent.transform);
|
||||
}
|
||||
drawDisplayList.Clear();
|
||||
drawList.Clear();
|
||||
|
||||
while (discardList.Count != 0)
|
||||
while (discardListContent.transform.childCount != 0)
|
||||
{
|
||||
int index = Random.Range(0, discardList.Count);
|
||||
drawList.Add(discardList[index]);
|
||||
GameObject tempCardDisplay = Instantiate(cardDisplayTemplate.gameObject, transform.Find("DrawListContent/Viewport/Content"));
|
||||
tempCardDisplay.transform.Find("Card").gameObject.GetComponent<CardDisplay>().SetCardData(discardList[index]);
|
||||
tempCardDisplay.transform.Find("Button").gameObject.GetComponent<Image>().sprite = discardList[index].artwork;
|
||||
tempCardDisplay.SetActive(true);
|
||||
drawDisplayList.Add(tempCardDisplay);
|
||||
discardList[index] = discardList[discardList.Count - 1];
|
||||
discardList.RemoveAt(discardList.Count - 1);
|
||||
int index = Random.Range(0, discardListContent.transform.childCount);
|
||||
discardListContent.transform.GetChild(index).transform.SetParent(drawListContent.transform);
|
||||
};
|
||||
for (int i = 0; i < discardDisplayList.Count; i++)
|
||||
{
|
||||
Destroy(discardDisplayList[i]);
|
||||
}
|
||||
}
|
||||
|
||||
public void ActivateDisplayDrawList()
|
||||
{
|
||||
drawListContent.SetActive(true);
|
||||
drawListContent.transform.parent.parent.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void DeactivateDisplayDrawList()
|
||||
{
|
||||
drawListContent.SetActive(false);
|
||||
drawListContent.transform.parent.parent.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void ActivateDisplayDiscardList()
|
||||
{
|
||||
discardListContent.SetActive(true);
|
||||
discardListContent.transform.parent.parent.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void DeactivateDisplayDiscardList()
|
||||
{
|
||||
discardListContent.SetActive(false);
|
||||
discardListContent.transform.parent.parent.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void ActivateCardInHandLimitWarning()
|
||||
{
|
||||
reachCardinHandLimitWarningDisplay.SetActive(true);
|
||||
warningDisplayCountDown = warningDisplayTime;
|
||||
}
|
||||
|
||||
private void DeactivateCardInHandLimitWarning()
|
||||
{
|
||||
reachCardinHandLimitWarningDisplay.SetActive(false);
|
||||
}
|
||||
|
||||
public void EndRound()
|
||||
{
|
||||
if (handListContent.transform.childCount > maxCardRemainLimit)
|
||||
{
|
||||
ActivateDiscardWarning();
|
||||
}
|
||||
}
|
||||
|
||||
private void ActivateDiscardWarning()
|
||||
{
|
||||
discardHoldingListContent.transform.parent.parent.gameObject.SetActive(true);
|
||||
discardWarningDisplayText.text = string.Format("Choose {0} Card(s) to Discard", handListContent.transform.childCount - maxCardRemainLimit);
|
||||
}
|
||||
|
||||
public void DiscardHoldingListCards()
|
||||
{
|
||||
while (discardHoldingListContent.transform.childCount != 0)
|
||||
{
|
||||
discardHoldingListContent.transform.GetChild(discardHoldingListContent.transform.childCount - 1).SetParent(discardListContent.transform);
|
||||
}
|
||||
if (handListContent.transform.childCount <= maxCardRemainLimit)
|
||||
{
|
||||
discardHoldingListContent.transform.parent.parent.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,10 +7,13 @@ 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 baseData;
|
||||
public CardData cardData;
|
||||
|
||||
[SerializeField]
|
||||
private int basicAttack;
|
||||
|
@ -24,42 +27,12 @@ public class Unit : MonoBehaviour
|
|||
private int finalMaxDefense;
|
||||
|
||||
[SerializeField]
|
||||
private List<CardTag> cardTags;
|
||||
private CardTag[] cardTags;
|
||||
|
||||
[SerializeField]
|
||||
private List<UnitClass> unitClasses;
|
||||
|
||||
[SerializeField]
|
||||
private List<Ability> abilities;
|
||||
public List<Ability> Abilities
|
||||
{
|
||||
get { return abilities; }
|
||||
set { abilities = value; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private int meleeAttackRange = 1;
|
||||
public int MeleeAttackRange
|
||||
{
|
||||
get { return meleeAttackRange; }
|
||||
set { meleeAttackRange = value; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private int rangedAttackRange = 1;
|
||||
public int RangedAttackRange
|
||||
{
|
||||
get { return rangedAttackRange; }
|
||||
set { rangedAttackRange = value; }
|
||||
}
|
||||
|
||||
private int attackRange = 1;
|
||||
[SerializeField]
|
||||
private int movement = 1;
|
||||
public int Movement
|
||||
{
|
||||
get { return movement; }
|
||||
set { movement = value; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private CurrentCommand currentCommand;
|
||||
|
@ -80,11 +53,6 @@ public class Unit : MonoBehaviour
|
|||
Camp allyCamp;
|
||||
Camp enemyCamp;
|
||||
|
||||
public bool isUnitAlive()
|
||||
{
|
||||
return currentDefense > 0;
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
@ -93,19 +61,24 @@ public class Unit : MonoBehaviour
|
|||
transform.position = new Vector3(transform.position.x, transform.position.y, -1);
|
||||
standingCell.standingUnit = this;
|
||||
|
||||
basicAttack = baseData.attack;
|
||||
basicMaxDefense = baseData.defense;
|
||||
basicAttack = cardData.attack;
|
||||
basicMaxDefense = cardData.defense;
|
||||
currentDefense = basicMaxDefense;
|
||||
cardTags = baseData.tags.ToList();
|
||||
unitClasses = baseData.unitClasses.ToList();
|
||||
abilities = baseData.abilities.ToList();
|
||||
cardTags = cardData.cardTags;
|
||||
|
||||
foreach (var unitClass in unitClasses)
|
||||
foreach (var tag in cardData.cardTags)
|
||||
{
|
||||
unitClass.ApplyClassSpecilization(this);
|
||||
if (tag.name == "Archer")
|
||||
{
|
||||
attackRange += 2;
|
||||
}
|
||||
else if (tag.name == "Cavalry")
|
||||
{
|
||||
movement += 1;
|
||||
}
|
||||
}
|
||||
|
||||
modelArt.GetComponent<SpriteRenderer>().sprite = baseData.artwork;
|
||||
modelArt.GetComponent<SpriteRenderer>().sprite = cardData.artwork;
|
||||
|
||||
var camps = FindObjectsOfType<Camp>();
|
||||
foreach (var camp in camps)
|
||||
|
@ -121,7 +94,8 @@ public class Unit : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
void UpdateAnimation()
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (walkingToDestination && destinationCell && transform.position != destinationCell.transform.position)
|
||||
{
|
||||
|
@ -140,22 +114,13 @@ public class Unit : MonoBehaviour
|
|||
//Debug.Log("Arrived.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateText()
|
||||
{
|
||||
finalAttack = basicAttack; // For now.
|
||||
|
||||
attackText.GetComponent<TextMeshProUGUI>().text = finalAttack.ToString();
|
||||
defenseText.GetComponent<TextMeshProUGUI>().text = currentDefense.ToString();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
UpdateAnimation();
|
||||
finalAttack = basicAttack; // For now.
|
||||
UpdateText();
|
||||
}
|
||||
|
||||
public void MoveAndAttack()
|
||||
{
|
||||
MoveAction();
|
||||
|
@ -168,34 +133,39 @@ public class Unit : MonoBehaviour
|
|||
{
|
||||
return;
|
||||
}
|
||||
// hack
|
||||
if (rangedAttackRange > 0)
|
||||
foreach (var tag in cardData.cardTags)
|
||||
{
|
||||
for (int i = 0; i < rangedAttackRange; ++i)
|
||||
if (tag.name == "Archer")
|
||||
{
|
||||
int attackXPos = standingCell.xPos + (i + 1) * (int)side;
|
||||
if (attackXPos >= cellMap.column || attackXPos < 0)
|
||||
for (int i = 0; i < attackRange; ++i)
|
||||
{
|
||||
// Attack Camp
|
||||
currentCommand = CurrentCommand.defend;
|
||||
break;
|
||||
}
|
||||
|
||||
Cell nextCellInRange = cellMap.GetCell(attackXPos, standingCell.yPos);
|
||||
Unit targetUnit = nextCellInRange.standingUnit;
|
||||
if (targetUnit)
|
||||
{
|
||||
if (targetUnit.side != side)
|
||||
int attackXPos = standingCell.xPos + (i + 1) * (int)side;
|
||||
if (attackXPos >= cellMap.column || attackXPos < 0)
|
||||
{
|
||||
// Add units to attack list.
|
||||
// Attack Camp
|
||||
currentCommand = CurrentCommand.defend;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
currentCommand = CurrentCommand.moveForward;
|
||||
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)
|
||||
{
|
||||
|
@ -263,14 +233,21 @@ public class Unit : MonoBehaviour
|
|||
|
||||
public void AttackAction()
|
||||
{
|
||||
// Check if this unit is ranged unit
|
||||
if (rangedAttackRange > 0)
|
||||
// Check Attack Range
|
||||
if (inDogFight(this))
|
||||
{
|
||||
return;
|
||||
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 < meleeAttackRange; ++i)
|
||||
for (int i = 0; i < attackRange; ++i)
|
||||
{
|
||||
int attackXPos = standingCell.xPos + (i+1) * (int)side;
|
||||
if (attackXPos >= cellMap.column || attackXPos < 0)
|
||||
|
@ -330,6 +307,11 @@ public class Unit : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
public bool isUnitAlive()
|
||||
{
|
||||
return currentDefense > 0;
|
||||
}
|
||||
|
||||
bool checkDestinationCellEmpty(bool retreat = false)
|
||||
{
|
||||
int currentXPos = standingCell.xPos;
|
||||
|
|
|
@ -1,12 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class UnitClass : ScriptableObject
|
||||
{
|
||||
public new string name;
|
||||
public string description;
|
||||
|
||||
public Sprite artwork;
|
||||
public virtual void ApplyClassSpecilization(Unit unit) { }
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7d6c417b0c9236b4a915f410e56db822
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -25,6 +25,12 @@ public class UnitManager : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void handleDiedUnit(Unit unit)
|
||||
{
|
||||
if (unit.side == Side.left)
|
||||
|
@ -33,7 +39,7 @@ public class UnitManager : MonoBehaviour
|
|||
}
|
||||
else if (unit.side == Side.right)
|
||||
{
|
||||
rightSideUnits.Remove(unit);
|
||||
leftSideUnits.Remove(unit);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue